Scout Archive
Thread: TOP 5 Scout Issues What are yours?
Page 5 of 5
Mahabret
Fri Jun 04, 2004 4:42 am
#53
Harvesting - yes, we definitely need to be able to get more resources from a creature, particularly in the cases of avian and fish meat. There's a high demand for these items, but they're generally very difficult to get in large amounts (unlike carnivore meat).
Fishing - after spending a week and a half on dathomir fishing for 12K of fish meat (I have hunting 4 in ranger), I'm thoroughly disgusted with the harvest rate for fishing. Doing absolutely NOTHING but fishing at 5 star density and no vegetation spots (and moving when they appeared to be fished out), I was getting 300 units per hour. The text after you 'CAUGHT SOMETHING?!' is interesting, but goes on FAR too long. On the other hand - I really did need to organize and color-code my filing......
NekkidBanthaJustice
Fri Jun 04, 2004 5:38 am
#54
good ideas in this thread
DeltaXi65 wrote:
Gang,
We're about to start our second round of "Top 5" profession issues. I know that some of ours have changed in the past few months since we did the last one, so I'd be interested to hear what you all feel our Top 5 issues are.
Off the top of my head, my Top 5 issues are:
1.) Camping changes - Need to make camps more useful Or usefull at all for that matter.
2.) Terrain Negotation - Allow us to apply our TN mods to Creature Mounts
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) We need an /autoharvest on/off
4.) Forage - Do something to make this a useful feature, either grant XP or increase the benefits of harvestable materials
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. With the minefield changes this will be less usefull, though we should be able to mask scent/camo through minefields like a point man
What do you guys think?
B
RyadhiMakkar
Mon Jun 21, 2004 8:29 am
#55
DeltaXi65 wrote:
1.) Camping changes - Need to make camps more useful
2.) Terrain Negotation - Allow us to apply our TN mods to Creature Mounts
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)
4.) Forage - Do something to make this a useful feature, either grant XP or increase the benefits of harvestable materials
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.
Since Scout is such a quick profession to master I'm not sure how to improve it without stepping on the toes of the already nerfed Ranger.
1. Camping - before the hologrinders came the camps were very useful. I remember when we'd be hunting-pausing between every 2 missions or so...lay down a camp and heal up, chat, and get back in the fight.
2. Terrain Negotiation - It only makes sense that we should have this ability imparted to mounts.
3. Harvesting - I think the harvesting rates are fine as it is. I'm pulling in ~10k meat/hide/bone per 3 hour buff no problem.
4. Forage - Once again, this is now a useless feature with the advent of BE foods. Used to be a good skill, but the benefits obtained from the food only lasts a few minutes. Needs to be upgraded.
5. GCW - Love the idea of minesweeper. How about the development of fixed traps, similar to land mines that would induce status effects to people wandering into these traps.
joined42904
Thu Jun 24, 2004 10:52 am
#56
Does anyone else notice a recent decrease in mask scent duration for master level scouts? Or is it my very vivid imagination?
DeltaXi65
Thu Jul 01, 2004 9:29 am
#57
Aquil,
EXCELLENT first post.
To address some of your points:
1. With camping, the main desire I believe is that camps provide more of a benefit than they do now. Not disbanding in combat would be a great, easy to add, addition. Providing different kinds of camps for different situations would also be useful. It would require more programming, though - more along the lines of a DE revamp type scenario, but I think that overall it would be a welcome addition.
2. TN on Mounts - Here's my thinking on this. The old "Mountain Men" of the early days of the United States are what I see as the easiest real life comparison to Scouts in our game. They were extremely knowledgeable about animals and wildlife, they could scout and trailblaze trails, and they could survive in the wild with no provisions for years. And in order to be able to do their jobs, they had to be exceptional horsemen too. So my thinking is that a Scout, knowing so much about animals and spending so much time in the wild, is naturally going to have more experience on a creature mount, than some random schmoe who hops aboard one. One thing that takes skill, in particular, is moving across broken ground - which is where our TN mods work. So it makes good sense.
3.) Harvesting - I think that Veghash and our droids have helped increase our harvesting capacity, so this isn't as big of a concern, but demand still far exceeds supply (which is good for us.
).
4.) Forage - I simply want them to finish making it what they wanted it to be before the ran out of time. That ability would be great.
5.) GCW - Scout techincally isn't a GCW profession. But the Devs goal has been to give each profession some kind of role in the GCW. This is the most "scoutlike" thing I could think of, but you're right - even this is a stretch.
Keep the great posts coming!
B
darmokVtS
Wed Jul 07, 2004 3:35 am
#58
Okewarrian wrote:
terrain negotiation is great to have and helps alot and i agree with the groupees get TN Bonus and stuff
Group TN is the squadleaders buisness and should stay their buisness.
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