Scout Archive
Thread: BUG REPORT 4 SEPTEMBER UPDATE NEW BUGS ONLY!
Same as others, but bears repeating:
1) Harvesting way less. Haven't done any comparison between grouped with pet/not, but regardless unless I am in a group with other PC's I should be harvesting at 100%, not 60%.
2) Area track shows buildings and other meaningless information. I like the fact that we can see buildings, but not when I specifically search for "animals". Make a "buildings" entry maybe.
3) I can no longer see the quantities of stuff I can harvest from creatures. Used to show up in "/examine", doesn't anymore. Hopefully that change wasn't intended...
TRAPPING: There is no pattern behind it, but I now frequently throw a trap and get no message (success/failure). This used to happen to me very occasionally before, but now it seems to be happening to me at least 50% of the time. I tend to throw mostly Glow Wire and Phecnacine Dart, with an Adhesive Mesh every now and again.
You are lucky you got to harvest at all. I was grouped with a CH and we both had pets and I didn't get the option to harvest a single thing all night. This was on Yavin4, Ahazi and Yavin4 was where I logged-on. Didn't get a chance to try it ungrouped or on other planets, but I was also getting incomplete examine information on Yavin4.
When we travelled to Dathomir I was getting the correct information, but only a couple of things were spawning at all for us and we weren't going to try to take down lairs of rancors by ourselves. I never did see a Graul all night except for the ONE someone else I met found earlier in the general vicinity.
Other friends are getting about 40% of what they should, even when completely solo. I thought the 60% rule was supposed to apply ONLY when there was more than 1 scout in the group to address group XP.
Maskscent breaks way too easily for a Master Ranger Bothan. I would rather have it like it was before and I haven't been able to gether enough resources for conceal yet. After reaching master Ranger, having a list of 15 successes on maskscent checks then getting agroed is all very annoying, especially when I don't need the scoutXP anymore. I would prefer to see MaskScent work exactly like it did before the patch once your camo (or Maskscent now) bonus reaching 100, or having to get closer to get the XP as the level goes up or something. As Bothan, I should get very little XP for maskscent checks at wayfair 3, but they should work 95% of the time at that level (1 in 20 failures) and no failures (or XP, that's fine) at Wayfair 4
I like areatrack as-is overall, but would like to see increased range and grouping like-critters off of one lair. I can't wait for track.
Server: Starsider
Race: Zebrak
Ranger Levels: 1: 4: 3: 4
Maskscent, Works as originally intended by the developers. There is a chance that it would break. Before the patch It worked fine for me it rarely broke. I tested it out last night. 7 Times on Tatooine, it broke once and 12 times on Coerilla, didn't break once. I got about 500-700 xp that night.
Comments, I really love maskscent works great no complaints at all. I walk through red critters they don't see me, I love it! On the rare occasions it breaks so be it.
Conceal, Gathered the materials for a corilla camo kit crafted the camo kit. Then tried to use it.. It does not let me use it. It bring up the redial menu. no option for me to use the item. All I get is destroy or examine that's it! I try droppingit on my character nothing! I tried applying it to my friends by dragging it over to their character nothing, it starts up a trade. I'm I doing something wrong, or is this a bug? Please help.
Comments, I have no problem with developers increasing the resource requirements to craft it. I presume they did this to stop the flood of hide, bone, meat, in the market. Also not sure how good it works because I can't even apply the thing
. But if it works as good as the description says it does it will be invaluable when they fix insurance. It's going to be a real pain to die once it's fixed, so anything that can possibly save me from death I'm going to use it. I'm also one of the few I guess that the resources should be very very hard. Again if conceal works as it should. This is a very powerful ability to have. Right now it's not a big deal to die, lets see what it's like in a few months ![]()
Area Track, Tested it about 5 times on Tatoonia found the animals as intended. I was not in a very populated area. Tested out on Coreilla about 2k outside of kor Vella with my pa.. Worked awesome found targets as intended. On a few of the results I saw a -1 for distance. That seems wrong. Also I'm picking up buildings when I search for animals. Didn't know buildings were animals ![]()
Comments, I LOVE Area Track, a few minor improvements and it will be an even better tool. I would suggest extending the distance to 1k, 500m is a little too short, Or increasing the range per level. Also categorizing the results would greatly help at the moment it's a little cluttered. Oh and a cool animation would be icing on the cake.
