Ranger Archive

Thread: Survival XP Changes: Your feedback

darmokVtS
Fri Apr 15, 2005 9:30 am
#40

I'm "indifferent" to this change as of now. I'm quite unsure what exactly the point is to this change and cannot come up with anything else than "part of a bigger picture which has yet to be revealed" as there's not much reason to just change the XP type IMHO .

If it is indeed what I guess I have to say "wait and see what happens", if not I do not consider the change reasonable.

Message Edited by darmokVtS on 04-15-2005 06:31 PM




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
Owen-Lars
Fri Apr 15, 2005 9:31 am
#41

Thats what im saying calc hehe, they got it wrong Scout and ranger is slower to progress so they implement a concept that you can either camp or harvest and contribute to your leveling all the time. Fact is though, the vast majority of people do whats fastest and most efficient therefore whichever is the fasted route to get to master ranger will be used almost exclusivly.


If combat and the harvesting route is harder then the majority will camp there way up, if camping route is harder then everyone will just harvest their way up. Both ways mean that you learn skills without even using skills in that area (if you level up just using camps you can level up in scouting skills without ever using them, if you level up just using harvesting and camo then you can level up camps without actually ever camping which i think is wrong.





THORTAC BALCOR
The Lost Ranger
RANGER
Dariane_Kamutsovy
Fri Apr 15, 2005 9:34 am
#42






Calculus_Entropy wrote:





buickstg2 wrote:

So why are they changing it? I thought this was the CU to balance combant not a Ranger revamp. I say we cross this bridge when we get to the Ranger revamp. Leave it the way it was with the survival xp.





Funny, isn't it? People really wanted to be included, and we got included .




Yep, in a way that shows US that the devs do not listen.


I don't recall ANYone asking for a skill XP change....


And, even more logic applied, this whole XP stuff has NOTHING to do whatsoever with COMBAT....


Frankly, I do not see any reason for this weird change except to kick us in the nuts, cause they had to give in on the CL+Health thing...


Message Edited by Dariane_Kamutsovy on 04-15-2005 06:37 PM

Nastzguehl
Fri Apr 15, 2005 9:43 am
#43

I don't like it, I am afraid that we will lose our camps in the future, but I really like to sit in a camp and look around.



--------------------------------------------------------------------------------------------
Regards Heidebaer Baeren


MercerStorm
Fri Apr 15, 2005 9:49 am
#44


I don't like the change either.My reasons for this have already been stated by othes, so I don't need to repeat them.



Ekaran Haise'Tah, Bothan Master Ranger. December 2003 - November 2005.
Once a Ranger, always a Ranger.
Keep the fires lit.
See you out there.....
tekniko
Fri Apr 15, 2005 9:53 am
#45

I truly hate this change. While many dislike the chore of earning wilderness survival experience and see camping as a useless endeavor, I do not. Having to earn wilderness survival experience helps to deter the FOTM and 4/0/4/0 Rangers, allowing our community to remain somewhat stronger and less diluted by dabblers. I do not understand the "camps are useless" mentality.

I hunt both alone and in groups. Alone in the wilderness, camps allow me to take a needed breather to heal and craft. I can safely pull my cu pa and heal it, same with my droid and its autorepair. Find a spot, pop a camp, begin crafting traps and another camp while I heal. I need no medical personnel with me and I only need to come in out of the wilderness to recover battle fatigue.

In a group, other characters benefit in the same manner as I; I receive many good comments about the crafting stations in my HTFB. Camps, contrary to what many will say, do serve a very useful function.

Additionally, camps provide a convenient rally point for the navigation-impaired. Players see those torches in the distance and know that relative safety is at hand.



Adapt and overcome.
Colonel Tovan Cassidine - Elder Master Ranger/Elder Master Rifleman/Elder Master Politician/Elder Force Sensitive
Who's the more foolish: the fool or the fool who follows him?


