Ranger Archive
Thread: Survival XP Changes: Your feedback
doing scout and ranger will have taken 2 days (thats with 10hours downtime farstar has had)
should be harder. especialy as you get your +60 as master
Got trapping 3 right now along with hunting 3 and exploration 3 but i'm not going back to TC until after they fix the fact that right now if I group with anyone at all we both become level 0 and I'm not going to solo nightspiders for days on end. They want us to test level 15 on up, but I am stuck at level 6 and using a DLT20 rifle even though i'm 4323 marksman so even level 7 nightspiders are the death of me even with traps (oh, tossing traps removes you from combat now also, by the way so they heal-up before you can even get back into combat). Yesterday I could kill things one or two levels above me with trapping 3, now they heal faster than I can damage them again and only burstrun keeps you at any decent range from a durni... seems all creatures get the same exploration mod as the person they are chasing. I'm really disappointed there is no way a ranger-only template can solo a rancor if he's willing to take 4 hours to do it.
Has anyone confirmed that crafting camps and traps gives scout xp now and not just no xp like back in the day?
I'm mostly neutral on this one at this point also, but i'm leaning towards the "wanting survival xp back" crowd.
I think the CU should remain focused on combat related stuff and the rest should be saved for the revamp. Changes like this made when they have 0 time makes me very nervous. I definitely do not want to see us Doctorized - all non-com stuff removed from our trees because we are now considered combat support again. I like being an interesting and unique class with diverrse skill options.
Calculus_Entropy wrote:
Dariane_Kamutsovy wrote:
Calculus_Entropy wrote:
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...
No, not to piss off the TKAs but to show you why I made my last statement. Why did they change something that is working but needs a little bit of tweaking (maybe) while something else is really broken and should be fixed first.
Isn't the VK's giving 1h XP an unintentional bug?
Yes, that's why I made it a point... That unintentional bug existed before I went on the small break and it still not fixed, yet they decided to get rid of survival xp ...
As you and phenix like to point out everytime: KISS...
I have said it before and I'll say it again...ummm...what?
Keep It Simple, Stupid
Oh...not sure I ever said that, but the gist is the same as what I have said
.
Hehe
I went with yellow this time...I am going for the rainbow thingThat's why I went blue this time.
Quiet a colorfull post.
Wonder how many people start crying from all these colors ![]()
Owen - if that was directed at me I have a long weekend this weekend woot! We get a holiday called "Patriots Day" which is just an excuse to keep people out of Boston while the Boston Marathon is going.
Vorpaks wrote:
Evil Paks says she loves how Dariane's posts make Calc use the Leia smiley.
Owen - if that was directed at me I have a long weekend this weekend woot! We get a holiday called "Patriots Day" which is just an excuse to keep people out of Boston while the Boston Marathon is going.So I'll be burning retina this weekend and on TS a lot.
And I don't have to move yet, so I may make an appearance as well
I'm going against the grain here... but I don't mind at all. I actually talked to several people in game today (all SL), and they're happy about the change. They hated being stuck sitting around in camp and crafting just to pick up their profession, when they'd never use a camp again. (also an indictment of how useless camps currently are).
But they all agreed on the same thing.. keep scout XP for the camping/survival tree, but makes camps USEFUL so people will actually need/want to place one.
Is the main concern that we did it the "old" way? (To be fair, some rangers got through that tree with higher XP requirements and no ability to be able to craft it.)
Is it that, now, one can finish the survival/frontiering lines without ever placing a camp? (well, you can grind through armorsmith and never make anything but a component and a shirt - no real armor crafting needed!)
Is it "pride"? I don't mean to direct this comment to anyone, but where's the pride in sitting in one spot doing nothing, or crafting away high XP requirements, only to reach no reward in the end (except for having a role-playing tool)? Today marks the 7th time I've mastered scout on different servers, and as much as I think camps were a cool part of our profession, I've never felt pride from finishing the survival line.. just relief, and disappointment.
I took up the Ranger profession because of something I read in the description of Frontiering III, before I ever even knew the function of camps:
"..the Ranger is an unmatched master of wilderness survival. Whether a week alone in the Dune Sea or a shelterless night on the peak of some frost-covered mountain, the Ranger survives and thrives."
Sadly, that was just a description that the survival line never offered.
I say dump the wilderness survival XP, and focus on all the ways we've suggested to improve camping in the past and get these ideas implemented in a revamp. With useful and functioning camps, even if the survival/frontiering line requires scout XP, we'll still have plenty of reason to use them. Heck, a new scout might even be tempted to use that xp to train his/her very first box in survival!
CAMPS are the WORST LINE IN RANGER CURRENTLY. What can I do in a HTFB that can't be done just as well in a novice scout tent? really. The HTFB is the "Ranger Hat."
No one really finishes ranger without combat. Why? What do you want out of ranger then? I can rant all day about how other professions get xp for crafting one item all the time. How come I know off the top of my head that Master Docs need 22k of Lok Wheat and Tat Fiberplast. I think that the crafters should have to make all the items in their tree and experiment them to certain levels like the doc mission in the village, that would be much more fun then what people have to do now, but that's for another forum.
The best things about ranger are:
o High Harvesting bonuses
o Area Tracking
o Capped Terrain and BurtSpeed
I guess someone could use traps, but its always been faster just to shoot the damn critter.
I agree with any of the redesigns for the camp line. If camps were worthwile then fine.