The 60% Solution: Works fine. Tested with my group, one was a scout. We collect the same exact resource from the same animal. I got just 1 more resource than him. That makes me really suspicious that Rangers Harvest Bonus is reduced by 90% or is not working at all more on that later.
Harvesting/ Harvesting Bonus, When soloing the amount of resources I collect is reduced by 50% that's a fact. I'm at work so I can't remember the exact amounts. But I make 80% of my money supplying hide, bone, meat.. So I think I have a clue
. Also I don't see the amounts of resources under examine We are on the same level as a novice scout, it's either one broken or a stealth nerf. I will be quite upset if it is a stealth nerf, but I'm very patient and hope to hear something from the developers soon.
I still love being a ranger, absolutely love the new abilities. I just wished my uber camp would repel animals
. I love ranger before patch and I still love them now. If they just fixed the Harvesting Bonus.. I'll be gushy with love towards the developers.
LecheHombre wrote:
-60% resource rate applying when grouped only with pets: I personally feel that this is fair, and intentional; not a bug. First of all, it isn't necessary to group with your pets at all -- you can command them just as well without them officially being in your group. The only thing that you cannot do is see their HAM/status information quite as easily. Second, you are benefitting from having your pet assist you, just as you would if you had another player along. What are other folk's thoughts on this?
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I think the intention of the 60% rule is so everyone who wants to harvest is able to because a lot of people get cheated. If you're the only one harvesting though I don't see why you should get a reduction. You're the only one harvesting, you're the only one cutting up the animal and preparing it to extract the resources. There should be some grouping option where you can set who will be harvesting and the xp will be based on that. I hunt with a group of people and I'm the only one who harvests. There's no good reason at all for me to be losing xp, especiially since it's going to take a lot longer now.
LecheHombre wrote:
-Conceal/Camo kits: There seem to be several beefs with this new skill. First is the resource costs of crafting the kits, which some folks seem to think are too high. Honestly, I just don't get that... The amount of each type of resource needed to make the kits seems to be around what you can get from ONE healthy upper level creature, or two medium level ones. For example, the Talus kit that I will be using requires 30 leathery hide, which I can easily get from 1 tortur, or a couple vynocks. The avian bone and meat can be gained from a few rasps or fynocks. And yes -- it does require Wild Oats that I can't get from harvesting, but how is this any different from Phecnacnie Darts requiring metal or Adhesive Mesh requiring polymer? It certainly doesn't force you to become an artisan... Just buy it from the bazaar like you do with the metal and polymer.
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I agree, I think the resources are just fine as well. I think it'sjust the sudden need to have these things that have people's pantie's in a knot. It just means you have to put some effort into getting things crafted. suck it up and get to it. If you don't have artisan it's not hard to find an artisan friend to help you scan for a spot to put resources. I'm currently harvesting wild oats on Tantooine, I'm going to get a few K and then bank it. I'll probably have a harvester on each planet getting the resource I need for a few days and stock up. I'll end up with a few months worth or resources needed for camoing in my bank and you won't see me complaining.
Just be happy we're getting these new skills. If someone already said everything I already said.. woops.. I was called away half way through to a meeting at work.. anyway. cheers
Probably a re-hash of what others said but from my own play-time lastnight:
1) Mask Scent (even though it is a Scout skill) is garbage (again). It gets broken by WEAK creatures very frequently. Also, they durationhas been shortenedto10 minutes ... WHY?! Should be 5 minutes per Scout-skill-box level ... 25 minutes.
2) Harvesting while solo yields less than it did pre-patch. This is a bug, unless it was stealth-nerfed on purpose.
3) Tracking *appears* to have a max range of 500m (correct me if I'm wrong) ... needs to be at least 1000m to be evenremotely beneficial.
4) Conceal gets broken WAY too easily and doesn't work against humanoid NPCs.
#2 60% Harvest: while groupped with pets/droid, As a Creature Handler this severly limits the usefullness of being grouped, so much for /rescue I now have to target each of my pets to check them , all the while hoping that hermit spider 80m away doesn't aggro and warp on top of me. yet alone have it being a plains stalker. or that wonderfull novice marksman getting chased by a shaupuat hunter. running straight at me Shouting for HELP.
