Scout Archive

Thread: MaskScent Timer????

Ricbr
Tue Jul 08, 2003 9:01 am
#1

I just read on a fan site that the Mask Scent command now has a timer....WHY?


A timer is not needed to get rid of those gaining all of the scout XP...You needed to lower the scout XP amounts recieved by the mask scent. With a timer and all the dropped maskscent attempts on a hard planet...makes a hard planet unbearable now. We wont last out there at all now.

MrJoel
Tue Jul 08, 2003 9:04 am
#2

This is B.S. Scent mask failed most of the time anyway. I never got much Xp. But it would stop a red from killing me when it lost my scent. Now I don;'t even get that. You can't take away everything from me guys. Whenever I start working on a skill you nerf it. THIS HAS TO STOP. You are killing the game for me. Others may be exploiting the system but I am struggling as a result of your "fixes"



Javert -Bounty Hunter-
Ahazi
ZomKalla
Tue Jul 08, 2003 9:07 am
#3

I just got to Yavin 4 to train and I can't get any xp there now because of a "timer". If you get deceted you have to wait til maskscent would normally go off to start it again,i think.




---------------------------------------------------------------------------------------------------
6 times 9 equals 42 (at least in Base 13 it does)

SWG Wiki
Ricbr
Tue Jul 08, 2003 9:07 am
#4

Just lower the XP that it gives out...not the timer. Timer = Fast death on Yavin, Dathomir, And Endor. Maskscent always goes down...alot. I had to keep hitting it continously just to survive on those planets...and I dont need the scout XP...I am worried about living.
123kid321
Tue Jul 08, 2003 9:08 am
#5

Does anyone have the patch notes where this was implemented? I can't seem to find it anywhere.
ZomKalla
Tue Jul 08, 2003 9:09 am
#6

Another thing i forgot to add, if you try to use mask scent during the "timer" you get this message, "sys scentmask delay".



---------------------------------------------------------------------------------------------------
6 times 9 equals 42 (at least in Base 13 it does)

SWG Wiki
Ricbr
Tue Jul 08, 2003 9:12 am
#7

I am at work and cant see the notes...but i see this same thing on a few site messagebaords now ....sad sad day for the scouts.



xheo
Tue Jul 08, 2003 9:21 am
#8


Love the Game, hate the patch.

123kid321
Tue Jul 08, 2003 9:32 am
#9

Well, I guess it was bound to happen. It didn't seem right that scouts were advancing from explore III to creature handling and more in only a few hours of game time.

Sadly, I wasn't able to take advantage.
Moddo
Tue Jul 08, 2003 9:58 am
#10

Yes xp was fast. But i thought this was in a way to make up for fact that sct xp is the hardest ingame to raise. It does not stack in a group.



-----------------------------------------------------------------------------------
"For the love of God, we need to stop sanitizing the emotion out of online games. We need to be willing to make people feel strong emotions about them. Yes, even hate. We all know about the games we love to hate-let me tell you, there's something oddly satisfying about running a game people pay to hate."
- Raph Koster
[emphasis added]
--------------------------

Heads-up on a change...

...unfortunately, it is probably one you won't like.

There are currently two tamable creatures that are unbalanced due to an abnormally high armor rating. The Gurreck & Giant Sand Beetle are going to have their armor changed from Medium to Light.

We're going to have to go through the armor ratings for all creatures, particularly tamable ones, in the near future, to catch any other glitches like this one.
SolaraSyn
Tue Jul 08, 2003 2:16 pm
#11

This is such BS...

It makes me sick to think that the scout can no longer scout and do what everyone thought the profession was for.

I have never once bitched about this game until now...do your research before going out and f'ing us over SOE.

SOE: Sucking Off Elephants.

Thanks for making the scout such an exploration class...can't wait to harvest ten billion creatures.

Like a previous poster said, nerf the XP...not the ability. It's not the XP we loved the skill for.

-Solara Syn-



---------------------------------------
---------------------------------------
SOLARA SYN ||
Bounty Hunter :: Natural Squad Leader :: Bria Babe
Knuk
Tue Jul 08, 2003 3:23 pm
#12

Let's try and get this thread back to being somewhat constructive.



List off how you used to use Maskscent, how this change affects you, and how it can be fixed in a better way.



I have used maskscent a fair bit. I /maskscent, run towards an aggro creature, get detected, run away, and repeat. After a few minutes of this I get fed up, lie down, and shoot said creature, then skin it to get scout XP faster. This is with Exploration III.



Maskscent has worked four times total for me, for a grand total of around 500 XP, and none of these happened to be when I was trying to /maskscent for XP. It has failed several hundred times, possibly thousands. The rest of my 100,000 or so scout XP has been from creature harvesting. At the point where you might be able to get decent scouting XP from maskscent, you no longer need scouting XP. It's only good for creature harvesting, which most of us have proabably come close to maxxing out anyway at that point, since you have to have maxxed theexploration skill tree to be able to make XP off using /maskscent. None of the advanced professions use scouting XP, it's useless after that point.



This change doesn't really affect me for now, since the maskscent success rate was so horrible before thatI only click it onnow as a joke. When I become a creature handler, however, it's going to make sneaking up on aggressive creatures a long and extremely painful procedure. I'll probably end up just killing the parent creatures rather than trying to sneak around them.



Better waysof fixing this, take your pick;


-Reduce the XP gained from a successful /maskscent to about 1/10th of what it is currently, or even remove it entirely. It really is quite high, and I could quite happily just make the XP from harvesting instead. Hides sell pretty well.


-Drastically lower the failure rate. If I'm capable of making maskscent fail 60 times in one minute on blue creatures, (and it does) something is wrong, especially if something that I can only use once per minute lasts an average of about one second.

smeckl
Tue Jul 08, 2003 4:15 pm
#13

I had the same thought, Knuk. With Exploration II, I've never seen /maskscent work. If it continues to be usefull until you get to Exploration IV, then what's the point of even having it as a Scout? Just make it a Ranger skill.


Advancing as a Scout would be much more tolerable if Trapping and Exploration bothearned Scout xp and Harvesting gained Hunting xp. Trapping xp is much easier to get. (mental note: get to Trapping IV ASAP before they nerf that, too.)




-Munki (Galaxy: Bloodfin)
Page 1 of 2
Previous Next