Scout Archive
Thread: TOP 5 Scout Issues What are yours?
Tried that. Still not working.
I might just drop scout now anyways.
Are,
If you're having this problem, you need to /bug it. Is anyone else having this problem?
B
1.) Camping changes - Need to make camps more useful
Agree, modular camp idea still sounds great
2.) Terrain Negotation - Allow us to apply our TN mods to Creature Mounts
Since we now actually have to pay to repair our vehicles I've been pulling my mount again for the short distances. Anything that makes him faster is fine by me.
3.) Harvesting - Increase our harvesting rates (and make Ranger rates significantly larger than ours..by 1.5-2x more),
and get us harvesting notification (so we know what we've harvested and what we've not harvested)
Makes my job less time consuming. My #1 issue.
4.) Forage - Do something to make this a useful feature, either grant XP or increase the benefits of harvestable materials
There's been a theory floating around here on on the ranger forum that the amount of resources that come of a creature is influenced by the same system as the inorganic resources (percentages). If this is true, maybe we could get /forage to show this in a window like survey or ina text message like: "The vegetation is dense and you see all sorts of insects and small creatures" (meaning anything you kill in this neighbourhood is likely to be fat).
5.) GCW additions - This is a new one, but I'm starting to feel strongly that Scouts should be able to sweep minefields in the GCW...gives us something paramilitary to do.
We (scout/ranger) do need more of a role in the GCW then (indirect) supplier of buffs and armor. This would be a nice addition.
Washell Olivaw, Ranger/Rifleman, Eclipse
WHOA! that is a good one!
Washell wrote:
4.) Forage - Do something to make this a useful feature, either grant XP or increase the benefits of harvestable materials
There's been a theory floating around here on on the ranger forum that the amount of resources that come of a creature is influenced by the same system as the inorganic resources (percentages). If this is true, maybe we could get /forage to show this in a window like survey or ina text message like: "The vegetation is dense and you see all sorts of insects and small creatures" (meaning anything you kill in this neighbourhood is likely to be fat).
Niza wrote:
GCW - Just allow traps to be used on humanoids.It can't be THAT hard to get the existing traps to stick could it?
Not likely, andif anyone gets this it will be Bounty Hunters. Yes, I know scout is a requirement for Bounty Hunters, but the Fett-wannabe's will still whine if anyone but their "leet"-selves get traps that work on sentient beings.
DeltaXi65 wrote:
1.) Camping changes - Need to make camps more useful
Oh yes, I love camps, they're awesome. But currently useless =(
2.) Terrain Negotation - Allow us to apply our TN mods to Creature Mounts
Wasn't sure this was the right way to go, but the more I think about the more I agree.
3.) Harvesting - Increase our harvesting rates (and make Ranger rates significantly larger than ours..by 1.5-2x more), and get us harvesting notification (so we know what we've harvested and what we've not harvested)
This is my #1 issue. While I feel that scouts don't quite get enough, I tend to agree with the consensus that we should get a bit more, but rangers... no, not 1.5 or 2x, more like 5x, and/or the ability to harvest multiple resources. Ranger should be a desired class, to either obtain yourself, or to hire. I'm an doctor, an armoursmith (primary armour is chitin), a chef and artisan, I alone cannot keep up with mymy needs even when I hunt for a full week. If I could hire a ranger knowing he could provide me with 10k or some huge amount ofcreature resources per hour, that is worth paying a lot for. Ranger needs this boost, and craftsman need the resources.
Also, milking is a big issue. It takes too long, the yield is not enough, and the mobs almost always warp from you. Take a peek at the chef forums. Milking is in a very poor state. Scouts I believe should also be able to harvest eggs (and more than non-scouts) from lairs, as a choice not just a random find. Once again rangers should get a large boost to this ability too.
I'd take up ranger in a flash if harvesting received a massive boost.
4.) Forage - Do something to make this a useful feature, either grant XP or increase the benefits of harvestable materials
A hard one like chef, you don't want to step on anyone's toes yet it needs to be useful.Benefit of the skill should outweigh the need for xp, though I believe the lack of xp is just an oversight. Power of the foraged items should ramp up to master, then increase throughout ranger.
Another suggestion might be to add foragable creature repellents and natural poisons only usable by scouts, to be used against creatures based on trapping skills.
