Scout Archive
Thread: Feedback on the scout correspondent issues
4. Foraging and Fishing.
The fourth problem was that fishing and foraging are underutilized.
The fishing side of this is being addressed by letting fishing give Wilderness Survival XP. Hopefully this will incentivise scouts to try out fishing. We might also make Chef recipes use more fish so that there is a market for the fish resources.
Just a chef chiming in here.
First off chefs don't need fish at all. Just like eggs, nothing I make specifically calls for fish. Fish can be used in any recipe calling for "meat", but meat can be gathered from animals 20x faster.
What you need to do is speed up the gathering of fish and include it into a recipe for a decent item. Most items that require scout stuff (bones, hides, meat) aren't reallygood enough to warrent buying huge loads of the stuff. Make the items that require this stuff better and I will buy more.
steph3k wrote:
Thank you for this excelent post.
I have a suggestion for exploration and money making. Instead of supplying everyone with planetary maps, why not make them crafted by scouts? A scout can make a map that has locations they have visited, or the maps they make show more details based on how much exploring the scout has done on that planet. Also, the ability to make a high quality map of a planet should decline if the scout has not been there in a long time.
What do you think?
That is both a good idea and a bad one. I think it's good, because it will make us want to explore more, and will make more of a demand for scouts in general. Bad, because right now, I'm on a lousy modem (that's brand new, no less) and the lag is soo bad in places right now, that I don't do the exploring that I'd like, simply because I tend to get incapped and DB'd by things that are aggro but don't show up on radar.
They're supposed to be adding wireless Internet in my area in the next few weeks, hopefully that will make it better.
I think another way to make the exploration tree more interesting would be, would be:
1.Include some pathfinding/tracking skill. This way it would be easier to track down/findcreatures.
(the higher the skill the higher the radius)
2. If a scout is the first to discover a lair/bunker/location, this place could be marked with his name if he/she examines it (i.e. .Peko-Peko lair (discovered by Utwa Spetat)
3. Let the scouts be able to set traps on the ground. If a creature walks over it gets cought. The scout gets then a message. If the scout doesnt claim the creature in a specific amount of time the creature is free again.
4.This point depends how the travelsystem (mounts and ships) will work.
I assume:
a) travel via mounts will just work as running around does now
b) travel via ships will be something like riding horses in DAOC
for b):
a scout could set up "stations". Thecoordinates of these"stations" are predetermined by the developers. The scouts would just have to discover them, and build something likea camp at the spot (again the place could be marked by the name of the discoverer).
"The following changes are in development to help with this problem:
- 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%."
I would suggest, split the Exp for Harvesting among the scouts/rangers in the group, but the person who has the harvesting rights gets the "harvest".
Yeah since the patch I have not received any xp for mask scent. I've also noticed that when I do have it equipped, aggros are more likely tospawn and walk over to where they "spotted" me. By spotted, I do not mean that they broke my mask scent, but that they will litterally just walk over, get within 10m-15mof me and attack.The only explanation I could come up for it was that the scent I was using to mask my own was of the same species has the creatures and they(the creatures) were being curious(aka "frisky").
Hoi Xe'niom - Novice Ranger - Lowca
Two comments:
1. Mask Scent has not awarded experience since Patch Day.
2. I like the fact that trap and camp crafting will award survival experience, but will the crafting of these items remain in the Scout or Artisan trees? If the latter, please consider, at the very least, moving traps over to the Scout tree. Scouts should be able to make their own traps in my opinion.
Ciao.
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Jund Starstrider - Novice Pistoleer/Novice Ranger - Chilastra
Since ranger and scout seemed to be intertwined on a devs yellow sticky, what of the "rare foraging". Maybe there arent many ideas to what rare foraging could be so I added a few here:
Lightsaber Gems- Of course you would only find one... not to up on the StarWars universe but I recall some kind of rare gem needed to make a lightsaber.
