Scout Archive
Thread: Scout Correspondent Weekly E-Mail to the Developers Week 1
Let it be known unto the world:
Forage gives survey xp. Although getting survival xp for it does seem more logical, but unlike many ppl think u *do* get xp for it.
As a player who is 1 step away from Master Scout, I consider our issues to be:
1. /maskscent issues with yellows spoiling it. A 30 second timer would be more reasonable.
2. Camping XP.
3. Lack for survival exp for forging.
4. Forage items don't stack. They should. They all have the same stats. Foraging would rock it we just got a little exp (on the order of survery exp) and the items stack so that foraging was inventory-managable.
4. Traps. While other classes get more and more doses out of their higher level items, we get less and less. 3 uses at III and only 2 uses at IV. That's sad, very sad. This is a big issue to me and caused me quite a bit of let down when I finally got the new traps and built them.
FWIW, I don't consider how much money we make to be an issue with this class. That is an economy issue that results from everyone being a bounty-hunter in training...simple supply and demand. Further, I would seriously suggest not raising this kind of issue with the Devs because if I was a Dev and someone listed as a Top 5 issue with a class how much money they make, I would consider the class VERY balanced and start looking to spend more effort on other classes. Afterall, the class is a scout not a merchant. Would you expect to get wealthy as a scout. I wouldn't. Food for thought...
This could be solved by putting a range check for other players into the equation. i.e. if you have 19 peeps auto-following you, you don't get the XP. If you are by yourself, you do get XP.
The only problem then would be griefers who may decide to follow a scout just to spoil his or her XP.
Just a thought.
The money making opportunities part of my report wasn't a top 5 issue. Q told me that I was allowed to throw up a "pet" issue or two that may not totally affect the community, but I may want to "get off my chest". That was coming strictly from me - but I know that others have made that request as well. Money making opportunities and the Imperial hat bug are two things I'd personally like to see get some attention
The top five were numbered and went out.
On the trap issue - no one's starting a fight by expressing their opinion.
B
Just a thoguht on the exp for traveling....couldn't they just set it to only count if you aren't auto-following? that would take away that exploit if it only counts if you are running on your own
I have to agree with you. I could see High level Ranger traps or BH traps used on PC and NPC. I think there are alot of players out there that picked up scout for the camping and Harvesting. I'm not sure we should give really good traps to every low level scout out there. Make it something you really have to work for.
To respond to the above poster who mentioned stacking foragable items:
They actually don't have the same stats, if you look at them. They must be randomly generated, but none of the items I've foraged to date (several hundred) have had exactly the same stats.
I wouldn't be surprised if the lair searching stuff gives you guys some more money making possibilities. I know that as a BE I'll be watching the bazaar for milk, a necessary and unattainable ingredient in some components.
Scorus
I'll have that on my tombstone:
"Here lies Brisc Rubal. A great Scout, a great Correspondent, Champion of Monkey Making Opportunities".
I want the Devs to implement a new spell checker that can read my mind and autocorrect what I MEAN to say! Top priority!
B
Dustus,
For us loyal servants of His Excellency, the Emperor, we have the ability to purchase, using our faction points, a full Imperial uniform. This uniform includes a dress shirt, pants, boots, and an Imperial Hat.
However, the Hat is bugged - it cannot be worn. So I have all the necessary parts to look like the loyal Corporal in His Excellency's Imperial Forces, but I can't wear my hat. Minor annoyance, nothing spectacular.
B