Scout Archive

Thread: BUG REPORT 4 SEPTEMBER UPDATE NEW BUGS ONLY!

Merelori
Fri Sep 05, 2003 1:37 am
#40

I agree with the mask scent not working anymore for rangers. I was hunting on Corellia tonight with a novice scout. we were side by side in the middle of reds at about 50 meters on both sides. a aggro creature on his side came past him to get to me after breaking my mask scent. He was never noticed. I though we were supposed to better at that scince we are all master of that profession already.This also needs to be fixed and soon. Conceal breaks way to easy even with great quality rescources .
Merelori
Fri Sep 05, 2003 1:46 am
#41

Maskscent for rangers also doesnt seem to last as long as it did before the update.
Dverr
Fri Sep 05, 2003 3:33 am
#42

1. Maskscent and the intended upgrade Conceal at Wayfaring IV break about as often as beta Maskscent at Explore IIIdid when you could still spam it (i.e. so much the dev's and pretty much everyone else thought it needed fixing). Wayfarer IV Maskscent/Concealbroke on mobs that never brokeMaskscent prepatch such as CL 9/10 rasps and CL 11/12 Crazed Durnis. If it can be broken by that CL with regularity, I would infer that it is nearly useless against CL 30+ mobs, and against any levels of mobs in a high spawn concentration (i.e. pretty much anywhere in the galaxy on a weekend). Definitely a regression in the value of Maskscent from prepatch.


2. Conceal has no effect onhumanoid NPC's and the same effect as Maskscent on creature NPC's. Aggrohumanoid NPC's do not break conceal but attack anyway. Conceal is not worth the resourcecost at present imho. Itwould become worth the resource costs if it were very rarely breakable and lasted much longer thanMaskscent.Maskscent is, at least, free even it it's currently only slightly effective. I will stick to Maskscent until I see a marked improvement of Conceal over Maskscent. But I will rely on neither and instead rely on the same avoidance techniques non-Rangers use until both Maskscentis returned toits pre-patch funcionality. As an aside, Camo kits should be stackable in a larger quantity so they don't clutter inventory (and your database), assuming Conceal becomes useful.


3. Areatrack picks up house signs, droids, etc. Interesting reading maybe but hardly what I expect as a return when I highlight the Animals box. This skill should be further refined if possible to return nearest to farthest in distance by default. The later inclusion of a direction of the target more specific than a compass direction would be very helpful (since E can be E, ESE, ENE, anything in between and a little outside of those as well). I realize this is a first run of this feature. As such it is a great improvement over not having any tracking at all. I am very happy to get the ability. I'm sure it will be made even more helpful in future updates.


Those are the bugs/problems that I noticed when using the new skills.


Oh, the added special attacks information is very nice on Examine. Thanks for that fix.


JebusRanger
Fri Sep 05, 2003 4:17 am
#43

I have found several bugs with our new abilities but since all with the bugs I have seen with the tracking have been covered I'll consentrate on conceal. The main problem I have found with the kits is the sparatic effectiveness of them. Out of the first stack I made the first one broke almost immediatly with a low level non aggro creature. The next charge worked very well I was able to sneak into aggro npc camps and groups with out a problem, and the same with aggro animals. The third charge worked ok for a while on the higher level creature and ended up breaking on a low level one. I was able to test 9 or 10 stacks of camo kits for talus today and there was no consistancy to the effectiveness of them. Not only that but aggro npc's would aggro on me with out my conceal breaking..it was kind of funny. Twice I was aggroed by a binyarne(spelling?) pirate that didn't break my conceal..I can out run them so I didn't burst run but he chased me for over 600m the whole time my conceal was up and I was getting scout xp for successful conceals against the npc(everything else around was non aggro) both of these times the npc would stop chasing me after 200m and then start chasing me again..after 600m I got bored being chased and getting scout xp that I dont need anymore and burst ran to lose him..still my conceal was up. Maskscent is also not effective anymore..I now have less of a chance of being aggroed by mobs when I dont use it than when I do. I hope that these things are fixed soon because they will be great once they start working correctly


Jebus -lowca-


Ranger : 4-3-4-4

DanLucky
Fri Sep 05, 2003 4:18 am
#44

I understand getting wilderness survival from making camps but shouldn't we be getting trapping xp from making traps. Currently I was getting Wilderness survival xp. Yes, I can see where it does make sense to get WS xp, but it seems more logical that we get trapping xp from making traps.
LRI
Fri Sep 05, 2003 4:28 am
#45

I find it funny that the guys that are already master ranger wants the advancement in ranger fixed.


why? becouse they havnt noticed that the amount of XP needed to master Ranger has aldready been more then doubled. So no need to fix it, and rangers has always been faster then other elite professions if you can endure the survival grind.




-Rui Lee
Master Rifleman / Ranger
Corporal 1st platoon, Militia of the Free City of Libertas
Ileria
Fri Sep 05, 2003 4:37 am
#46

There is an EASY workaround for the CH+Ranger harvesting problem. the Group command now ungroups pets if they're already grouped. So after the fight, use your group command, run around harvesting, then use group again to ask them to rejoin.


Fellstaff, I think I remember someone of the devs stating that this wouldn't work. That even after you leave the group you get only 60%. I could be wrong, but I'm pretty sure I'm not.

