Scout Archive
Thread: In Dev Scout
Dao,
Maybe I am wrong about this, but I am pretty sure that I run significantly longer and faster than my non-Master Scout friends when I hit burst run. I think I'll have to do a test on this one. Want to race?
B
So you make maskscent more successful, but if you fail are you still subject to having to wait 60secs before you can reaply it? If so then this could still lead to alot of deaths for scouts and creature handlers. 5 sec delay I could at least live with, but not 60sec. This still needs to be fixed for both scout and creature handlers to hunt around red -radar and red-agro creatures. So devs please answer me as to what is being done with the maskscent timer?
Cloud - out
when I hit master scout a few weeks ago, I raced my friend who was just a novice and my burst lasted considerably longer than his (I want to say twice as long but it's been a while and we only tried it once - hard to tell with lag effects etc how much difference there really was). I'm working on wayfaring 4 now and I haven't noticed any changes to burst run since master scout (and nothing indicates there would be any - I'm just saying if anyone is curious there ain't no difference lol).
Q, does "Camps will now properly give XP" mean that when you crash, connection goes down, etc and you don't make it back in because your server is "loading ...." for 20 minutes that you'll still get the xp for the camp you had up? It would be a great thing to have that fixed but truthfully, it's only a factor when you're powercamping and I don't know how much you want to encourage that. I've easily lost 40K in camping xp by now from that "bug" (it's hard to call it a bug - the real bugs arewhatever makes the clientcrash and thenwhateveris making the server do the "loading ..." thing for extended periods of time- this is more of a side-effect).
Cloud,
If you read my weekly e-mail to the Developers, I gave three different options that would aid in lessening the blow of the maskscent nerf. The tiering of the timer, based on level, was one of those options.
When I get a response to this weeks list, I will let everyone know and pass that on.
Until then, I would suggest trying to develop some strategies to get around the timer. There are a number of different ones in this forum alone.
Good luck and good hunting!
B
Great changes!!!!!!!!
The "place camps in no-build regions" change fantasic, and is one I been wishing for.
BUT there still needs to be a change, as it is now if you only camped when needed and not just to get just to getXP you will have all other skills mastered before you get to camping III. Like many are asking for I to think Foraging should give XP, but I also feel there needs to be a anti-AFK macroer addition to it. Personally I hope to see a UO fishing type solution. Something like a 1in50 chance to uncover a snake, that is strong enough to kill an AFKer, but an active player would be able to kill it Simi-easly.
P.S. Fishing should be the same way but it should give scouting XP.
I'm relieved to hear other scouts are having trouble racking up Survival points. By the time you find a buildable zone everyone's damage has healed, and you're reduced to privately doing marksman somersaults to wear yourself out.
Q-3p0
Have you ever heard of the Ranger prof? What differentiates a Ranger from a Scout? Anything? Have you even read the Correspondents thread on the Ranger Board? It's been sitting there for days with no response from you. And yet you find the time to repsond to the CH thread time and again. Why? Because there are so many More CH's. Why are there so many more CH's? Because it is class that works, perhaps too well. Why are there so few Rangers? Because it's a prof that doesn't work at all as an advanced prof. And yet you see fit to nerf the Ranger class further in order to 'fix' the CH ? (maskscent)The fact that you don't even acknowdege the Ranger prof on the Dev lists is disheartening.
It's a revolving door of nerfs and fixes, and the Squeeky Wheel getting greased, that can only result lots of CH and no Rangers. Keep up this strategy and the game is dumbed down to a few working profs and no diversity to speak of.
I remind you. Scout is a Novice Prof, that didn't need fixing. Masterable in a few weeks tops. A jumping off place for Adv Profs. One of which is Ranger. Remember now?
Why do I need to throw traps that don't work. Crawl around on my belly like a reptile? Make camps that don't keep out mobs. Run barely faster than a scout? Wait ONE MINUTE to reuse Maskscent? Make crappy traps that can only be improved if I train Artisan? Be detected by yellow con mobs with Wayfaing 3? (Do I even have a prayer on Dantoine?) There is no skill in the Ranger tree worth spit atm. You even contemplate handing off one of our Hunting skills to CH so they can see the the challenge rating on thier prospective pets. That speaks volumes of how little You think of the Ranger class. How negligible You consider our skills!
These fixes are junk. Designed to placate players who are using Scout as a jump off to Profs other than Ranger.
Waeyness Tamm
novice Ranger/ novice CH
Way,
Why don't you repost this in the Ranger forum? You bring up some good points, despite your tone.
B
Camps? This is the pressing issue of our profession? friggin camps? This is the biggest fixes we must have for the month? Did I just read 3-4camp fixes? Please God dont let memake it to Ranger cause the camping is going to be so sweet at scout. NOT!!!!
Cole Storms
Master Scout
Cole,
I'm assuming that was some sarcasm. Keep in mind that for those of us who have made Master Scout, the camp XP doesn't matter anymore. But for those still slaving away, they think its a problem. So its on the list to be addressed, along with maskscent and the other issues that have been brought up.
Attitude is everything. This isn't the only thing being worked on. Amazingly enough, the devs are able to multitask.
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B
Excellant, I'm happy to hear about the camps working better, MS working better, and putting camps in the no-build zones.
Thanks Devs.