Scout Archive

Thread: BUG REPORT 4 SEPTEMBER UPDATE NEW BUGS ONLY!

ScoutMeister
Thu Sep 04, 2003 8:25 pm
#27

So far I have noticed three bugs:


1 - Maskscent - Although I do get XP when using Maskscent, I don't get it with every creature I attempt it with. This may be a bug or it could simply be that the creature isn't actively looking for me. Stil, I only get XP sometimes. I am level 11 according to the Explorer terminal and I got XP from a Slicehound (10ish), but not a Humbababa (?) (17ish).


2 - Harvest - It seems that I am now getting less per harvest even when solo. I harvest hide off of a Humbababa (?) (17ish) and I only get 23 hides, when before the patch I would get the same off of a Kaadu (12ish). I have not gone back to Naboo to recheck the Kaadu yet.


3 - Areatrack - I am only a Novice Ranger. When I use /areatrack, I should be checking for animals, but I also get local buildings and other objectx showing up in the results screen. It seems to be bugged a bit in what it actuallyscans for or atleast what it is reporting.


That's all I have found so far. Will be at it again tomorrow night.





-----------------------------------------
Jacyro De'kre - Master Scout
Ranger - 1,1,1,0
CH - 1,1,0,0
Kaltorax
Thu Sep 04, 2003 8:31 pm
#28

*************************************


LecheHombre wrote:


-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?


*************************************


I believe this is a big issue. I have a friend that is a master CH/master ranger. He can have out up to 3 pets so if he is killing mobs that are the same as his 3 pets finding them to heal them or call them out of battle is an issue. Him having no weapon skills, he only has his pets to fight for him... so its not a matter of them assisting him. Pets don't get to harvest and shouldn't be counted in the equation. It is in the programming of the game due to the fact of all the past issues with group bugs (mission payouts is the biggest). Having the pets in his group is vital to his survival and it shouldn't matter if the pets are in his group killing or if they are out of the group killing they still killing the mob and one way he gets 60% and the other he gets 100%... this don't make sense and is a bug with programming.





Kaltorax
Master Ranger/pistoleer
rversaw
Thu Sep 04, 2003 8:51 pm
#29







- Each scout in a group that has loot permissions for a corpse may harvest from that corpse. Corpses harvested in this way yield 60% their normal resources and XP. Leaving the group and then harvesting still yields only 60%.


The goal is to give scouts motivaton to group and remove barriers from grouping. Since groups naturally kill targets faster than soloing (at least organized groups do hehe), the 40% penalty should be made up for easily.




nevermind, i misread it, so i recalled it incorrectly.
Kaltorax
Thu Sep 04, 2003 9:22 pm
#30

*************************

lechehombre wrote:

-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.

******************************

I agree with him in part. The resource costs fo crafting the kits are not that high. By the time you hit master scout you have a nice stock of items already. The part of it that I think is too much is making us harvest resources from each planet and buy wood/berries/flowers from each of these planets. I don't know about your char but mine can only carry a limited amount of items! Say my guild decides to go to Naboo to do a rebel raid and after an hour decides to go to dantooine to lvl some. I have 10 group members with me.... need I say more?

The idea to have a camo kit from each planet is an ok idea but there is no way we can carry that much junk. I hope they change it to more inline of the camps/traps where we can use any type of hide/meat/whatever to make these with!



Kaltorax
Master Ranger/pistoleer
WildBil2Me
Thu Sep 04, 2003 9:30 pm
#31

Bug: "You can't camp this close to a lair"


Description: Basically what's happening is I can set up a camp at around 60m from a lair, but I can't set up a camp outside of about 256. This isn't always the case, its more of a once in awhile sort of thing, but it stands in interesting contrast to the problem we were having with not being to camp for many Ms outside of a lair. Haven't tried with buildings yet.


Bug: Low Harvests


Description: Maybe its just Naboo and a result of a resource shift, but I'm getting harvests at appoximately 2/3rds the normal amount. The amount of 1 hide harvests I've gotten off of Falumbasets/ Shaupauts / and the like is SIGNIFICANTLY larget then I'm used to.


Bug: Lair Farming


Description: Again maybe a result of a resource shift, or an adjustment to lower the amount of hides entering the market place, but I'm having trouble getting more than about 6- 8 creatures to spawn when I'm trying to farm. I've taken to reducing my damage to the lair by using my one handed sword. After it respawns two or three times it quits out altogether. Maybe its just me but I remember pulling upto about 12 nightspiders off a lair when I first started farming.


Just what I've come across so far... Like I said the second two might just be adjustments that they didn't mention.




Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Embersyc
Thu Sep 04, 2003 9:38 pm
#32

Maskscent seems pointless now (seems to be how it was before the last big patch) It breaks almost immediately and I get attacked by the thing that breaks it.



: Ember : Sunrunner : Hunt Master :
Embersyc
Thu Sep 04, 2003 9:39 pm
#33

Also I used area track looking for a Krayt Dragon and it said none were nearby, then we walked maybe 100m and got attacked by a Krayt Dragon.




: Ember : Sunrunner : Hunt Master :
Stivik-Xan
Thu Sep 04, 2003 10:31 pm
#34

you aren't supposed to farm... farming in eq was called camping. and the devs at swg was trying to get away from that.
Fellstaff
Thu Sep 04, 2003 11:05 pm
#35

There is an EASY workaround for the CH+Ranger harvesting problem. the Group command now ungroups pets if they're already grouped. So after the fight, use your group command, run around harvesting, then use group again to ask them to rejoin. I've been doing this (using /disband before) for a long time. This problem has been present longer than the 60% grouped resources... when grouped with pets, looting from NPC corpses didn't work, the stuff just poofed, ungrouped you could loot creds and items normally.



---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
Zorgnemer
Thu Sep 04, 2003 11:24 pm
#36

I've noticed a dramatic decrease in amount harvested from creatures. Today I was harvesting 11 units of hide from feral banthas (fat and healthy) where before the patch this would easily be 40.


Also, grouping with my pets will give me the 40% harvesting penalty for being grouped, so now I don't group with my pets anymore. Doesn't seem like this would be intended.




------
Setalle's temporary crappy sig.
Silo
Thu Sep 04, 2003 11:41 pm
#37

Phecnacine darts are not working nearly as well as before. I am hunting the same creatures that I've hunted for weeks and the traps are simply not working as well. In fact, tonight I've blown through an entire stack of phecnacine darts without a single one sticking in some instances. I think this may be related to the loss in crafting quality on the traps.



Obedaia Jetletter
Master Ranger et al.
Wanderhome

Silo
Thu Sep 04, 2003 11:48 pm
#38

I just verified the lower solo harvest numbers also. Creatures that always gave me ~100 hides before, now give ~70 hides per harvest.



Obedaia Jetletter
Master Ranger et al.
Wanderhome

Merelori
Fri Sep 05, 2003 1:25 am
#39

I have also noticed a decrease in harvesting . It is a little less than half of what it was beforethe update. I am not sure how we are supposed to stay above water when we cant harvest anymore than a master scout. My sole scource of income is off of harvesting. I now have to spend all day killing things instead of exploring just to make enough hides to pay the maintenance on my house. Not to mention the added wera and tear one guns. This bug needs to be fixed and soon. the constant killing and harvesting just to stay afloat in the economy is going to get really old real fast.
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