Scout Archive

Thread: BUG REPORT 4 SEPTEMBER UPDATE NEW BUGS ONLY!

kujan
Thu Sep 04, 2003 4:22 pm
#14

no crafting xp for crafting camps. seems you would get crafting xp for crafting something. obviously this isn't the case.



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Sex is for fags.
Sex!? That sounds pretty gay.
kujan
Thu Sep 04, 2003 4:26 pm
#15

yeah but the fact of the matter is, i crafted something. therefore, if i make something, shouldn't i get xp? how about getting a new tool which makes camps/traps of good quality and get scouting xp. or you could use the generic crafting tool and make bad quality camps but get crafting xp...



________________________________________
Sex is for fags.
Sex!? That sounds pretty gay.
dashida
Thu Sep 04, 2003 4:27 pm
#16



kujan wrote:
yeah but the fact of the matter is, i crafted something. therefore, if i make something, shouldn't i get xp? how about getting a new tool which makes camps/traps of good quality and get scouting xp. or you could use the generic crafting tool and make bad quality camps but get crafting xp...




no





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Kashir Moor · Master Ranger · Teräs Käsi

kujan
Thu Sep 04, 2003 4:43 pm
#17

lmao. it's wilderness survival. just what exactly do you survive when you make a camp? whew, making that camp was pretty tough, i almost died.



________________________________________
Sex is for fags.
Sex!? That sounds pretty gay.
dashida
Thu Sep 04, 2003 4:45 pm
#18



kujan wrote:
lmao. it's wilderness survival. just what exactly do you survive when you make a camp? whew, making that camp was pretty tough, i almost died.




the same reason medics get medical exp when they craft stims, or weaponsmiths get weapon crafing exp when they craft weapons, or tailors get tailoring exp when they make clothes.... you get the point now?





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Kashir Moor · Master Ranger · Teräs Käsi

kujan
Thu Sep 04, 2003 4:47 pm
#19

no



________________________________________
Sex is for fags.
Sex!? That sounds pretty gay.
LecheHombre
Thu Sep 04, 2003 5:14 pm
#20

Thanks for dealing with this situation in a calm and rational manner, Delta. We appreciate all the hard work and leadership you provide to both the scout and ranger professions!

Thought I would comment on some of the entries to the list so far:

-60% resource rate applying when grouped only with pets: I personally feel that this is fair, and intentional; not a bug. First of all, it isn't necessary to group with your pets at all -- you can command them just as well without them officially being in your group. The only thing that you cannot do is see their HAM/status information quite as easily. Second, you are benefitting from having your pet assist you, just as you would if you had another player along. What are other folk's thoughts on this?

-Conceal/Camo kits: There seem to be several beefs with this new skill. First is the resource costs of crafting the kits, which some folks seem to think are too high. Honestly, I just don't get that... The amount of each type of resource needed to make the kits seems to be around what you can get from ONE healthy upper level creature, or two medium level ones. For example, the Talus kit that I will be using requires 30 leathery hide, which I can easily get from 1 tortur, or a couple vynocks. The avian bone and meat can be gained from a few rasps or fynocks. And yes -- it does require Wild Oats that I can't get from harvesting, but how is this any different from Phecnacnie Darts requiring metal or Adhesive Mesh requiring polymer? It certainly doesn't force you to become an artisan... Just buy it from the bazaar like you do with the metal and polymer.

The other issue with the kits is having them break too easily. From what I have heard, this is almost certainly not intentional -- lets try to help the devs by using this thread to constructively discuss what needs to be changed. One thing that we need to do is figure out exactly what we *want* conceal to do, keeping balance in mind.

I think that any level of conceal should clearly be better than master scout level mask scent, at least for the rangers that use it on themselves. One way I think this could work is by having the camo from your kit not be eliminated entirely if you are detected. Once applied, conceal would last a certain amount of time based on the skill level of the ranger that applied it, guaranteed. It can be broken, just like mask scent, but it is only broken for the specific mob that detected you (and any nearby helpers if it is social). Once you have dealt with that mob or group, any new creatures/npcs you encountered would still have to make a detection check against you, until the timer runs out. I think of this like a health or action boost that a doctor can apply -- your max pool is increased for some amount of time, and even if you take damage, you can regen up to the new amount until the buff wears out. I would like to see conceal last for an hour or more at master ranger level, just like doctor buffs can last for a *long* time. Whether or not the camo should be as effective on other people that a ranger applies it too is another topic that we should discuss further.

Sorry about the long post, but I wanted to get my thoughts down "on paper" as it were. And again, I realize that some of you are disappointed with the changes brought in this patch, but let's remember to be patient and constructive. After all, we have a great interim correspondent sticking up for us in Delta here, and the more reasonable we are the sooner things will get sorted out.

