Scout Archive
Thread: Survival Lovin
I'd definitely be for getting Scout specific crafting experience. I'm the only one making my traps, or my tents. It's time consuming to stop and make traps and camp kits. Grinding to kill camping time certainly has helped me get through it a bit, but having trap crafting go to trapping, and camp kit builing go to survival would ease the time it takes to gather those skills.
It'd be better if there were always people to talk to, but often there isn't. I've had several occasions where I wanted to stop and camp so we could heal (I'm also a minor, if you will, medic), and for me to get camping experience. The last thing hunters want to do is stop and camp when they're spending two hours on combat grinding. (Much to their own detriment, as some of these guys get near total black bars by the time they're done. lol. ) I have had some great encounters in camp, though. Most people who run by a campsite are likely to stop in. And they're always grateful that I have some medical abilites.
With the same, roughly, time that it takes me to generate scouting supplies as it does medical supplies, it'd be great to get the same sort of xp reimbursement for the time spent. (And not general crafting xp. I'm not, nor do I ever plan on becoming an Artisan. At least not with this character).
Trapping and camping often aren't as practical as harvesting.It's always easy tostop and harvest, just as you wouldloot a corpse. And it's also the sole source ofhides and bones. Forsome of you, probably a good source of side income. In order to have a ready supply of traps, I need to always be grinding. In addition, I also need to find enemies that are weak enough to be susceptible to traps. That means going out of my way to find weak enemies that give me 60 xp per trap, tops. That's ok, but doesn't accumulate very well. And often times, like when on the run, it's impractical to use traps.
Camping is the same way. In addition to having to plan out time, if I'm not badly hurt, to camp, there's also the issue of finding suitable areas for camping. I don't know how many times Iwanted to set up camp to me heal, only to find the same "This is a no build zone" message. Over and over and over again.I hope thefix for that does get implemented soon.
The ability to make traps like Pungee pits and such would be neat... unless that's already part of the higher end skills.
Chekula
Chekula,
This was one of the ideas that the Scout dev andI were talking about for higher end traps down the road - some kind of traps like a Pungee or a bear trap that would stand on the ground and require them to walk over to activate.
I'll let you know more about these as I get more info from the Devs.
B
jmatt wrote:
>>> Anytime I have a camp and somebody wanders by, it's a good 80-90% chance they'll greet me and ask permission to join me, which I quickly give.
Did I miss something? Do you have to give people permission ("/invite" or something) to join a camp? I thought they could just sit down within the camp perimeter and benfit from it.
No, you don't have to invite them. I think people just try to be courteous when they stop in your camp by asking permission to hang out.
DeltaXi65 wrote:
Chekula,
This was one of the ideas that the Scout dev andI were talking about for higher end traps down the road - some kind of traps like a Pungee or a bear trap that would stand on the ground and require them to walk over to activate.
I'll let you know more about these as I get more info from the Devs.
B
Those things should be in the Ranger profession, which is sorely lacking. And the things that ARE in it now don't work.
Yes just.. yes!
Hunterofmen wrote:
Suggestion
A Have forage return survival exp. This change would provide a more fun use for forage.
B Allow scouts to earn survival exp. for crafting scout gear. Thus, the creation of a camp kit or scout traps would generate some survival exp. This would serve a few functions and make scouts more fun. First, if you got survival exp for crafting scout gear this would help address the current survival exp tedium.
Second, scouts could traps and kits to other players to make a little extra cred, not a huge market, but a possibility
Third, we have to craft them anyway, so lets get some recognition for the time we spend crafting! docs get med crafting and exp from making and using medical items, how about some survival points for scout crafting.
Why survival points? Well making a trap or making a camp kit is part of the concept of survival, and what I would consider part of the survival Lore. using a trap against an opponent is trapping exp, creating the trap in the first place is learning ways to survive