Scout Archive
Thread: TOP 5 Scout Issues What are yours?
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 ![]()
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
Message Edited by Trazix on 04-05-2004 03:15 PM
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
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
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
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.
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
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,
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
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....