Scout Archive

Thread: TOP 5 Scout Issues What are yours?

Jubakki
Mon Apr 05, 2004 7:50 am
#14

I just started playing SWG about a week ago. So I cannot speak to a number of your issues here. Terrain nav seems marginal at best considering a swoop goes for 20-25K and you can raise that in VERY short order.


My BIGGEST pet peeve is camps. I have to finish this part of the tree off and the ONLY way I can do it is solo. I group with 2 friends in SWG and it basically goes like this: Each get 2 missions. Go to (closest) lair and kill it. Rinse, repeat. We NEVER camp - we NEVER have down time. I am not going to waste their time with "Mind if I set a camp up between missions so we can all waste 15 minutes so I get the XP?"


From my perspective they should just remove this altogether unless there is some major point to it later in the game. I can only get this XP solo...I set a camp on the outskirts of Corona and go AFK for 20 minutes - Rinse, repeat. SOE said in their last dev message that they were re-doing the jedi path to eliminate grinding because, hey - Grinding is no fun. Well here is a clue for you SOE, getting camping XP is no fun either. Its a waste.


They need to fix this crap. Of course as soon as I have gotten the XP and finished the tree, I wont give a damn about it - But right now, I do





It is not enough that the Empire wins but that all Rebels must lose.
Squidwalker
Mon Apr 05, 2004 11:38 am
#15






DeltaXi65 wrote:

Gang,


We're about to start our second round of "Top 5" profession issues. I know that some of ours have changed in the past few months since we did the last one, so I'd be interested to hear what you all feel our Top 5 issues are.


Off the top of my head, my Top 5 issues are:


1.) Camping changes - Need to make camps more useful

For sure, Im all over this.

2.) Terrain Negotation - Allow us to apply our TN mods to Creature Mounts

Would be great, make it so not such a big difference of master scout on mount then on a speeder.

3.) Harvesting - Increase our harvesting rates (and make Ranger rates significantly larger than ours..by 1.5-2x more), and get us harvesting notification (so we know what we've harvested and what we've not harvested)

Woohoo, especially for the ranger harvesting being way higher, not to mention multiple resources.

4.) Forage - Do something to make this a useful feature, either grant XP or increase the benefits of harvestable materials

Foraging what? Do I have that command? I forget what it is. Oh yea, I NEVER USE IT. This should be better buffs, or even just make the times last longer. Also, add some healing stuff, or add some of the effects that new foods do. And make it stackable.

5.) GCW additions - This is a new one, but I'm starting to feel strongly that Scouts should be able to sweep minefields in the GCW...gives us something paramilitary to do.

Now I thought scouts already had this ability with minefields. I know I get the "disarm" option from minefeild, but at master ranger it never seems to work. This should be a skill that starts halfway through scout, and professes into Ranger. The higher the skill, the more success rates. Where when it tops out yoou are able to disarm a single mine field 9 out of 10 times.


What do you guys think?


B









Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Trazix
Mon Apr 05, 2004 1:13 pm
#16


Camps


I would like to see Dancers and Musicians be able to heal BF. Great for field fights.



GCW


Could quite possibly give them the ability to get closer to other faction and the ability once closer they could get more information about what the enemy is about... ie. Equiped weapon stats... ect.

Message Edited by Trazix on 04-05-2004 03:15 PM

Julak
Tue Apr 06, 2004 10:52 am
#17

alright here are my issues with our glorious profession


1. nobody buys our hard earned resources make our resources vital to some thing that everyont needs, like make speeders buy gas, but the gas requires resources like meat or something to burn you know????


2. there has to be an easier way to get camp XP without grinding for 4 hours


3. forage ability NEEDS to yeild XP, otherwise its useless you know


4. i think we should have some ability to tame creatures even if its only like level 1 creatures you know?


5. and the all time big one, hunting. i think that if i knew that hunting 4 didn't do anything but tell you more about the creature i wouldn't have wasted the xp. the higher the hunting level the more you should be able to harvest, or more than just one thing, like be able to harvest meat and hide off of one creature. because i'm going for master, that is the only reason i picked up the useles tree of hunting.


thanx for listening





"The only Imp I regret never meeting was Grand Admiral Thrawn, he was also the only one I was ever sad to see go." Talax Shrad
selfdefeated
Tue Apr 06, 2004 2:09 pm
#18

Only 1 thing I think hasn't been mentioned so far, and hasn't been implemented yet...

1) make Creature To-Hit bonus work with melee attacks

I feel like I have to get Marksman skills, otherwise my +25 or so to-hit is just wasted.

