Ranger Archive
Thread: Survival XP Changes: Your feedback
Phenix1050
Fri Apr 15, 2005 1:40 pm
#66
Vorpaks wrote:
Ah but if you made crafting give trap xp then you could truly level all of Ranger without combat!
Phenix1050 wrote:
The one thingI will say is that I don't like the overall change of removing unique XPs. However, if that's the system that they're going to push on combat professions...well, I'm glad we're along for the ride. However, making sure that crafting doesn't supply scout XP is essential. We don't want a be a combat profession you can get by crafting, lol.
precisely what I want to avoid if at all possible. I think they're going to make us like smuggler-- where you have to have a combat-oriented XP to get a bonus that really has nothing to do with combat. The action in and of itself (camping) will be the benefit, and the combat-related XP will be the price. There certainly is a trade-off, but it they're going to remove unique XP types from the game(a bad move in my mind) then at the bare minimum I'm glad we're more like combatants than like entertainers.
frightwig
Fri Apr 15, 2005 1:43 pm
#67
Phenix1050 wrote:However, making sure that crafting doesn't supply scout XP is essential. We don't want a be a combat profession you can get by crafting, lol.
I saw that concern mentioned before, but I don't think that would be very viable way to master scout or ranger. You'd have to do a lot of hunting/harvesting before you obtain a box of survival that gave anything worthwhile to gain XP to start crafting your way to master.
Scroll down to the Survival Crafting XP part of this post, under "camps". You'd have to get Survival 4 just to gain 84/88 scout xp from crafting improved camps. You can get 60-70 scout xp just from harvesting a level 1 or 2 creature.
Yes, technically it could be crafted, but it seems very impractical for anyone to do that when scout XP gains could come quicker from combat. But you're right, the fact that it's even possible is not a good thing and should probably just be taken out.
Oh, and for the record.. I do like the uniqueness of different XP types and I'd hate to see them "dumbed down" into fewer types. Trapping should definitely stay in as the only way to gain that tree. I just don't see wilderness survival XP as a huge loss. What I'd rather see, and for rangers to focus their revamp ideas on, is the improvement and abilities of camps, rather than what type of xp it uses.
Phenix1050
Fri Apr 15, 2005 1:50 pm
#68
yup I agree frightwig, the liklihood of crafting through Ranger is slim to none...however, if the possibility exists, people will use that as an excuse not to give us stuff. I remember a dev basically telling methat the reason Rangers weren't a combat class is because it was possible to master without ever killing something. nevermind that just using camo and harvesting other peoples' kills would take a while and would be unfun. But because the feat was theoretically possible, it was used as justification for a poor choice. I don't want to see that happen again.
Again, i wish unique XP types were staying in the game. But I guess at the end of the day, i'd rather have Rangers be like all the other combat professions (whom we are rapidly starting to look like) than be held back because of our holding on to an XP type.
frightwig
Fri Apr 15, 2005 2:06 pm
#69
Ack! Call me Kimi.. don't remind me of the bad choice I made when registering on the forums.
Phenix1050 wrote:yup I agree frightwig, the liklihood of crafting through Ranger is slim to none...however, if the possibility exists, people will use that as an excuse not to give us stuff. I remember a dev basically telling me that the reason Rangers weren't a combat class is because it was possible to master without ever killing something. nevermind that just using camo and harvesting other peoples' kills would take a while and would be unfun. But because the feat was theoretically possible, it was used as justification for a poor choice. I don't want to see that happen again.Again, i wish unique XP types were staying in the game. But I guess at the end of the day, i'd rather have Rangers be like all the other combat professions (whom we are rapidly starting to look like) than be held back because of our holding on to an XP type.
But yeah, that's a really good point. Crafting wouldn't be an efficient way of mastering scout/ranger, but the fact that it's possible isn't a good thing when we try to define our profession as a combat/combat support class and ask for improvements in that sense.
KaiRaene
Fri Apr 15, 2005 2:46 pm
#71
I dont quite like the change. I say let it be til we get our revamp. Then we get that Wilderness xp returned with the modular theme included.
Almagill
Fri Apr 15, 2005 2:54 pm
#72
Okay, I've got as far as the bottom of the first page and I've got to ask:
Is this change going to Live, postCU, or is this merely a mechanism to allow "fast simple" levelling on TC-Epiii?
Assuming it's intended to go Live...
NO! This is a bad move. It will come back to bite us in the rear later. Rather than scrap survival XP on the daft notion that camping is to hard/time consuming (you don't 'need' Master ranger, so it's your choice to do it. Don't whine
) lets make camping worthwhile.
Use the grind to justify asking for better camps, extend their functionality, make them something people will WANT to put up because they have a purpose.
I said it in another thread recently but, if survival XP goes, it's the dev's track record of increase the amount of XP needed to fill the box. Just to keep it 'challenging'. And if they increase it to 150k, lets say, they'll increase the other boxes to 'balance' things and keep the tree 'challenging and fun for all player types'.
Anybody fancy working though 450k of scout XP and 150k trapping??
Is this change going to Live, postCU, or is this merely a mechanism to allow "fast simple" levelling on TC-Epiii?
Assuming it's intended to go Live...
NO! This is a bad move. It will come back to bite us in the rear later. Rather than scrap survival XP on the daft notion that camping is to hard/time consuming (you don't 'need' Master ranger, so it's your choice to do it. Don't whine
Use the grind to justify asking for better camps, extend their functionality, make them something people will WANT to put up because they have a purpose.
I said it in another thread recently but, if survival XP goes, it's the dev's track record of increase the amount of XP needed to fill the box. Just to keep it 'challenging'. And if they increase it to 150k, lets say, they'll increase the other boxes to 'balance' things and keep the tree 'challenging and fun for all player types'.
