Scout Archive

Thread: Camps will no longer be required to pull vehicles/mounts/droids as of Mid-Mar Patch (7)

Hakai
Tue Jan 20, 2004 7:00 pm
#66






Thunderheart wrote:





Hakai wrote:

*stares in silence*


oh crap...there goes my cash cow.






How much were you making?


How much could you make selling things to people who can make them on their own?


You should be able to make way more cash going out with a group and being able to provide them with a haven while they are on a hunt.







Quite honestly i was making quite a bit. There are many hunters that did not want to take the time to harvest and then craft the camps themselves.


I realized this one day when i heard someone complaining that they didn't like the fact that they would have to have an inventory full of camps (which is needed in order to NOT stop the flow of a good hunt). So i did what every self making millionare did...make a niche market.


At first i only sold a few crates at a time, but eventually word of mouth went out. I would only charge about 100 credits a tent. (which if you calculate is a fairly well balanced price considering that i hunted almost every night and sold powerups from my master artisan status.)


With the advent of the mount patch, i continued with a new niche market. "Hakai's expedition Mount camps"the guarantee was ....be able to call your pet or your money back (novice scout needed).


Eventually a lot of hunters began to catch on that having a crate at one's fingertips was a very convenient thing. So i had an almost fanatical line of customers that would come back to me every few days or so for some basic camps to go to dathomir or the other elite planets with.


THN the vehicle patches came out...i suddnely had an influx of orders for Hakai's expedition mount camps....everyone seemed to want some camps because they were too busy playing with their rides (which i also sold as an artisan, but on the average price of 30-40K per swooper....unless the person was really poor...)


SO.....in general i just put my name on front, made sure i had them stocked, the prices were fair, and my location was an easy one to go to. In a good week i would have made around 20K a day. (and i konw most of you will laugh about it, but that 20K was enough to fund almost all my hunting trips in which i had a lot of fun, AND got more materials ot make more money.)


so all stare in awe to an artisan and scout that took what everyone else can make.. (powerups, and camps) and made over a million on it!!!!


(yes, i started with 100 credits, and now my coffers have over 2 million....and i know that's kinda small for most of those multimillionares....but as if i need to buy a 5 million credit +1 skill attachment....pffffh)



Does that answer your question TH? *grin*







Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
Hakai
Tue Jan 20, 2004 7:04 pm
#67

quite honestly i started Hakai's hardware with the ideal that your gaming should be uninterrupted....so buy some of my cheap stuff to help you out while you're going....lol. Let me worry about the crafting of crates.


i started without the drive to make a ton of money (unlike a lot of gamers)...i decided that if new characters needed somewehre to get materials to help them out....they could come to my shop (i always used to have a lot of the lower level weapons and armor for sale for prices taht would make the new player work at it, thereby giving them a sense of achievement.)




Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
Trystan1969
Wed Jan 21, 2004 8:25 pm
#68






Chwbacca wrote:

1-Increase camphealing rate, based on camp level the higher the camp the higher the healing ability.- this would make people want to camp.


3-let entertainers hell BF in camps.


4-allow pets to auto heal in camps like PC's.


Additionally, what about Some form of Vehicle repair. Slower than U would get at a garage, but it would add another boost to Camping.


Just a thought.


As always, tx for keeping everything smooth in here Delta.
- Cwy








I've been playing this game a month before release so have seen quite a bit of changes.


For 1 & 3, people complained that the camp heal rate was too high and people didn't come to med centers to be healed, they rather sit in the camps in auto-heal 10 wounds ever 3.5 minutes or so. People whined about the BF or at least, the devs didn't want them to whine, they saw the Cantinas as the place and the only place to heal BF. This would allow entertainers the necessary xp and force people to socialize in the Cantinas.


Not sure where 2 went too. Vehicle repair sounds nice, but you must realize that vehicles are a money sink. Vehicle repair is a huge money sink. A swoop takes 50 damage every 10 minutes, that's a cost of 200 creds every 10 minutes. In an hour, that's 1200 creds down the sink. Autorepair on vehicles can't be added since it would be a way around the money sink.