--self



--Dossro--
--[Master Scout]--
--[Journeyman CH & Ranger]--
DeltaXi65
Tue Apr 06, 2004 2:32 pm
#19






Julak wrote:

alright here are my issues with our glorious profession


1. nobody buys our hard earned resources make our resources vital to some thing that everyont needs, like make speeders buy gas, but the gas requires resources like meat or something to burn you know????


Nearly every craftable material in the game requires meat/bone/hide. Doctor buffs, medicine, armor, some weapons, clothing, BE gear, etc. They all require harvestables. There's a huge market for this stuff out there - so huge that the Rangers and others are screaming to have our harvest rates increased. Talk to some folks on Bria - you'll find people to buy your stuff (if its quality) fairly fast.


2. there has to be an easier way to get camp XP without grinding for 4 hours


There is - it's called camping with your buds. A group of three folks camping can burn through7680 XP an hour (640 xp per 5 minutes). That'll get you up that tree in no time.


3. forage ability NEEDS to yeild XP, otherwise its useless you know


Well, it's not useless, but it's pretty darn close. We're working on this one.


4. i think we should have some ability to tame creatures even if its only like level 1 creatures you know?


That's the CH's job - not ours. They don't need another nerf.


5. and the all time big one, hunting. i think that if i knew that hunting 4 didn't do anything but tell you more about the creature i wouldn't have wasted the xp. the higher the hunting level the more you should be able to harvest, or more than just one thing, like be able to harvest meat and hide off of one creature. because i'm going for master, that is the only reason i picked up the useles tree of hunting.


You DO harvest more. The difference is pretty obvious. Go out hunting with a bro that only has novice and watch the harvesting spam. You'll get more tha he does. The Rangers are working on being able to harvest more than one type of material per critter.


thanx for listening



Anytime.


Self,


The "creature to-hit bonus" is a ranger only deal - we don't get it in Scouting. I know it's on the Ranger's list of items, but it's not something that I can address.


B








Message Edited by DeltaXi65 on 04-06-2004 05:33 PM



BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

WTS
Tue Apr 06, 2004 3:23 pm
#20

I haven't seen this mentioned before:

droids with a 110% medical module helps healing and doctors' buffs. The basic camp starts off at 0.65 and tops out at around 0.85 modifiers for rangers (i don't know the exact number, i'm not a ranger). That means camps actually hinder healing and buffing.

On top of that, droids called in camps get overwritten by the camp medical modifier. A group is better off having a doctor call a droid and then disbanding the camp so that the doctor can apply the best possible buffs.

This can be tested now that doctor's buffs are completely predictable. I think this seriously hurts the utility of camps. I would suggest that either camps get positive modifiers (over 1.0... beware of DE calling nerf) or that at least droids override the camp healing modifer.



Arandis
Master Smuggler (Imperial FP for 125 credits each)
Agathon
12 point MDE, 12 point MAS, 14 point Master Artisan

Vendors at -3979 3643 Naboo, outside Theed

Hakai
Tue Apr 06, 2004 3:31 pm
#21

or heck...make it better, make the modifier stack. Then we would get a ton of requests to put up camps. A doc and a scout/ranger team.


lol





Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
selfdefeated
Wed Apr 07, 2004 8:24 am
#22


Del,


Wait, I'm confused.... I thought we got a +10 Creature To-Hit bonus at Hunting 2? Is the in-game skill list not correct? Or does it just not apply until you become a ranger?


--self



--Dossro--
--[Master Scout]--
--[Journeyman CH & Ranger]--
DeltaXi65
Wed Apr 07, 2004 8:36 am
#23

Self,


You're right - I forgot about that +10. I was only remembering the +10 we get at Tracking 2 and the +5 at Master.


Gotcha.


Sorry about that. That should still be on my regular list.


B



BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

selfdefeated
Wed Apr 07, 2004 10:10 am
#24

No prob ... I know that not all of the skills necessarily work as stated on the CTRL+S screen in-game, so I wasn't even sure if the Creature To-Hit bonus applied at all.

The tooltip help does say that the bonus only applies to ranged weapons, but I figure it'd be reasonable for someone with a lot of Hunting/Tracking skill to be able to fight animals up-close more effectively, too. For whatever reason, I'm reminded of a recent episode of the Simpsons where Lenny & Carl (playing the explorers Lewis & Clark) make themselves look as big as possible to scare a mountain lion who's menacing Lisa/Sacajawea.

