Scout Archive
Thread: In Dev Scout
Thanks a lot for the fixes, they are for the most part a nice improvement. However, when is the fix going to be implemented where a creature can be harvested by two scouts at once. Meaning one gets bone and one gets hide. Also, doesn't it make sense that this would also be something that one person could do. Why can't a Scout get bone and hide and even meat all from one creature? It seem s a waste to just get one thing.
Zartan
-the Brotherhood-
"You may take my life, but I'll take yours too."
Is this even if they would not have attacked you if you didn't use /maskscent?
A lot of aggro critters will not bother to attack you at 64m (which is where the xp check/detection check for /maskscent occurs). So is this saying that they will attack even if you're at 64m, just because you made yourself more difficult to detect the first place?
Yay!!! Thanks, Q-3PO!!
I know that SWG is a work in progress and that we all appreciate your hard work to make it a game worthy of the Star Wars name.
Thanks again!
Q,
Thanks for getting this out to us. You've knocked a few items off my list in less than 24 hours!
I look forward to seeing how this works when it gets published out to the servers.
Thanks again!
B
These are great, needed changes - especially the infuriating camp no-build zone situation.
Thanks, Devs!
Sure, now Camps give more exp. <sighs> The last few days all I did was sit in my camps and make Stimpacks and such to get Survival IV. I felt bad for my friends as I tried to egg them on to stay longer. So 8 hours of sitting in a camp could have been avoided, oh well. I just hope they fix the multiple scout loot, my other friend is a scout and it's just frustrating treating it like EQ again.
"Ok, this turn it's my loot/harvest, then you loot/harvest.....bah. OK, who ninja looted this shaupaut's hide? I needed bone." ![]()
All great fixes, but what about the improved camp bug, where if you sit in a specific chair it teleports you to 0,0 at least on Tatooine not sure about other planets. Heck now a days I wont sit in any of the stinking chairs. This is a huge problem. The first time I saw it I land in the middle of 14 red cons and die within a couple minutes as I already had 2 incaps on the fight before the teleportation. Only luckily the auto-insure was still on or I would have had to go all the way back to get my stuff.
Also what about the Picking up of items from a camp. More of a pain in the butt then anything else but someone can come by and steal all the chairs and the console. Not a game breaker buta problem anyway.
DaBarge
Novice BH
You
Q-3PO wrote:
Baby creatures now yield 1/4th the resources and xp of an adult when harvested.
You should know that state traps do not stack but debuff traps do stack. For example, 2 stun traps thrown sequentially will not both grant xp, but 2 wire mesh traps will. What this does it allow people to root or snare a creature, then toss debuffs on it all day until they max their trap xp. Please remove the ability for people to stack debuffs of this nature.
For a complete list of the upcoming update notes for Test Center, please go to the In Development page. These changes should go on Test Center in the next couple of days and then go to live galaxies after a week or two of testing. Please also read my post about priorities before giving feedback. Thanks.
ScoutBigger camps now grant xp slightly faster than smaller camps.
The rate at which camps accumulate XP to award when they are disbanded has been increased.
You can now place camps in no-build regions (but you still cannot in city regions)
Camps now auto-heal faster as their level increases (i.e. a high tech base heals faster than a two person kit).
Baby creatures now yield 1/4th the resources and xp of an adult when harvested.
The mind pool damage done by the sharp bone spur has been decreased.
The ranged and melee defense debuff traps have been strengthened slightly.
Fixed the description of FX on a couple traps.
Attempts at scent masking against creatures should be more successful.
Scent masking should be much less likely to break against large groups of creatures now.
There is a chance that a creature that detects you while you are scent masked will attack you.
Improved mask scent's ability to make a creature ignore the player
Camps will now properly give XP.
Q-3PO wrote:
You can now place camps in no-build regions (but you still cannot in city regions)
Fixed the description of FX on a couple traps.
Attempts at scent masking against creatures should be more successful.
Yea!!
Baby creatures now yield 1/4th the resources and xp of an adult when harvested.
The mind pool damage done by the sharp bone spur has been decreased.
Booo!!
Where's the fix for harvesting in a group????