Ranger Archive
Thread: Non-Scout Camps--The solution to the upcoming Call-anywhere fix?
Helloall,
I posted this is the thread announcing the "fix" coming in Publish 7 that will allow ppl to call pets and vehicles anywhere without a camp... However, I'm sure it will get lost in the mess over there and am hoping to get better feedback (and hopefully noticed by the powers-that-be) here. Let me know what you think and I apologize if the syntax is off as I'm just copy-and-pasting it over:
_______________
I've replied to it down there, but a few ideas popped up to help this problem that wouldn't require such a radical change. Why not make it possible for Rangers (or master scouts, perhaps) to produce basic camp kits that even those w/o the Novice scout skill can use? This way, itactually makes camps more useful by providingless of a grind to get that Wilderness Survival XP and to providea small source of income for Rangers (we'll still make most of our money from resource gathering). Also, make these kits stackable so they don't take up a lot of inventory room since I know, as a former architect, inventory space is usually slim.
Also, of course, fixing bugs would go the furthest to making this aspect of the game work better, but that doesn't seem likely since the same problems exist as they did 6 or more months ago.
Comments?
KillerCRS wrote:
Djibutul wrote:
I often wonder what SWG would look like if it were designed by Devs and not "ruled by the mob" so to speak...
More like rules by bugs IMO
In this case, you're probably right. It's annoying for me to whip up aquick camp to recall a pet or vehicle too. Really, this was more of a side comment on the way this game has been developed from the beginning. I'm glad the Devs ask our input and value it, but I think that a lot of things have been dictated by whining and people who don't see the big picture. I really don't know if it would be better or worse without the "Rule by mob", it was just a rheotorical question.
Anyways, it seems to me that the core issue of Raph's original argument was that camps used to be fun and "command centers" of combat in the field, so to speak. Instead of working our way back to that, which encourages player interaction and *gasp* RP if they so choose, we are running the opposite direction and making this even more of a grind-fest--which, from all pre-release accounts by the Devs,this game was not designed to be.
I they could fix th terrible bugs of pets not following, dissapearing in combat on zone lines, vehicles disapearing etc. this wouldn' be neccessary. The only real reason it' happening is because these bugs only happen on populated zones, and the devs have no populated zones in a testing or debug environment so they cannot reproduce them to find and fix them.
Very true. And if they would commit to fixing these bugs, then I wouldn't have so much of a problem with this work-around. The problem is they're using this as a bug-fix instead of a workaround.
The result:
1) A mechanic that further pushes SWG towards a treadmill game which its basic underlying principles do not support and thus lead to an inferior overall product (b/c you can grind a profession in no time and never really experience the beauty and fun of SWG).
I don't personally see how this has any effect on grinding or not.
This is from a Ranger/Scout perspective. Since camps are even MORE useless now, the only way to master the profession is the grind camps and sit in them all day (I did it while studying, watching TV, or playing Xbox).
2) Making yet another tree of another profession--that already has trouble finding its identity in the SWG of today--obsolete. (yes, that would be Ranger. I'm a Master Ranger, but not for long b/c Trapping and Camping are useless).
Trappin is a different issue. Making caamps useful doesn't have to tied to pulling out pets and vehicles, making all stim use, all droid use etc. all th things people do in a fight now to stay healthy and during their downtime, would make camps useful as well.
*shrug* Camps are pretty much useless, in any case. The only time I pull out a big one is cause I have some made up, to impress while we wait on someone to catch up, or so more ppl can fit in it and pull their vehicles at the same time before we speed away. Trapping, I don't complain about b/c that XP was easy to get (which is a pitiful reason to not complain and reflective of the grinding nature of this game)
I think you're going the wrong direction on this one Devs. You have a mechanic that could be a great tool and it's steadily gone down the tubes. Between vehicles in general, the lack of challenging content that does enough dmg to require downtime (ie. I went on 2 enraged Rancor hunts with fairly small groups and didn't even get a scratch worth noticing), and now the calling of pets/vehicles everywhere, camps, and rangers, are moving even further towards irrelevance.
I agree camps are going down the tubes, but I'll still be using them mysef in the wild to heal up wounds etc.
The real issue is the combat system. The devs can't seem o see that a ystem that allows people to spam 4x damage special moves infinitely (stims/buffs completely cancel ham costs) is unbalancing the game in a horible way. They have "almost" realized it with k/d timer, with 75% PvP damage reduction, with weapon nerfs etc.
But the devs haven't yet realized that ALL specials are not specials at all if people can spm them infinitely. I have guns that have killed over 1000 creatures, over weeks, that have never fired a normal shot ever. A special move should be special, as in rarely used, saved for when you really need it, not spammed infinitely.
That's what allows people to solo red cons, and feeds back into imbalances in every part of this game, PvP, PvE, the economy, overall balance, everything.
Agreed on the combat system...hopefully that's getting fixed.
Djibutyyl
Starsider
Master Ranger/Master CH