Nowa Ielenia - Droid Engineer
Ahazi - Caldaria Cove, Dantooine (-2626, -15)
Calculus_Entropy
Fri Apr 15, 2005 9:54 am
#46



Dariane_Kamutsovy wrote:


Calculus_Entropy wrote:


buickstg2 wrote:
So why are they changing it? I thought this was the CU to balance combant not a Ranger revamp. I say we cross this bridge when we get to the Ranger revamp. Leave it the way it was with the survival xp.



Funny, isn't it? People really wanted to be included, and we got included .

Yep, in a way that shows US that the devs do not listen.

I don't recall ANYone asking for a skill XP change....

And, even more logic applied, this whole XP stuff has NOTHING to do whatsoever with COMBAT....

Frankly, I do not see any reason for this weird change except to kick us in the nuts, cause they had to give in on the CL+Health thing...

Message Edited by Dariane_Kamutsovy on 04-15-2005 06:37 PM



My guess is this change was based, in part, on the last 2 years of complaining about Survival XP. But, Owen did point out that people had said Scout/Ranger was too slow to level, so instead of adressing the issue with Scout XP, they made more of an issue by adding another line of Scout XP. Frankly, I will have to test this, but I could see how one could level Scout/Ranger more quickly by crafting camps than by actually fighting.

I was with you until the last line. The devs don't make more work for themselves just to spite a profession.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
MiniDato
Fri Apr 15, 2005 10:04 am
#47

Part of me says, well, the Frontiering grind really wasn't fun, but then again part of me says the end result was the achievement and I dont really feel it should be devalued. I agree the Scout and Survival XP should be kept separate and on the whole, no, I dont like this change.


Something Calc said though about camps that got me thinking. The Ranger camps never were set up to repel aggro in the end due to the potential for exploitation. That I understand. Why can't a combination of the Rifleman's 'Conceal' as it is intended to be applied in CU and the Ranger Camo effect be attributed to the camps however?

Namely anyone is the camp drops off radar (think of it as disguised) and automatically has the camo state applied whilst they are within the camps boundaries. This would havea similareffectto repelling creatures (i.e. they wont attack what they cant detect) and a limited effect against NPC's, but would not be as exploitable. Like the 'Conceal' any hostile action would result in it 'breaking' and the whole camp no longer being disguised either on radar or as masked/camo'd. That would stop it being exploited as a critter repelling shield for folks hiding in it (one of the main concerns) and allow it to be a 'safe haven' in hostile territory so long as you dont do something stupid like take a pot-shot at a passing MOB?


Sorry, I got off track (no pun intended)


Iena - Ahazi MCH / Master Ranger


Dariane_Kamutsovy
Fri Apr 15, 2005 10:08 am
#48






Calculus_Entropy wrote:





Dariane_Kamutsovy wrote:



Frankly, I do not see any reason for this weird change except to kick us in the nuts, cause they had to give in on the CL+Health thing...





My guess is this change was based, in part, on the last 2 years of complaining about Survival XP. But, Owen did point out that people had said Scout/Ranger was too slow to level, so instead of adressing the issue with Scout XP, they made more of an issue by adding another line of Scout XP. Frankly, I will have to test this, but I could see how one could level Scout/Ranger more quickly by crafting camps than by actually fighting.

I was with you until the last line. The devs don't make more work for themselves just to spite a profession.




Then, please explain to me the following issue:


* why is that in CU TKA with VK still gets 1H XP ??? This bug existed already BEFORE they did remove the survival xp (and even removed it only partially at first?)


* some problems with pistol xp too I believe (same!)


I keep reasonable track on all fixes and changes, and this one comes falling out a complete blue sky.


As you and phenix like to point out everytime: KISS...


I agree with that, and would like to add: don't mess with something that isn't broken. Surival XP and the trees DID work. If it was too hard to do, lowering would have been MUCH easier then changing it into another XP type (which they failed to grasp in the first place, cause a second update was necessary to remove some other survival xp generator).


So the only reason I can think for this change is exactly the last line I said.


