Scout Archive

Thread: TOP 5 Scout Issues What are yours?

SioBabble
Wed Apr 07, 2004 6:21 pm
#27


Delta,


Good list. I'd like the devs to get camping working the way Holocron indicated he intended them to work; as homes away from home. I especially like the idea of increasing the harvest rates, particularly for master scouts and for rangers. Master scout needs more perks; Ranger needs love, and badly.


I REALLY like the idea of scouts having some sort of minefield clearing function; giving us a combat role that makes sense is a natural. Unfortunately, the GCW is all zerg and no think, at this point. PvP in this game could be a real eye opener for some people, the potential is there, but right now it's dominated by an FPS mindset.


Message Edited by SioBabble on 04-07-2004 06:23 PM




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Czar243
Thu Apr 08, 2004 6:14 am
#28



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





1) I have only started working on camp xp to get up to ranger - I have used the higher end ranger camps (With crafting stations) and those are great.. I read on this thread to perhaps have a camp that could help defend itself, and doesn't automaticly disband in combat.. Seem silly a master ranger/scout can not fortify his camp to be a better defencable(sp) position in time.. Hell, I dont even like going outside, but could make something easier to defend myself in =)

2) I only use vehicles, so dont really notice - I think this is a fairly large issue in PVP, however.

3) I read somewhere on this board and have mixed emotions about at each level of scout being able to harvest a different resource from a creature.. Novices would only be able to harvest meat, higher than that, you can harvest hide, then bone.. I know *I* could not skin a creature, but I could sure hack off meat to eat if I had to.. This would stop the majority of people with just novice scout being able to really harvest alot of resources for themselves, and create more of a dependancy on the scout/ranger profession. (Yeah, I know artisans will hate this, my main is a master armorsmith). Rangers should be the king of harvesting, harvesting much more than scouts, and maybe multiple resources for each creature.

4) Forage would be cool - Perhaps an easy fix would be just add some really nice edible food/drink in the lootable for foraging, would be really rare to get, but gives you a point to forage. Or, as someone in this thread mentioned, collectables of some sort.

5) I do not really PVP, so could not offer much help with this, im afraid.



________________
Decipio
Areriye
Sat Apr 17, 2004 10:42 am
#29

In my opinion, becoming master scout should be a priority for any new player. You start off hunting creatures, and the status effects and defense decreases that traps provide make leveling weapons early on easier. Plus, terrain negotiation makes it quicker to get around before you can afford a vehicle. I recently started a new toon on Starsider and I have nearly mastered scout in a few days (without particularly 'tryng' to).


However, my only beef with the profession is that it lacks punch once you begin to advance in elite professions, even if your intent is only PvE. Bounty hunters master it (and keep it) because they have to. Losing the camp requirements for vehicles, droids and pets didn't hurt camps, in my opinion... using them for the heal modifier is nice, but it would be nice if it healed wounds faster.


Also, EVERY block of hunting should have a creature "to hit" bonus. Creature knowledge is somewhat helpful, but getting accuracy versus creatures should be available in every block of hunting for scout and ranger. Actually, for scout, I'd love to see accuracy bonuses on each block of scout hunting and accuracy and 'toughness versus creatures' (or 'creature toughness' or whatever) in each ranger block of hunting.


Added trap accuracy would also be nice.





-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
DeltaXi65
Sun Apr 18, 2004 8:28 am
#30

Are,


Keep in mind- Scouting is onlya novice profesion, so we're never going to be that uber.


But, that being said, I like the idea of the increased creature to-hit bonuses. You make a very good point. Lemme float that one past the Devs and see if its possible.


B



BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
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Areriye
Mon Apr 19, 2004 12:27 am
#31






DeltaXi65 wrote:

Are,


Keep in mind- Scouting is onlya novice profesion, so we're never going to be that uber.


But, that being said, I like the idea of the increased creature to-hit bonuses. You make a very good point. Lemme float that one past the Devs and see if its possible.


B







Noted, and I agree, but Scout should pave the way for more powerful hybrid classes that are currently underpowered. If Scout were taken up a notch, and I believe creature 'to hit' on each block of hunting will not only be a good start... it simply makes sense.


