Scout Archive
Thread: Thanks Holocron for posting that msg you promised us!
Grabacc wrote:
It would seem to me that this whole "/maskscent" situation my be an unofficial way for the devs to slow down the number of people that are playing a "not as yet fully finished" profession. If it worked as it did before many more people would be gaining enough xp to start playing the profession. I didn't even know how /maskscent worked until I heard people complaining about it here of late. I can see why it was so good before, when it actually works for me now I end up getting from 50-200 scout xp just for walking by a creature/s. But that is not very often. Oh well. Here's hoping that the "powers that be" will give us lowly scouts some attention and consideration too.
Good luck in the wild,
Bemyyrr-Wookiee scout from Tatt, Eclipse- "No I don't want to learn basic speech"
Even if true..we don't care about the XP...fix the skill lower the XP...
int NerfScoutXP(int xp)
{
// Old /maskscent nerf
/*
AgroMobToPlayer();
return(0);
*/
// New /maskscent nerf
int newxp; // new var for modified xp return
newxp = xp / 4; // populate new xp var with modified xp returned
return(newxp);
}
Yay - all fixed.
-pooka
Hate to be picky, but shouldnt that read:
newxp/=4; ???
or even for the sake of speed just:
return((int)(xp/4));
*please note this is not an overly serious post, before the flames start
*
Just a thought but to be a bounty hunter u need to master marksman and scout so why dont they change the requirements to become creature handler to master scout and ranger or some other support profession. Seems logical especially with ranger being an uber scout.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Hey Vapor... not trying to flame you but I am correcting you. You can't make a CH master a "supporting" class called ranger. The problem is.. ranger is not a support class, its an elite class (i.e. requires a **edit**load more XP per skill tree). So that just doesn't work. The best they could do is make CH's master scout. As it stands now we only have to master two skill areas in scout (exploration/hunting).
hmmm...i am very surprised to not see a post here yet. I was out yesterday sick so I wasnt on the boards...and I figured i would come back today and just look through the dev posts to see it.....and Nothing. No post anywhere for it?
Holo...you still with us on this one? I wouldnt mind if did not post a thing on this...but you did say a post was coming in the afternoon...two days ago.
Just hoping to hear what your plans are with this.
Thanks.
P.S.
Any other Devs, CSR's, Mods...that see this thread or post...can you poke him with a stick to make sure he is still with us? ![]()
**edit** Yellow revealing mobs.
(this is only a joke...have a sense of humor)
My point is this: Modifying the xp calculation is trivial. Even if you were to make it conditional per the area the player is in, it's little more than the above. Maybe add a switch statement. The problem here is it hasn't been made a high enough priority, or we would have had the update today. =\
-pooka
p00ka wrote:
God this is so simple. Devs, please add the following lines of code:
int NerfScoutXP(int xp)
{
// Old /maskscent nerf
/*
AgroMobToPlayer();
return(0);
*/
// New /maskscent nerf
int newxp; // new var for modified xp return
newxp = xp / 4; // populate new xp var with modified xp returned
return(newxp);
}
Yay - all fixed.
-pooka
Word.