Ranger Archive

Thread: Camp nerf? (Ranger)

sbjnyc
Sat Sep 13, 2003 9:02 am
#1

I'm posting this on the scout and Ranger boards as it affects both my basic camp and my hi tech field base. Has anyone else noticed that the woundhealing of camps is now 5 per tick instead of 10, and that the frequency of the ticks doesn't seem to have changed? I haven't posted this yet as I thought maybe the frequency was increased, which would be a good thing. However, I just haven't noticed that change, which is hard because of accounting for battle fatigue, etc. Anyone else look into this?
nobounds
Sat Sep 13, 2003 10:19 pm
#2

i seem to be getting 5 ticks every 3.5 min or so..
StealthNuck
Sun Sep 14, 2003 12:54 am
#3

I've noticed the 5 ticks instead of 10...but I've also noticed that in my camps I get twice as many ticks as before - making it exactly the same.

Maybe a bug in your case?



Caius - | Master Useless Class | Master Rifleman
Eclipse
Brugh
Sun Sep 14, 2003 7:43 am
#4

What do you expect? SOE is going to nerf everything in this game. SOE nerfs first and adds content and fixes bugs whenever they have the money, time and resources which is the back burner on their schedule. Look for real fixes in the $30 to $50 modules that they sell but dont hold your breath. In over 4 years of development SOE only produced one GOOD expansion pack Planes of Power and even the packs that came after POP did not use the wonderful innovations that the players were demanding. Don't hold your breath.
Faith13ss
Sun Sep 14, 2003 9:54 am
#5

if you hate sony so much, why the hell are you paying them to play thier game? go play some other MMORPG and bitch on thier forums



oh yeah get down groove train oh yeah shake that funky wookie white boy
imppilot421
Sun Sep 14, 2003 2:44 pm
#6

did u guys also notice camps cost more?
NRaas
Sun Sep 14, 2003 3:37 pm
#7

imppilot421:


"did u guys also notice camps cost more?"


- Yes, the resources required for each of the camps was increased in the last big patch.


- I beleive It was an attempt to reduce the number of resources the amateur scouts (the ones who don't rely on selling resources for all their income) were selling on the bazaar.


- Now they must use more of their own supply of resources rather than selling it to others.





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sbjnyc
Mon Sep 15, 2003 10:15 am
#8




NRaas wrote:

imppilot421:


"did u guys also notice camps cost more?"


- Yes, the resources required for each of the camps was increased in the last big patch.


- I beleive It was an attempt to reduce the number of resources the amateur scouts (the ones who don't rely on selling resources for all their income) were selling on the bazaar.


- Now they must use more of their own supply of resources rather than selling it to others.






If it was an attempt to reduce the number of resources the amateur scouts sold, why did they change the costs of the field bases? I wasperfectly content using polymer and steel to make the camps. I am not happy about using lots of bone and hide. In fact, the only time I will make a base is at the request of a medic who needs the crafting station. For wound healing, if I'm expected to make a camp it will be a basic camp kit.



NRaas
Mon Sep 15, 2003 10:39 am
#9

"why did they change the costs of the field bases?"


- Yes that change confused me as well.


- I was quite content having to use metal and plastic to create the field bases.


- But... I do remember some Rangersposting about the inorganic requirements, so perhaps that was taken to heart when it came time to adjust the camp requirements.





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sbjnyc
Mon Sep 15, 2003 10:45 am
#10

Field bases still require metal. Plus I can't imagine making crafting stations out of hides, maybe on Macguyver...


I still don't understand the people wanting to forage for the flora parts to camo kits. I have medical forage which allows me to forage for flora and there are so many kinds of flora and the amounts foraged are so small that it just isn't worthwhile to me. I'm happy to go to an artisan for the flora.





NRaas wrote:

"why did they change the costs of the field bases?"


- Yes that change confused me as well


- I was quite content having to use metal and plastic to create the field bases.


- But... I do remember some Rangersposting about the inorganic requirements, so perhaps that was taken to heart when it came time to adjust the camp requirements.







P.S. When will I get the ability to quote messages including their smileys?
NRaas
Mon Sep 15, 2003 11:08 am
#11

"I still don't understand the people wanting to forage for the flora parts to camo kits."


- The caveat behind this idea is that the developers increase the stack size that forage commands retrieve in one attempt.


- I don't see that happening though, as the medical community has been asking for an increase since the beginning of time and still haven't received it.





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Ki_Gu_Lon
Mon Sep 15, 2003 2:11 pm
#12

I wouldn't suggest that we use a Medical Forage type ability. I would suggestthat theychange the floral slot to require one semi-rare, non-stackable floral item. Not15 or so units of the current planetary flora.


Making the item non-stackable would make it hard for people to stock up on these items, making it more prudent to forage for the component on a kit-by-kit basis.


This method would probably make it impossible to mass-produce the camo kits in a factory though. I could live with that if the kits if it made the kit components more logical, as long as the camouflage was made more reliable.


Alternately, if Rangers had some limited ability to survey and sample flora at Novice Artisan level, that would make logical sense as well.


I am already and Artisan and a Surveyor, so don't think I am advocating this becuase I don't want to rely on outside help or save myself skill points. I enjoy being a prospector and I make great money doing it, but I am more in favor of having the components make sense... And requiring Rangers to buy thier branches and twigs and grass from Artisans when they have a perfectly reasonable, yet underusefull, ability makes no sense to me!




"Daddy, what's that bad man doing to my (Star Wars)?"

"Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
NRaas
Mon Sep 15, 2003 2:23 pm
#13

"This method would probably make it impossible to mass-produce the camo kits in a factory though."


- Hmmm... I enjoy the flexibility that factory production offers. I can produce them while I'm asleep, and then use the fruit of my "labor" whenever I choose.


- As well, crates are more compact... Much better than having a pile of camo kits laying around in my already cramped inventory.


- Making camo kits reliant on an item that can only be foraged would become a bane I'm sure.


- If they were to change the camo kit requirements to any planet specific flora, then you could use a /medicalforage type ability (with a little bit of time, mind you) to collect enough of one type of flora.


- It is the specific resources that are causing the problem in my mind. I don't see why I have to use one specific resource type to produce these kits.


- As someone else stated in another post... The point of camo kits is to blend in, so why are forced to use only one flora type? Wouldn't that make us stand out?





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