Barcofeclipse
Fri Sep 05, 2003 5:41 am
#47

Actually I have to agree with my fellow rangers. I would rather not have experience on Mask Scent. Its to easy to get experience with the way it is now. I'm not a master Ranger and I have seen the possiblities for an exploit. I'd rather it have no experience and work "Well" then give experience and nto work well at all. I went Ranger mostly because it falls in line with my creature handling. With the new mask scent, Creatures are catching me more then naught. I am a bothan. My camoflauge is up through the roof and I'm getting caught very quickly. The experience I get is about 500 for every agro camp I want to play with. IF I wanted to exploit this, It would be to easy to make Master ranger. DEFINATELY needs to be changed.



Secondly, I thought they were adding experience for craffting camps and traps. Maybe I read the patch information wrong, But I"m pretty sure it said that.



Thirdly, I like how harvesting works now at least people can get a harvest instead of fighting with people. But it is buggy in the sense that when you group pets it cuts it by 60%.



WildBil2Me
Fri Sep 05, 2003 5:44 am
#48

About Farming,


My concern isn't so much that I am unable to get XP, most of the creatures I farm don't give me nearly enough XP to be beneficial, even in a lair of 12- 15 critters. Instead my concern lies in the amount of hides I can Farm/ Harvest from a lair. When a Scout's only real form of income is the hides he sells, and the hides start dissapearing "monkey making opputunities" shrink. That said I can understand if the Devs are trying to lower the amount of hides in game by a large amount, but if this is a bug I just wanted to make it known. Thanks for the reply though, I just wanted to Clarify.


Good luck out there,


-WB




Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Ricbr
Fri Sep 05, 2003 5:56 am
#49

I have harvested with and without my pets..the numbers were the same...much lower then I used to get. It appeared that I was only getting 60 percent of the harvests all of the time..no matter who or what I was grouped with.


Conceal and Maskscent (i know that is scout..but I used it often) were easily broken by any creatures. As a master Ranger I think I should be able to easily sneak past a Tatooine Mynock or a Kreetle without getting chased .


When using the new /areatrack command...and when I pick to find an animal..i want just animals..not signs, houses, pets, and ect... This needs to be adjusted a bit.


Overall I was just happy to see something new...and I am sure we will have some adjustments. Glad to see a few of us a bit civil about it though. Keep it up team.

Noxpor
Fri Sep 05, 2003 5:58 am
#50

No more ressources quantities in the examine window. What is the next info to be removed ?

Maskscent/Camo: MS work better than camo for me. Aggressive NPC (red name) aren't affected, factional aggressive NPC (yellow name with -5000 faction) can be sneaked but will assist if you get aggro (even if the one aggroing you isn't on their faction).
Camo don't last near 25 min, more like 13 minutes for me. Not enough charges for the quantity of ressources required (even with great success combine and great success+ amazing success experimentation). Camo kits should be only expanded when used to conceal a "citizen". Ranger is trained to live in the wild, stealth the animals. On top of that, i don't see rifleman/pistoleer/carbineer having to craft ammos for their guns (which won't be needing for the marksmans if we follow the same logic as for the scout/ranger thing).

Areatrack: this one is a bit bugged (-1 distance, i am shwon in the list when actually, i don't care knowing i am here) and not that usefull in this state. Still, the idea is good.

Track: i'm waiting for this one ^^ (track != Areatrack, remember that).

Ranger XP: My god, too much, too fast (i'm not master). Well, they said they nerfed MS xp in this patch. The fact that i earn 10x more xp with now should be a bug then. Pre patch (before the broken 0 xp MS) i was earning like 4xp with CL 10, now i earn 30.

Harvesting: have yet to try on medium size creatures, but it seem to be cheap. Rangers requires more ressources now but they harvest less. Casual ranger are now economically screwed with a lot of small quantities (paradox anyone) of unsellable ressources and sometime useless due to high ressource cost on their various schematics.

I find it strange that ranger, who were almost selfsupporting as a scout (beside some ressources for the traps) are now totally dependant of artisans and still be considered as the top elite wilderness survival guy. A camper with top high end techno van, satellite dish+TV+cable, fresh beer in the fridge isn't the picture i was drawing myself about a wild specialist.

I think someone must have lost the focus about the definition of this profession. I just hope it's not me as i was really thrilled by the illusion.
shnelle
Fri Sep 05, 2003 6:10 am
#51

1) In AreaTrack:corpses show up as tracked animals, housesshow up as animals, vendors show up as animals.


2) There is no emote to show you are actually performing areatrack while the screen loads. Also I think you should be able to see more than 50 animals.


3) The top of the AreaTrack box should stay the same size when we resize the window so that we can see more of the list of animals.


4) The 60% rule should be an option. Right now no matter whos in the group be it only pets, or other non-scouts, you only get 60% of the harvest. This will cause scouts to not group and really is a bother to CHs because they now have to fight ungrouped to get the full harvest for their kills.


5) Maskscent breaks terribly for lower level creatures if you are a Master Scout. Also it is breaking too much for everything else.




Oppeei Xigu - Female Rodian - Bria - Rori

Master Creatuer Handler
Hunt Master
Novice Pistoleer
Emergency Tech - Field Tech
shnelle
Fri Sep 05, 2003 6:15 am
#52

Harvesting has been cut in half for everyone beyond the 60% rule. I am harvesting about half the amount I used to solo. Its like the 60% rule happens whether you are grouped or not. Then when you are grouped you get another 60% taken away on top of the 60% rule. MAJOR HURT HERE hehehe.




Oppeei Xigu - Female Rodian - Bria - Rori

Master Creatuer Handler
Hunt Master
Novice Pistoleer
Emergency Tech - Field Tech
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