Scout Archive

Thread: If you could ask the Devs one Scouting related question...

taloncard
Wed Apr 21, 2004 10:56 am
#27

How about why are there no real benefits to the survival tree. Basic/mutliperson/advanced camps all do the same thing whth just a slightly larger radius fo being in camp. Why are there no real benefits to the larger camps? (yeah we get the ability to forage better but who really uses it except to find bait?)


how is that delta?




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...


taloncard
Wed Apr 21, 2004 11:01 am
#28

ok another question. Why is it we can only harvest 1 resource off a creature? seems very wasteful to me. we kill the creature and can only get the meat and leave the hide and bones to rot? (or any combo thereof). It's not like harvesting 3 things would flood the market it's already hard to find harvestable material unless you happen to be a scout. Lucky me I am




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...


Aucob
Wed Apr 21, 2004 11:26 am
#29

Wolf, you can't have it both ways. If we have no input on what a scout is and does, why are you posting here? And if we do have input on the future of the scout class, then "What do you think the Scouting profession should be?" is a perfectly valid question.


So your choices are, be constuctive or stop posting. Ranting that we have no control unless we are writing the code is kinda silly.

DeltaXi65
Wed Apr 21, 2004 11:44 am
#30






WolfwoodCross wrote:





DeltaXi65 wrote:

Wolf,


I understand your point here, but I can tell you right now what their response is going to be:


"What do you think the Scouting profession should be?" Are you serious? What kinda smartass response is that from a corporate representative. The Development Team has to have a clear and solid map that states what each profession is and does and how they fit in in the grande sheme. Of course, in that case, not answering said question would be an answer in itself. They don't know.


The last time I looked, this wasn't a first person shooter. This wasn't a strategy game. This wasn't tetris. This was a ROLE PLAYING GAME. Therefore, the roles that we take are up to us. The Dev team HAS a solid map that states what each profession is and does. But that's not what you asked.


If you haven't figured out what Scouts really are, go read the manual.


They want us to take the lead in determining what we want the profession to be. We can say what we want it to be until we are blue in the face - we don't write the code. So it is 100% impossible for us to determine what the Profession is unless we are given the tools to write the code, which will never ever ever happen.


Wrong. We are given the tools - we make suggestions, and I pass them on to the Devs. You think Survival gave XP when we started? You think everyone in a group could harvest when the game started? That mask scent worked the same way? There are dozens of things that we've changed through our ideas and presentations from when the game was launched.


Frankly, I think it's fairly obvious. We are the starting outdoorsman profession. We are the base for all of the PvE professions, and we are the backbone of the organic crafting community. I agree we are farmers (read "the backbone of the organic crafting community"), but that's about all. I'd have to disagree on the "base for all of the PVE professions," since PVE is nothing but killing monsters. Traps help a bit with that, but PVE come down to the size of your Blaster.


Without being able to harvest, the only point of attacking stuff is to get XP. When you've finished your character, what then?


You've gotta think outside of the box Wolf. This game is just as much about what YOU want to do and the story you create for yourself as it is mechanics. You want to see something added to Scout, tell me what you want - be specific and I'll make sure the Devs see it. But don't bring me complaints without solutions.


B













BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

WolfwoodCross
Wed Apr 21, 2004 2:47 pm
#31

First off, it was never my intent to "rant" nor argue with any of you, so my bad if that is the way it has come off.


What I was and am saying is that my question is answerable by a Dev IF they have a plan for the future incarnation of the Profession. They cannot answer it (or will answer it with a question) if they do not have said plan.


Video Games - even RPGs - all revolve around their mechanics 100%. There is no one single game mechanic that can "force" a player to Role-Play their character. Role Playing is a fancy way of saying "playing pretend." It is a very conscience decision on the players part, and one they can turn "on" or "off" at their leisure.


The roles ARE up to us. In our heads, when we "play pretend." But without a planned set of solid game mechanics ALL we can do is run around, shoot stuff, and harvest it. There is no grander purpose.


