Scout Archive
Thread: Petition for Foraging to give Survival XP
/sign
keep the XP small and not worth doing and overnight micro for the XP around 10XP per item sounds right to me. maybe like UO fishing you have a chance of forageing up a monster, a snake or something.
amen to that cuz. If an adjustment is made to the survival xp branch to allow for foraging, it would make the ability more appreciated. Camping is fine when you are making things or healing, but the next thirty minutes of downtime (to get the max or worthwhile xp)is not the best part of the game.
O.G. Onikcoleman Scout/Marksman/all around do-dirty
Pick up some artisan levels. I survey, when I find a good spot, I set up camp and then sample for a while. Get some raw materials and survival XP.
Also, consider crafting in camp (at least until you get need a public crafting station).
Just a thought to make your time more productive.
--signed in duplicate--
I'm 1k away from the 4th tier. I've mastered Marksman, gone up a bit as a CH and all I need is this **edit** survival exp so I can start as a BH. Problem is, I DON'T take damage that needs the benefit of a camp to heal. Any healing I need can be done in a matter of a couple of minutes and I average 80 exp per camp. I set a camp up every 10 minutes or so as needed, so in an hourI can get *gasp* 500 exp if I actually PLAY this game they way it was meant.
If I group with 5 or so people, all 5 people are also Scouts by default since harvesting is the most econimical way of gaining any money outside of missions. This means there are 5 of us racing to put up camps,whichmakes group camping arace for the fastest tent-pitcher and causes problems when the group wants to move out but the Scout wants to stay to soak up as much exp as they can get.
I thought survival was a skill designed to make you camp.
Honestly, one consideration to make while thinking you should get XP is that camping and foraging are both risk-free activities. Electrons follow the path of least resistance, which is to say, if you got any kind of experience from foraging, you'd see countless listless afkers out there endlessly foraging until they fell over from being bored stupid. Camping takes a while, and yes, it is boring sometimes, but it is an effortless gain that requires nothing but hides and bones you would've collected from other pursuits anyway. Just because it holds you up a little (come on, it's only thethird week, what are you folks going to be doing in a month?!?), doesn't mean it wasn't designed correctly, it just means you are ahead of the curve in those areas that you could powergame in. I like camping, frankly, it gives me some time to coordinate my things, and it heals me up remarkably well. Those of you who think scouts need medical skills are just plain wrong.
Camping after a few major engagements, although time-consuming, will keep you intip-top condition over time. And if these same scouts who brag about dragging in 900 hides a day cannotcraft campkits at will, I don't really know what's wrong with them. I spam camps when I'm soloing (which is most of the time, because frankly, I think Scouts should solo, it's what we do!
) and have jumped up to almost survival IV in less than a week ( I do not powergame at all, this weekend was the first time I played for more than 2 hours in a single sitting).
Although the profession is the most well-balanced in the game (except perhaps marksmen), I have to admit that it is arguably the least risky of the "combat" professions. They nerfed /maskscent (poorly imo) because lotsof little exploiters followed the path of least resistance, instead of wondering how they were supposed to be playing a scout.
/sign
They can put a timer on /forage just like they have on /sample tomitigate abuses of the /forage command. Since foraging doesn't produce anything you can really sell (like sampling) no one would get rich off of it.
/sign
I don't think it has to give a lot of xp. Maybe 25 or so. It gives you something to do while sitting around healing or waiting for your group to heal.