Actually, and I swear I'll post the entirety when I get it all down on paper, but in tweaking the scout based professions in my head, I sorta saw the need to move a very basic form of tracking to Scout. Area Track should be moved to one of the Hunting branches of Scout. It's by no means an 'uber l337' ability but it could open up doors for enhanced tracking options in the scout hybrid classes ranger and bounty hunter. Plus, it is a basic skill that would fit well into the scheme of Scout.


I sorta see Scout as the 'Thief' type class of SWG in terms of speed and stealth.


Let me stop my tangent before I get rolling. I will be content to leaving my suggestions there for now.




-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
WTS
Tue Apr 20, 2004 9:48 am
#32

another small issue for me in addition to the camp overwriting droids medical bonus:

some traps do dizzy. this seems to be completely worthless since dizzy is only effective against humanoids, which of course traps can't be used against. don't think this is a top 5 issue, but something to point out.



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

Areriye
Tue Apr 20, 2004 5:12 pm
#33

I think a trap's abaility to increase vulnerability to damage needs to be better defined or enhanced. I see very little (if any at all) difference in damage after using one.



-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
taloncard
Wed Apr 21, 2004 10:59 am
#34

stupid Lithium posted it to the wrong thread.. NM

Message Edited by taloncard on 04-21-2004 02:00 PM




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


Zeukos
Wed Apr 28, 2004 7:26 am
#35

1) My biggest issue is our lack of XP for foraging. I think its useful, I find buffs all the time. However, the fact that an artisan can get XP for sampling and we can't for foraging seems ..."completely out of whack." Including fishing as a defined survival skill for a greater amount of XP would also be helpful (see my scout stats).


2) Being able to make a permanent camp! Scouts are supposed to able to live on their own in the wild, and they should be able to decide when their camp is abandoned. I'd rather see XP given differently for this, as well. Leave temp camps as they are, and have perm camps give XP based on the amount of healing only, as they would be used for long hunting trips to tough planets, and would be abandonded when you log. And be able to set up trap defenses around the perimeter. Maybe these should be Ranger skills, but it should be in there somewhere.


3) Trapping. Make traps that allow you to bait and leave, like harvesters. They would have limits, as in you'd start out with traps that you could only bait for a couple of animals, and as you progress you can bait to collect 20-50 animals while you are away. They could also have random failure rates. And the bait would guarantee a certain rate and a certain type of creature based on what they eat. Then you come back and collect the resources. The creatures would be generated at a random interval by the game so that you aren't waiting for an actual creature to come walking by.


4) TN is kind of moot since the exsitence of speeders and swoops. Unless you get XP for running around, which I've never noticed.


5) I like the mine sweeping ideas, that would definitely make us useful in the war. And making Rangers paramilitary is an awesome idea.


Zech Zeukos

Scout 4/4/4/3

Marksman 4/4/4/4

Intrepid



Areriye
Wed Apr 28, 2004 3:18 pm
#36

My newest scout issue... since Publish 8, I can no longer throw traps. I guess I'm supposed to buy a droid to do it for me.



-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
Stryider
Thu Apr 29, 2004 6:05 pm
#37

I like all of the suggestions, but the mine thing sounds awesome. It should probably be awarded at master scout, and it would be a powerful asset to any group. Personally, im all for it!



Fight for those who can or will not fight for themselves.
A house divided against itself can not stand!

Master Scout, Novi Ranger, Squad Leader 0-1-1-0, Carbineer 0-1-1-0
Areriye
Thu Apr 29, 2004 6:36 pm
#38






DeltaXi65 wrote:

Are,


If you're having this problem, you need to /bug it. Is anyone else having this problem?


B






Yes, though by now, I'm sure you know I am not the only one with this problem.




-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
DeltaXi65
Thu Apr 29, 2004 9:29 pm
#39

Are,


Yes, and I've got TH to get QA working on it. Hopefully we'll see it fixed shortly.


You need to move your traps to the top of your inventory.


B





BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
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