--self



--Dossro--
--[Master Scout]--
--[Journeyman CH & Ranger]--
Terinath
Wed Apr 07, 2004 1:56 pm
#25

Personally I would like to see foraging be moved to the novice level. As a master CH, who has also been a master scout and master ranger, but only keeps the 2 trees of scout needed for CH, it seems kinda dumb to me that I am a 4040 scout and can't pull a mushroom out of the ground to give my pets to eat to heal their wounds. Foraging to me has never been of much use except for fish bait and pet food, and considering you get chum bait from fish once you have caught one, foraging is just not a skill worth putting points into. It needs to be at novice where its limited use can at least be shared by people that are going to use it. I don't understand why foraging is even in the game if the stats on the foods and their usefulness are so horrid. Why not give foraged foods a whole different set of skill modifiers and bonuses from chefs. That way we don't compete with thier crafted foods but the things we find and not food for a rancor, a fish or destroyed.


Camps: Believe it or not today was the first day I saw that camps healing had been nerfed. WOW. How to make camping absolutely worthless. Now people can pull their pets and vehicles anywhere(which I am totally for) and a camp no longer gradually heals your wounds +5 for 5 minutes worth of sitting around. To me that was a reasonable trade off...as I lost playing time to heal in the field, without a doctor. Now, go find a doctor who is actually healing anyone. You will more than likely only find afk tumble healers, or master doctors whoare buffing for some insane money and don't have time to waste on healing anyone! To me having to get healed is one of the most irritating things in the game, because it now requires me to be in a hospital and pretty much negates the ability to get back into the field quickly, especially when you can't find a doctor/medic to go with you, or to heal you when you are there. Camps were my sole salvation while hunting alone or with others that were not medics. This camp nerf does more than make us more reliant on others, it makes us more relaint on others who do not want to help us. A+ job there guys.


Traps: Definitely not worth the time to throw versus the amount of damage you could have done. These need to actually be worth using, more than a flash effect. If someones using a trap in the wild, there is avery good chance the animal is already dead or much easier to kill. I don't see that happening in the game. You want to make a useful trap...I guaruntee you if you make a throw net for fishing to collect multiple fish per throw and put that at level 4 trapping...you instantly made a lot of people choose trapping for its usefullness.


Hunting: I think it would be great if at a certain level you could examine a creature and see the stats on its stuff. Maybe that should be in Ranger but I still would like to see it. Also it seems to me you don't get to see what bone type a creature has for all animals, why is that the case if you can see the other stuff? I would think that scouts should have an ability similar to the tracking line in ranger. This ability allows them to examine the creatures and environment around them to determine the health of the creatures around them. This makes it easier to find the fat and happy creatures that everyone wants to get resources from and saves me from wasting my time on the all too annoying skinny ones.


Now that vehicles are out terrain negotiation is largely a forgotten skill. With the new vehicle form the corvette coming out soon, it will be even more forgotten since it goes up hills better. I would definitely like to see this get applied to animals, or see this turned into a terrain negotiation/animal familiarity to give you a bonus to speed movements on animals. If you have terrain negotiation 4 and a mount you should have the ability to control your mount and have enough knowledge on how to work a mount that you can avoid obsticles and things that would slow your mount down, thus you should be able to move faster on a mount.
Sojourner
Wed Apr 07, 2004 3:43 pm
#26






DeltaXi65 wrote:

Gang,


We're about to start our second round of "Top 5" profession issues. I know that some of ours have changed in the past few months since we did the last one, so I'd be interested to hear what you all feel our Top 5 issues are.


Off the top of my head, my Top 5 issues are:


1.) Camping changes - Need to make camps more useful

2.) Terrain Negotation - Allow us to apply our TN mods to Creature Mounts

3.) Harvesting - Increase our harvesting rates (and make Ranger rates significantly larger than ours..by 1.5-2x more), and get us harvesting notification (so we know what we've harvested and what we've not harvested)

4.) Forage - Do something to make this a useful feature, either grant XP or increase the benefits of harvestable materials

5.) GCW additions - This is a new one, but I'm starting to feel strongly that Scouts should be able to sweep minefields in the GCW...gives us something paramilitary to do.


What do you guys think?


B





These are great so far.


However, I have one addition. As part of expanding our GCW role, I think Scouts/Rangers should have some sort of way to sneak up on factionedNPCs.This skill wouldvery similartomaskscent, and perhaps the Rangers could "apply" a bonus to others like camoflague. Itshould obviously be temporary andany combat will drop it, and there would be a chance of an NPC spotting you. However, it would still allow usto actually "scout" an enemy encampment.I'dalso like a radar "stealth"ability forPvP,butit would be very hard to make it both worthwhile and difficult to grief with.


Anyway that's my idea....





Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
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