#3 areatrack
signs, myself, pets, I do know where im at.
have I tried camo yet, nope no way to harvest 20 units of wood to test.
I have also experience all these problems previously posted so I will not lay them all out again here.
/point1; maskscent is a level 2 scout skill. Rangers should *NEVER* have this skill fail. Agreed this is bugged.
/point2; why can a Rangeronly use traps on creature's, Traps and similar devices are a staple of Guerrila warfare?
/Bug; I am constantly getting aggro'd while inside my Field Base, also confirmed in High Quality Camp Kit. I would estimate that both kits fail to repel aggro's 90% of the time.
Haven't seen this mentioned, and don't know if it's intentional, so I'll post it.
Last night, I went through about 20 camps. Making High Quality Camp kits (which is usually what I use solo), I noticed something odd.. Not that quality ever seemed to impart anything on the camp, but I never made one that wasn't 0% quality.
This has been said before, but feel I need to add my .02.
Maskscent seems to have issues. Two glaring things I notice are as follows. Creatures that don't agro on me from a range >64m suddenly seem to have a much better 'eye' for finding me with post-patch maskscent on. And any such creature that finds me and breaks my maskscent, will without a doubt attack me, even if they are outside boundaries that generally mean you can run safely by. I had one set of beserk kahmurras(sp?) break maskscent and attack me at the range of 70m. I know this because I had one targetted as I was running around them. And I alsoknow that before the patch, I could run by them without masking on, at a range of atleast 55-60m
This incident leads into the second problem I saw. This second problem may be a latency problem, but if so I cannot see it, as my bandwidth meter was well within normal for how it usually plays over cable, and I noticed no other sort of problems. I would say that 3 of the 4 times my maskscent was broken by agros, that the mobs wouldengage me, then suddenly teleport to within melee range of me.I'd be watching the radar, running along, and see the red dots onmy right, then the maskscent broken message and a red dot literally blink out and blink in on radar, right on me. Very disturbing.
-Onei Linn
Now that you mention it. My quality on camps was not going above 0%. Which I used to get a wide range depending on the hides, bones, and metal I used.
Mask scent has to be addressed. As a bothan ranger/CH, I am constantly being caught on mask scent. It leads me to believe that something is wrong with it "Again". I even decided to go to Endor and try it out and I could take one step and the creatures saw me. This defiantely needs to be "Tweeked". Well maybe not tweeked, OVERHAULED is more like it.
I like the idea they are addressing issues that need to be done, But I'm a bit confused how all of this did not get caught on Test Server. Shoot, If you ask me to come over and move my character over, I'll test your skills. But as it stands, it comes out buggy. Very confusing.
Unless I missed it, I don't believe there was a message for wilderness survival xp after the "a prototype item was created and placed in your inventory" or anywhere else along the crafting stage of maknga camp. Aren't we supposedly getting xp for this now?
And Lokian domesticated meat for Lok camo kits? Is this actually intentional? Maybe I'm off here, but doesn't this mean I'll basically have to kill Nym pets in Nym camps to get this kind of meat? In turn make enemies with Nym just tocraft a camo kit? How about just plain Lokian meat instead? Thanks.
Plus needing things like Lokian Flower Fruit, which is far less common to find for sale then things like Steel, has made it where I haven't even had a chance to test the camo kits. I'm not an Artisan, nor should I have to be to use a kit that has raw materials that any moron can find in the wild, let alone a Ranger.
I have to say I was surpised to find bone and hide in place of my polymer and second metal requirement for Camps, but I do find this to be a positive change which makes me feel less like Im being forced to be a Artisan.
As far as I'm concerned, the requirements to make a given camo unit far outweigh the benefits (from what I'm hearing). I haven't had the chance to test the Lokian Camo unit (or any of them for that matter) as a Master Ranger simply because I don't have the resources and I couldn't find them at the bazaar either (the flora requirement in particular). I really don't mind buying my flora as long as there's something to buy and I know it will be worth it!
I like this concept a lot and I really hope they implement it in a fashion that makes it worthwhile to invest in these camo units and use them. Notthe caseright now.