Ranger Archive
Thread: Interesting Feedback in the Scout forum...
http://forums.station.sony.com/swg/board/message?board.id=scout&message.id=7475
Veeerrrry interesting. Most changes are nice, but the Mask Scent change troubles me... apparently Mask Scent will be maxed at Master Scout. I wonder what this leaves for the Wayfaring line, other than crawl speed.
The mask scent is not a problem, imo. What peaks my interest greatly is the statement that Rangers will retain the Camo skill AND get newabillites to harness it.
Peace and Prosperity
D'Shan Kaen
"Rangers will retain the Camouflage skill mod and will, eventually, get new abilities that harness it."
Hopefully we will get these new abilities sooner rather then later. If not, we'll be about equal with scouts
"- Camp and trap crafting now rewards Wilderness Survival xp.
- Fishing now grants Wilderness Survival xp. You get this xp for catching fish, not trash or loot. The xp reward is also slightly random, proportional with the size of fish you catch."
One can only assume these changes apply to Rangers as well.
Unfortunately it does not look they are working on Foraging, nor will they for a while yet.
My one concern with all these changes is that if Rangers do not also get changes and 'new abilities' at the same time, we will essentially be no better then any Master Scout.
Not so bad.
- The chance to successfully mask scent is now modified by your posture and locomotion. If you are prone (moving or not), you get a 15% bonus. If you are running, you get a 10% penalty. If you are walking, you get a 5% penalty.
This will make crawl speed increases more usefull
-Rangers will retain the Camouflage skill mod and will, eventually, get new abilities that harness it.
WOOT !!! What they are saying is that Mask scent will no longer check the camouflage skill but will have it's own skill. And only Rangers will get the camo skill
- Camp and trap crafting now rewards Wilderness Survival xp
That will HELP !!
- Fishing now grants Wilderness Survival xp. You get this xp for catching fish, not trash or loot. The xp reward is also slightly random, proportional with the size of fish you catch.
See above comment about Helping ![]()
- Each scout in a group that has loot permissions for a corpse may harvest from that corpse. Corpses harvested in this way yield 60% their normal resources and XP. Leaving the group and then harvesting still yields only 60%.
-The goal is to give scouts motivaton to group and remove barriers from grouping. Since groups naturally kill targets faster than soloing (at least organized groups do hehe), the 40% penalty should be made up for easily.
-This is will probably result in an increase the resources available in the game market. We know that selling resources is an important method of making money as a scout. We will be monitoring the impacts on the market and, if necessary, we will modify the cost of crafting items that use organic resources to increase the demand for those resources.
Good and bad...depends on your point of view. not sure if the crafters are going to appreciate having the resource requirments upped on some of their stuff.
-There isn't a solution for foraging in development right now. I'd like to make foraging more useful and have some ideas on how to do it, but its fairly low priority compared to fixing problems with other professions
Booo..hiss !!!
Well...i hope we get a post tonight for us Rangers but I'm not totally unhappy with what I read on the Scout board.
THIS BETTER NOT BE THE RANGER FEEDBACK TOO!!!
If our top issue is RANGERS AREN"T SCOUTS.. then what a slap in the face if our feedback is one line of text tucked into the SCOUT REPLY
::sigh::
Zarn growing more agitated again
It's that 'eventually' part that's really, really troubling me. Makes it seem that the new abilities are quite distant. If so, looks like our Camo skills will be nex to useless...