KundoJet
Fri Apr 15, 2005 10:10 am
#49


(Nice RUSH quote, MercerStorm!)


Two thoughts:


1. Given how important groups are in the post-CU game, especially in PVE, surely they could have come up with some way of making them useful (buffing, small bonus to defensive ratings, something...), rather than making them even less relevent... who knows, maybe they have something in mind, but you'd think they'd talk about it a little.


2. Not to harp too much on my Scout revamp proposal, but pooling XP from hunting, trapping and harvesting together ("hunting XP") and XP from terrain neg, mask scent and camping together ("survival XP") keeps diverse XP streams while giving players options about how to pursue them.


(***EDIT: Sorry, meant to add, this shouldn't lead to people craft-grinding the profession if you make the XP for traps and camps come from using them rather than creating them. ***)

Message Edited by KundoJet on 04-15-2005 01:18 PM



Celebriel Inle
Black Rabbit
BioEngine
Fri Apr 15, 2005 10:13 am
#50

I do not like this change at all. Because this tree is especially difficult to obtain, it would be an honor to have completed it without whining at all. I have tried to get the xp through fishing for my guild, since our BE will be 3 feet under when the CU goes live.


I agree that this is the "easy way out" of making much-needed changes to the survival line. The easier way to do this would be to give us harvesting and experience bonuses for fishing. The preffered method would be to give us new abilities for our camps.


My opinions, take them as you will.



Account active 'till November 10th, contact me on forum name:
Stamina
Typho
Fri Apr 15, 2005 10:24 am
#51


I don't like it! I'm proud of the fact survival xp takes time to get and thought it made being a Master Ranger special. I would much rather see camps become more useful and leave survival xp in there. It makes no sense to me why they would remove the xp requirement since now anyone wanting to master scout or ranger never even has to use a camp. Maybe they have some other plans for the frontiering line? Maybe camps are totally going away? Always in motion the future is! This is where it would be nice to have some sort of communication with Devs on our future direction. As it stands right now I have no idea where we are going. Lets have dialogue, lets lay out a road map, lets work through what the players / devs want and come to some middle ground. I wouldn't care if it took another six months to revamp Ranger as long as we received communication, had dialogue and were able to give feedback with the Devs. I think this is all any of us really want. Just my 2 cents!





Isxossk

-Elder Ranger-

-Elder Pistoleer-
Calculus_Entropy
Fri Apr 15, 2005 10:26 am
#52






Dariane_Kamutsovy wrote:





Calculus_Entropy wrote:





Dariane_Kamutsovy wrote:



Frankly, I do not see any reason for this weird change except to kick us in the nuts, cause they had to give in on the CL+Health thing...





My guess is this change was based, in part, on the last 2 years of complaining about Survival XP. But, Owen did point out that people had said Scout/Ranger was too slow to level, so instead of adressing the issue with Scout XP, they made more of an issue by adding another line of Scout XP. Frankly, I will have to test this, but I could see how one could level Scout/Ranger more quickly by crafting camps than by actually fighting.

I was with you until the last line. The devs don't make more work for themselves just to spite a profession.




Then, please explain to me the following issue:


* why is that in CU TKA with VK still gets 1H XP ??? This bug existed already BEFORE they did remove the survival xp (and even removed it only partially at first?)


* some problems with pistol xp too I believe (same!)


I keep reasonable track on all fixes and changes, and this one comes falling out a complete blue sky.


Umm...what? You think the devs made VKs give 1h xp to piss off TKAs?I don't follow you...


As you and phenix like to point out everytime: KISS...


I have said it before and I'll say it again...ummm...what?


I agree with that, and would like to add: don't mess with something that isn't broken. Surival XP and the trees DID work. If it was too hard to do, lowering would have been MUCH easier then changing it into another XP type (which they failed to grasp in the first place, cause a second update was necessary to remove some other survival xp generator).


Myself and Owen, and pretty much everyone agrees that they shouldn't have changed Survival XP.


So the only reason I can think for this change is exactly the last line I said.









Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
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