And that is, essentially,what my question is. What's the grander purpose of Scout now vs. the future?

DiLune
Wed Apr 21, 2004 2:52 pm
#32

Delta isn't blowing smoke about the answer you'll get to that question. The funny thing is we started this very discussion on the corr boards today about some professions. I'll give you one guess what the initial answer was. Its an odd thing. On the one hand I can understand where TH and the Devs are coming from. They don't want to put a certain profession into a certain box. For instance, look at CM. That, I don't believe, is what was originally envisioned. I doubt it was started as a combat profession but now it is. Anyway, on the other hand there are some basics of a profession that need to be defined, and I think Delta outlined those pretty well. Scouts harvest the organics of the world. They move through the terrain with few or no penalties. They supposedly provide bases of operation in the wilderness (which is a broken aspect of the profession at the moment.) But other than that, the actual role of the scout is impossible to define.


Now don't get me started on the role of a Squad Leader. Grr......


SioBabble
Wed Apr 21, 2004 3:47 pm
#33






DiLune wrote:

Now don't get me started on the role of a Squad Leader. Grr......








I can answer that.


To be one more grind to get out of the way on your journey to force sensitivity.


On topic:


Why don't higher level camps (both scout level and ranger level) repel aggro as advertised?


(edit to correct bonehead spelling error)

Message Edited by SioBabble on 04-21-2004 03:48 PM




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


DiLune
Wed Apr 21, 2004 4:44 pm
#34






SioBabble wrote:



I can answer that.


To be one more grind to get out of the way on your journey to force sensitivity.






Grrrr...Sark RAAARGGHH!
DeltaXi65
Wed Apr 21, 2004 6:15 pm
#35

Di,


Thanks for the back up there.


And for the record - I posted that before TH's response.


Guys, Di and I have been doing this for 9 months. Trust us, we know how the game is played.


And honestly, Scouting as a profession is basically what it needs to be. We just need tweaks at this point - our camps need to provide a needed service, our traps need to be more effective against critters and we need to gain some kind of terrain negotation advantage on creatures mounts to replace our TN nerf (with vehicles). Slap a minor roll in the GCW - like seeing Overts at a greater range or sweeping minefields and you can put a fork in us, cause we'll be done.


And all of those things are things that we've got on our Top 5 (which is really a top 21) list.


B





BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

SioBabble
Thu Apr 22, 2004 11:40 am
#36






DiLune wrote:





SioBabble wrote:



I can answer that.


To be one more grind to get out of the way on your journey to force sensitivity.






Grrrr...Sark RAAARGGHH!






Remember, DiLune: Butch can kick Sark's shiny metal ass.


Oh...never mind. Can't call Butch because he's stuck on the datapad due to...hologrind!




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Klif_Hangar
Thu Apr 22, 2004 11:14 pm
#37

Ok, here's a question:


With the upcoming Combat Balance, manyspecial moves including those which cause status effects will be retooled and balanced. Is there any chance that scout/ranger traps will be considered or revised as part of this process, possibly making traps cause status effects against npc's or other players, or at the very least adding more variety and usefulness to the trap arsenal (currently, only 2 traps are really useful to me at least, the p.dart and glow wire)?







Dyne Cloudskimmer
Antarian Ranger, Ahazi
DeltaXi65
Mon Apr 26, 2004 8:54 am
#38

Gang,


Okay - here's the question that I've settled on for this week:


"With the removal of the need for camps to call pets many Scouts and Rangers have begun to consider camping unnecessary, as everything they use a camp for (healing, calling pets, vehicles and mounts) is better accomplished through another game feature. What do the Devs see as the primary reason for calling camps in the wild, and what do they think is necessary to make camping a more useful skill in the game?"


Yes, it'sa compound question, but I'm a politician.


B





BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

RazaelDemron
Mon Apr 26, 2004 9:10 am
#39

I love it.



Commissar Taleroth
Bounty Hunter/Mad Genius
The only way to be rid of temptation is to give in to it.
"Hey stop being a kill-joy jerkey." - STORMSHADOW

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