Anybody fancy working though 450k of scout XP and 150k trapping??
NerfBurger
Fri Apr 15, 2005 3:08 pm
#73
Owen-Lars wrote:
Ok guys, with the latest CU patch comes a change that was prety much unexpected and im not sure what to think.
- "Changed camps to require and grant scout xp rather than camping xp"
Id like you opinions on this change. Do you want it? Dont you want it? How does it effect you?
Quick answer: Hate it!
once I have a chance to collect my thoughts I'll post more detailed answer 
Nemo0
Fri Apr 15, 2005 3:35 pm
#74
I get very mixed feelings over this change.
My thinking is that the change was done largely because the SL prereq didn't involve combat. It might also have been done because you could get CL bonuses with a skill that had to be obtained outside of combat (although the change made it so that more CL enhancing skills can [different than have to] be gained outside of combat).
And, while I am proud of making it through the survival xp trees, that's not really the best reason to keep the xp type. If it's not fun, something needs to change. Personally, I think camps should have been made useful instead of making them less so. But, in the current state of the game, survival xp is rarely fun to get.
I am also concerned with the ability to craft or AFK macro through most of Scout and Ranger. Changing camping and crafting to scout xp makes it easier to do this.
On the other hand, all of our xp is possible to obtain through combat with this change. Survival xp is a strictly non combat action. So we have a bit more of a lever for combat skills. And we can argue for skills to help our combat survival in the survival tree.
While I don't personally like the change, there is some sense to it.
My thinking is that the change was done largely because the SL prereq didn't involve combat. It might also have been done because you could get CL bonuses with a skill that had to be obtained outside of combat (although the change made it so that more CL enhancing skills can [different than have to] be gained outside of combat).
And, while I am proud of making it through the survival xp trees, that's not really the best reason to keep the xp type. If it's not fun, something needs to change. Personally, I think camps should have been made useful instead of making them less so. But, in the current state of the game, survival xp is rarely fun to get.
I am also concerned with the ability to craft or AFK macro through most of Scout and Ranger. Changing camping and crafting to scout xp makes it easier to do this.
On the other hand, all of our xp is possible to obtain through combat with this change. Survival xp is a strictly non combat action. So we have a bit more of a lever for combat skills. And we can argue for skills to help our combat survival in the survival tree.
While I don't personally like the change, there is some sense to it.
Owen-Lars
Fri Apr 15, 2005 3:39 pm
#75
Yup, same nemo. I dont like it one bit but you can see what angle the devs were coming from.
DesktopSaki
Fri Apr 15, 2005 5:41 pm
#76
Owen-Lars wrote:
Ok guys, with the latest CU patch comes a change that was prety much unexpected and im not sure what to think.
- "Changed camps to require and grant scout xp rather than camping xp"
Id like you opinions on this change. Do you want it? Dont you want it? How does it effect you?
I think it'll make getting Scout and Ranger a great deal easier. That said, I don't know if I like it. It's like saying, "The camps aren't good so no one uses them, so we'll simply discount them further." I'd much rather see the camps made useful enough to be placed often. If people are saying the grind is too long, then reduce the amount of XP needed or increase the XP given. (It's not much worse than grinding a crafting profession, since you get Survival XP for making camps.)
As it is, Scout is horribly easy to get, apart from that tree. You go out and hunt high-end creatures (highest your level allows) and harvest them. In the current system, a friend of mine who went hunting with me got four boxes of Scout in a half an hour. Traps were slower, but when they did land, you're talking 700-1000 xp per. The only challenge left these days is the Survival Tree, albiet it gives very few rewards back. (But I do loooove my camo kits.)
Besides, we ground it out, so should everyone else.
(Ok, that's a personal opinion and not really a valid reason.)
I'm proud of being a Ranger; I'm proud of the hard trees it took to get there. It's a challenge. I hate to see it watered down.
Message Edited by DesktopSaki on 04-15-2005 08:43 PM
Geo-Pride
Fri Apr 15, 2005 6:07 pm
#77
it devalues the profession, rangers are meant to be at one with the land and able to do everyting where ever they are. What would explorers do with out wilderness survival knowledge..... die thats what. If anything trapping xp needs to become wilderness survival. Also lowering the xp gained per trap. its possible to get the trapping tree in an hour just throwing wire mesh at naffs or rancors. reconsider please
JBMat
Fri Apr 15, 2005 6:21 pm
#78
Each profession has it's own pain in the ass tree. We have survival. BHs have Investigation. Combat types have combat XP. Crafters have macros to do theirs, so they don't whine.
Anyhow, camping is my personal pain in the ass, last one to do, I gotta go freaking camping, tree. I am semi proud of the fact I made Master on the old point system (80 k, not a mere 60) and had to sprint to the trainer to make Master before the daily reset and the inbound that day nerf. There were maybe 2 other Master Rangers on my entire server, if that. I never got the dates they mastered, but know of only two who were even Rangers back then.
Yes, I did camping last, twice. I sat in camps with a buddy, and we talked about stuff to come and I made XP. I did some, not a lot, of AFK camping. I think only once really, I mowed the lawn and camped. Wow, that was 2 whole camps and I came in, showered and went back to ATK play. I dragged friends hunting, just so I could pop camps every so many missions, for the XP.
To make 3 of 4 Scout/Ranger trees dependent on one type of XP is sorta silly. If we ever want to make camps worth a bucket of warm spit we should keep them seperate, strengthening any arguments we make for changes during the promised revamp. Merely taking xp A and replacing it with xp B dilutes the argument some.
I don't have a strong feeling one way or the other right now. I don't want to see it change, but should the majority support it, fine. I do think it weakens the profession in a small way.
JB