5.) GCW additions - This is a new one, but I'm starting to feel strongly that Scouts should be able to sweep minefields in the GCW...gives us something paramilitary to do.
I like the idea of a sneak bonus against npc's, perhaps it could ramp up through ranger too. I'm not sure about mine sweeping, as scout is such a common profession this would make mines almost useless. Smugglers should keep that job. Perhaps scouts should get a bonus to crossing a minefield without setting it off?
What do you guys think?
Good job so far
B
MasterNerfSlayer wrote:
DeltaXi65 wrote:
4.) Forage - Do something to make this a useful feature, either grant XP or increase the benefits of harvestable materials
A hard one like chef, you don't want to step on anyone's toes yet it needs to be useful.Benefit of the skill should outweigh the need for xp, though I believe the lack of xp is just an oversight. Power of the foraged items should ramp up to master, then increase throughout ranger.
Another suggestion might be to add foragable creature repellents and natural poisons only usable by scouts, to be used against creatures based on trapping skills.
what would be cool is if there could be some new loot item implimented that can be placed into several schematics (like janta hide/blood, creature scales, rancor bile, etc.)
the only way to get these would be to forage for them... rangers would have the highest ability find them or find the best ones
but as to their usefulness, implimentation, etc. no ideas
Sojourner wrote:
Niza wrote:
GCW - Just allow traps to be used on humanoids.It can't be THAT hard to get the existing traps to stick could it?
Not likely, andif anyone gets this it will be Bounty Hunters. Yes, I know scout is a requirement for Bounty Hunters, but the Fett-wannabe's will still whine if anyone but their "leet"-selves get traps that work on sentient beings.
i made this suggestion in the bounty hunter forum to use scout traps on humanoids
I think that they should make foraged foods more useful.... Why bother foraging for food if all u get is food thats half as good as a novice artisan's food?![]()
#2 - Forage -- what _is_ the point of this skill? So far the most use I get out of it is to randomly feed my pets, and occasionally I'll sell some fishing bait. But if I can only forage 1 item at a time, and get no "use" out of the foraged item itself, nor do I get exp for it... why would I forage?
#3 Harvesting - I use hotkeys to harvest (like I imagine most of us do). I get real ticked when I accidentally hit the wrong hotkey and attempt to harvest something the creature can't yield. Then I've lost the ability to harvest ANYTHING from it. Harvest notification would be great, and someone mentioned the ability to harvest multiple items from the same critter -- which I think makes good sense. "Yes, I harvested the hide off this corpse! But I did such a bad job, now I can't get any bone out of it? Er.."
#4 Trapping - Why aren't there any lethal traps? Why do they take so long to throw? Why can't I use them on NPCs? Seriously, some of the traps make sense why they don't work on NPCs, but some really should. For example the "glow" traps. If I throw it at an NPC its still going to make them easier to see and thus easier to hit. I also think the idea of a trap that harvests would be very interesting. We have all other sorts of harvestors (chemical, energy, etc) why not one for slaughtering animals and gathering parts of their carcasses?
#5 Camps. Again, camps. I think that they really need to be tweaked. They are one of the coolest things scouts have, but they are just not worth the time to setup or the resources needed to construct them.
1. Traps suck ass, traps shouldnt give general crafting xxp they should give TRAP XP the skill boxes are called makeshift design so why the hell dont we get xp for crafting them. we need traps that affect NPCs too......maybe starting aroun trapping II or III
2. harvesting is fine with me dont care for it anyways,
3. camps suk too although there are plenty of ways to grind it its still boring, ive had more fun staring at a wall. cant these camps (scout camps not ranger) give us at least a tiny bit of camoflauge on the starter planets. now that were able to call bikes and pets without camps there is no point to the camps anymore.
4. terrain negotiation is great to have and helps alot and i agree with the groupees get TN Bonus and stuff
5. i think the mine sweep would be a great addition to the scout profession as we would have something to do durinmg battles....also i think master scouts should have a special turret deactivatin device or sumthing, maybe have a certification for it at least....and have like DEs make them and master scouts use them it doesnt necesarily(sp? lmao) have to DESTROY the turrets but deactiivate them for ashort time maybe 5 or 10minutes c'mon devs give scouts sumthing to do in the war
well i could go on and on but those are my top 5 peace