Happy hunting everybody!



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Elder Creature Handler


davidjp1234
Thu Sep 04, 2003 5:32 pm
#21

I agree with what Kaltorax said about XP. It is ridiculous how fast you can get scout XP now. I beg of you not to nerf the maskscent/conceal even more to make up for it. Just GREATLY reduce the amount of XP gained from it. Personally I don’t see why we have to get XP from the skill at all. I bet almost every ranger out there would rather maskscent/conceal work well and get no XP then have it be useless and get a ton. Rangers/scouts just think about the long term before you disagree with me: It won't be very long before you no longer need scouting XP and then you are going to be wishing you had supported a better maskscent/conceal at a reduced XP rate. There are so many other ways to get scouting XP now that I really don’t think maskscent/conceal needs to give much/any. Everyone is going to be master in no time with the rates where they currently are. On Dathomir this morning I got 9000 scout XP in under 10 mins just running around with maskscent on. That is way too fast.


I also agree that there should be some way for rangers to get wood and berries in the wild. I’m sorry it just simply makes sense. No we shouldn’t be able to mine metal or oil or anything like that but wood and berries... yes.

Inky1724
Thu Sep 04, 2003 5:39 pm
#22

------------------


kujan wrote:


yeah but the fact of the matter is, i crafted something. therefore, if i make something, shouldn't i get xp? how about getting a new tool which makes camps/traps of good quality and get scouting xp. or you could use the generic crafting tool and make bad quality camps but get crafting xp...


------------------


Instead of general crafting xp you get Frontiering xp, which makes sense because your crafting camps which helps you survive in the wild. So you are gaining experience there. But i see where your comming from, and its true, you did craft something, but you do get experience out of it, just not general crafting experience. It could be consideredgeneral crafting xpto, but i doubt you will get two kinds of xp for performing one task.


But hey, we do get something, and its not to bad either. I got 100 points for crafting one advanced camp. Im happy with it, even though i am an artisan on the side, and alot of my general crafting experience came from camps and traps, this is good to. Takes some of the time we spend camping off our backs. Thats it from me, good hunting!!!!





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En-Jordanpo Inky - Master Doc / TKA - 0-0-1-1

"No, try not....do....or do not. There is no try."
Yoda - The Empire Strikes Back
Inky1724
Thu Sep 04, 2003 5:50 pm
#23

As our characters are rangers, and they spend most of their time in the wild, i definatley agree that we should be able to distinguish what a berry is and what a piece of wood is......i bet every single one of us can go in our backyards right now and be able to grab a piece of wood and pick up a berry off the ground(as long as their our berries around you =). Our characters are ranger! Top of the line in surviving in the wilderness! Fear no creature! can hide from any foe! but cannot find a berry and dosn't know what wood is!


I think it would make being a ranger feel more.....right. I found a jar of berries before when i was foraging around. If we can find them that way, why can't we find berries that we can use for camo kits. As for finding wood goes......hehe....come on.....its wood. Realalisctly, everybody should be able to find wood, especially us! Thats my only issue. But hey, if we can't, i can live with it to. Im sure they will be adding/fixing more in the future. Well, good hunting everyone!!!!




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En-Jordanpo Inky - Master Doc / TKA - 0-0-1-1

"No, try not....do....or do not. There is no try."
Yoda - The Empire Strikes Back
Inky1724
Thu Sep 04, 2003 5:55 pm
#24

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Inky1724 wrote: "I got 100 points for crafting one advanced camp."


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Yea well, in response to my own stupidity, thats supposed to be "I got 100 points wilderness survival xp for crafting one High Quality camp". Not sure what was thinking bout, hehe. o well, nothing big just thought id clear myself on that one. Good Hunting!




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En-Jordanpo Inky - Master Doc / TKA - 0-0-1-1

"No, try not....do....or do not. There is no try."
Yoda - The Empire Strikes Back
Fellstaff
Thu Sep 04, 2003 6:50 pm
#25

No appreciable improvement on survival exp when camping, still hitting the same cap of about 1014 when camping in a high quality camp at Frontiering I for almost 30 minutes. It has turned survival exp from sitting in a camp for 30+ hours into sitting in a camp for 10 hours practicing making camps...



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Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
Fellstaff
Thu Sep 04, 2003 6:52 pm
#26

Oh, I did get 1015 EXP for sitting in a camp for 30 minutes, I had some wounds... but sitting in the next camp for 18 minutes netted me... 480 exp... I got more than that in about 1 minute making high quality camps.



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Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
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