Lost credits / Items: Hey, when you're running away from a pack of wrix's or sludge panthers you are bound to drop more than your parasympathetic nervous system (Which results in bowel movements). Maybe rare foraging could be something along the lines of what those idiots do at beaches with those metal detectors. "Hey, I found 1000 credits" "Look at this cool powerup I found" "Some guy dropped his DX2"
Other items: Maybe rare foraging would be finding a rare berry that has similar effects of nuetron pixie without the major downside... or maybe it has the major downside. Even at high ranger levels... this only happens once in a 2 blue moon.
Right now all rare foraging does is prevent you from getting anything at all.
-Chaii
Guys,
To our Rangers - you'll get your own post. Patience, guys. We got an excellent one and it took nearly a week. Give the Devs some time here. The Scout dev is also the Ranger dev, so its not like he's sitting over there with his thumb up his butt.
Second, this isn't the thread to tell us that Maskscent doesn't work. That would be the one above it that reads "Testing the patch".
When I get to work, I'm going to start a "Known Issues/Bugs" thread so we can consolidate our issues into one thread for people to check, along with any tips on getting around them. That should hopefully end every thread having some complaint about mask scent in it.
Third, here is my current list on non-bug things that we'd like to see implemented. These can either be Scout or Ranger things, but I don't want to step on Mineras toes too much - I probably already have.
1.) Tracking ability - we'd like to be able to find concentrations of certain animals. Possible Master Scout/Ranger skill.
2.) Static traps- Not a harvester, just something that we can put down and check once and a while, or like a mine. Also fish traps.
3.) Ability to harvest/milk live animals or plants - Something else to help our Chef buddies.
4.) Hunting blinds - Some kind of camp that you can attack from that provides a modest modifier to your mask scent/camo.
5.) Traps to work against player pets/NPCs- High level traps (Master Scout/Ranger) have some limited utility against humanoids and their pets.
6.) Foraging to give survival XP - Carried over. Something small, and non exploitable.
7.) Making foraged items stackable - Finding some way to consolidate our foraged items. This could be by averaging the stats on same name items, or some other means.
8.) XP (in addition to credits) for Recon missions - A good way to incentive exploration more in an easy fashion.
9.) Examine to show if a creature is social - Would have saved my ass quite a few times.
10.) Ghillie suit/clothing that specifically aids hunters - Some kind of clothing with a built in skill modifier to aid in hunting.
That's all of the non-bug things from my list. Like I said, I'm going to start up a known issues thread that will have a listing of our major bugs and ways to get around them.
Thanks for the keeping up the good work guys!
B
PS. As for my speeling, I dont thenk its goink to git any betre.
Reeve,
"2. I like the fact that trap and camp crafting will award survival experience, but will the crafting of these items remain in the Scout or Artisan trees? If the latter, please consider, at the very least, moving traps over to the Scout tree. Scouts should be able to make their own traps in my opinion."
Bud, we can. And we do.
What the Devs mean here is that instead of camps and traps giving us stealth crafting XP (there's no spam saying we got it - it just appears), it'll give us Survival XP. There won't be any affect on what we can or can't craft. Just in addition to a useable trap/camp, we'll get some XP too.
B
I believecamp and trap crafting xp shouldapply to Crafting rather thanWilderness Survival. Camps will accumulate more Wilderness xp, plus fishing will give more Wilderness xp. The skill is not that difficult to max and was in fact my first scout skill mastered.
I like the other changes. Thanks for addressing our profession's issues.
Some questions:
Ok, so I'll lose Camo and gain Mask Scent, and that will climb from the exploration tree (and max at 100 as a master scout).
As asked before, will Bothans gain a skillmod to 'mask scent' to go with their camoflage and cover bonuses?
What will this ranger Camo skill (the new one) DO? What's it good for, how will it be different from mask scent? Saying you plan to have other skills built off of it later's fine, but profession enhancements aren't what we're talking about, it's (in theory) a core ability of the very-much-not-a-combat profession called "Ranger".
Will Bothans continue to get a camo skill modifier?
Will the BE crafted enhancements that cover camo currently be altered to mask scent? Will they ever work?
See the above for cover modifying tissue enhancements.
And will new BE enhancements cover this camo skill (assuming the current ones are re-pointed to mask scent, being scent neutralizers), or will the ones that enhance cover be modified?
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Nivis Nix
Kettemoor