Ranger Archive
Thread: Questions about Camping!
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Moosemanuk
Mon May 09, 2005 5:26 am
#1
Hi folks,
Been a Ranger for about a week now and thanks to the double xp stuff I have made it to 2/2/3/0 nicely - despite my inability to make a trap stick to anything, I am having a great deal of fun. I have some questions about camps though, just a couple of things that I have noticed while setting up camps for my groups. I can build and deploy Field Base Kits at the moment, which look very cool, but I was wondering a couple of things:
- I am using fairly standard resources to make the camps, is there any benefit to using better quality resources (hides, bones etc)?
- If there is a benefit to using better resources, can camps be experimented on?
- I've noticed that my camps fail to repel hostile (red) mobs quite spectacularly- Voritors kept wandering in two nights ago and attacking us, and last night it was Cannibal Dewbacks that just trotted in an killed us all ... is there a way I can improve my camps such that they repel creatures? What sort of level creatures can I expect to repel being in a camp (the dewbacks were CL82 if I recall)
- Is there any way that I can create camps that improve the rate of healing, or quality of buffs (inspiration and otherwise) ? (again this might boil down to using better resources!)
Thanks for any help!
banny018
Mon May 09, 2005 5:40 am
#2
the oq of the resources used when crafting your camps have no effect on the camp its self, you cannot expeirment when making them either, if i remember the repel mod for camps was nerfed quite a while back which is a shame really, the only way to improve the healing effect in the camp is to have healers in there with you..
JascoSmlee
Mon May 09, 2005 5:49 am
#3
tbh you will probably level the camping tree quicker by justharvesting nowadays
frightwig
Mon May 09, 2005 5:57 am
#4
Hello and welcome,
1) -- Quality of resources don't affect camps, nor can they be experimented on.
Only camo kits can be experimented on, but it only results in a larger stack of kits -- power or quality isn't affected on camo kits, and only OQ matters.
2) -- Despite the description, unfortunately camps do not repel hostiles.
3) -- The rate of healing for camps is a fixed rate. The HTFB has a healing rate of 1.0, the same as sitting in a hospital.
1) -- Quality of resources don't affect camps, nor can they be experimented on.
Only camo kits can be experimented on, but it only results in a larger stack of kits -- power or quality isn't affected on camo kits, and only OQ matters.
2) -- Despite the description, unfortunately camps do not repel hostiles.
3) -- The rate of healing for camps is a fixed rate. The HTFB has a healing rate of 1.0, the same as sitting in a hospital.
Starson
Mon May 09, 2005 4:25 pm
#5
I thought the HTFB was the only camp that repelled critters, did they chang that
?
mutantman
Mon May 09, 2005 6:19 pm
#6
Starson wrote:
I thought the HTFB was the only camp that repelled critters, did they chang that?
I seem to recall that the description of the other ranger camps mentions the ability to repel low level creatures, but, unfortunately, this has never worked to my knowledge. I remember hearing a story about the devs taking a hunting trip, and being surprised when their HTFB didn't repel a creature. Apparently, they didn't know it was broken.
JascoSmlee
Tue May 10, 2005 1:31 am
#7
Even though the descriptions state otherwise, no camps have ever repelled creatures.
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