Scout Archive

Thread: BUG REPORT 4 SEPTEMBER UPDATE NEW BUGS ONLY!

-Gman-
Wed Sep 10, 2003 2:19 pm
#118

My experience is that both Maskscent and /conceal work identically right now. They are both Identical as far aseffectiveness.To me thats about 60-75% of the time. But /conceal takes much resources to create kits. When doing two missions on Endor, I can go through 3-4 applications of /conceal. What a waste. Id rather just use Maskscent then. When grouped with 4-5 people doing hunts, I have to re-apply after each kill. The people I apply it to could care less about it now. I spend hours upon hours collecting resources to make this kit, and nobody cares because its useless.What do they need us for? This is unacceptable. Considering the resources and effort that goes into creating one kit, and the fact that we are supposed touse thesethings onour group,the return should be better. Much better.If you want us to play the game as groups, then give people a reason to take a Master Ranger with them. The /conceal feature is a joke right now. It doesnt stick on me or those I apply it too, and is a waste of effort because of all the time that goes into accumulating the resources.The Docs, Medics and creature Handlers are sought after to go on hunts, but the Rangers they can do without. Some of us are Master Rangers, can we get a little respect please. Master Docs can heal instantly. Master Medics can buff AND heal. Master Slicers greatlyimprove your weapons and armor. Commandos and BHcan do damage in the 1000s. Creature Handlers can solo anything they want with their three pates out. But the Master Ranger, well, he can apply camoflauge over and over because it doesnt work that effectively. Oh yeah, they can harvest 5 more uinits than you can too. Great. Thanks.


Heres a suggestion. Leave maskscent working the way it is now. But make /conceal unbreakable. Just put some kind of timer on it. The application should work flawlessly, but fade after about 5 minutes. This would make its value equal to the effort required to make it. It would also promote teamplay because now people would seek out Rangers to accompany them on hunts.


Manae
Wed Sep 10, 2003 4:57 pm
#119

By all accounts, it appears that camo kits (at least Nabooian) take not the resourses you need to put in to make them, but that many for each charge on them. With enough material to make seven kits, after making two (one with 2 charges, the other 4), I was out of wood and had used all but 20 of my 140 meat.



--------------------------------------------------------------------------------------
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Manae Lanno'lin
LastEE
Wed Sep 10, 2003 5:20 pm
#120

"Fix the Take Cover bug for Rifleman/Rangers. It is not an acceptable workaround to have to relog..twice..after every fight if you take cover. For those that don't know what this is, after taking cover and standing up the unfortunate Rifleman/Ranger is stuck walking..slowly. To fix this you must relog, after relogging you are stuck and can't move at all. Relog one more time and you're unstuck and can run freely again. I strongly believe this has something to do with the effectsof Terrain Negotiation being higher then 50."


Hmm... Maybe this is part of the bug I was having on Lok. I would very often get killed by mercenaries and when I ended up in the cloning center I would not be able to move at all. Relogging 4 times did not fix it, logging off and waiting 15 minutes and having a CSR in chat tell me I needed in-game assistance (which never came even an hour after submitting a ticket) didn't fix it. I had not taken-cover when I died, but I did have a pet and I might have been running up hillsides trying to get away. Follow, getting incapped by dueling and having them drag my incapped body, etc did not work (they couldn't drag through the door), death and recloining didn't work... I found that I could turn my body by /wave at a person that was the direction I wanted to go then takecover. The way I finally was able to get out on regular occasion (this happened a lot) was to go to first-person mode, turn the direction I wanted to go, and do a takecover. Wash/rinse/cycle/repeat till out of the cloning center and eventually able to walk. This hasn't happened since the last patch or two.




Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
JandallTrein
Wed Sep 10, 2003 8:05 pm
#121

We were discussing this in another thread, so I will transfer my concern to here, as I think it is a bug.


Camps are healing wounds after the patch. I didn't remember this happening before the patch, so I figured it was an enhancement. However, the rate at which the wounds healed made me think something wasn't right. My character had wounds in almost every category, with Health weighing in at 26 points. After 6 minutes in the camp, he only had 5 points worth of wounds left in Health with all other categories zeroed out.


If this is an improvement for camps, I like the idea, but change it to a one-time heal for a lot less or make it active only when a Medic is present. Otherwise, when will I ever need Medics and entertainers to heal those wounds?

ElderCat
Thu Sep 11, 2003 11:55 am
#122

NEW BUG


XPcaps are the same as they were before latest patch, BUT all ranger skills cost more xp. So you cannot save up 2x scout xp needed for a skilland buyboth scout xpskills at the same time now.





Even Elder Gods had Pets
Felrom
Thu Sep 11, 2003 12:49 pm
#123

right on Zutan, I have noticed mas scent failing ALOT, id say 1 out of every 4 creatures, and these are the same lvl I would be detected maybe 1 out 10-15 before patch, I have /bug everyday since aptch submitted CSR ticket and and told CSR's in chat and no one say anything. IMO masc scent is the bread and butter of a fighter/scout to avoid being seen. Why isnt this addressed, the last patch fixed 4 things I have never heard of. Mask scent has been messed with for a month now. Please tell me dev should it fail 1 out of 4 times cuase if it will Ill just free up the whole scout skill, getting detected isnt bad, when they immdeiatly atack from detection sucks.


Any thought besides we will check into it or we are aware and will fix it in a month will be greatly appreciated.




Anen: Troll Shaman
Aynen: UD Rogue
Eating Gnomes since Beta 3!
Ki_Gu_Lon
Fri Sep 19, 2003 11:12 pm
#124


  • Maskscent:


    • Reports of it losing effectiveness as you increase up the Rangers' Wayfaring line. Self-confirmed.

    • Breaks provoke attack far too often, nearly 80% of the time for me.

  • Forage:


    • "Some items were discarded", either add new foragable items or remove this message.

    • No planet specific foragable items. There is only a handful of root and grub varietiesspread throughout the Galaxy?


      • Cannot forage for Camouflage Kit Floral components!?



"Daddy, what's that bad man doing to my (Star Wars)?"

"Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
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