In reply to the person that mentioned it takes 20-30 seconds to heal during combat, a novice medic can heal damage every 30 seconds, a master medic can do it every 5. A novice doc can heal wounds every 30 seconds, a master doc can do it every 15 seconds. The higher you're level, the faster you can heal. So, someone doesn't get the same benefit at novice as they do master.


In terms of scout/ranger, a novice scout camp does pratically the same thing as a master ranger's. Doctors that pull out droids to do any buffing, normally disband the camp right afterwards. Good droids have a 110% medical rating, while a basic camp is 65%. When buffing, it will take the camp's medical rating, not the droid's.


Back in beta, camps were useful, now they're not. The reason why they were useful is that they made a great base camp for large PvE battles. It gave people a visual target to pull back too when things got rough. A few changes did that in though. Now with the large space between creature spawns, a camp is not needed. Also, the focus is on missions for credits for all of the money sinks in the game. Again, a camp isn't needed because you're back in town every 10 minutes for more missions. And finally, there's the fact that if the person who dropped the camp left, the camp is no longer be used even though it is still there.

Spiritunicorn
Tue Jan 27, 2004 5:36 am
#69

I like the idea of adding extra functionality to camps, such as allowing battle fatigue to be healed in them, pet regeneration bonuses, etc...


It would be good if extra abilities were added to camps as they go up the levels, so large camps are not just basic camps with added corllian streatlamps.


I would like to see a master scout camp, maybe with some ability that the other scout camps lack, as a reward to those who master the profession.


In general camps should be great as camps rather than pet exchange devices, so in cunclusion...


Make camps fun! Yay!


Sylen Spiritunicorn (Bria).


Fashionable
Wed Jan 28, 2004 2:37 am
#70

The value of a camp shouldnt be connected to vehicles, mounts and droids at all! Their usefullness should stem from something else - like protection, crafting, and customization (customized functionality, layout and colorization) - and the social value of sitting around a campfire


Seriously!



Jeany Salome's
TailoringuExquisiteuTailoring
www.studiosalome.net


Bad_Bad_Leroy
Mon Feb 02, 2004 2:57 pm
#71






porkinsredsix wrote:

Why would camp cost increase? Who is going to buy them when they are no longerneeded?






Supply down: less people taking scout, less people can craft camps, so fewer suppliers.

Demand down: less people need camps, since you can call vehicles without them.


Demand up: Anyone who still wants camps to heal, craft (advanced tech camps). (veryfew people in this situation who can't craft for themselves)


Actually, I can't see any reason why camp demad would be up.



Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
DeltaXi65
Mon Feb 02, 2004 3:40 pm
#72

Camp demand won't go up.


At least, not until we get some changes in. TH took verbatim the modular camp idea the Rangers were working on and passed it on to the Devs so it looks like this is getting attention - whether or not it gets implemented is ... as that green midget Yoda would say ... difficult to see.


B





BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
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porkinsredsix
Tue Feb 03, 2004 1:25 am
#73

Why would camp cost increase? Who is going to buy them when they are no longerneeded?
porkinsredsix
Tue Feb 03, 2004 1:38 am
#74

Oh and forgot something else......



That should make it hard to catch those pesky Jedi as they throw out the speeder after a burst run and they are as good as gone. Hmmm..... nah I will leave it at that.

Squidwalker
Tue Feb 03, 2004 4:30 pm
#75

OK been out of the scout forum for a while now. But I stopped in to check no things seeings as being master ranger they still apply to me. Well on this, issue, I first didn't like it. But really I don't see it as being that big of a deal. I think the scout community needs to move their hard focus and great ideas away from arguing a lost battle, and move it "how to now make camps useful".


Don't argue why we should need camps to pull out pets and vehicles. Tell the devs, "well since you changed one of the reasons our skills were useful to no longer needed, make us useful again. Makes camps something more then they are now to compensate". And give them good ideas, and good justification.


If you are making your money from selling camps, which I find hard to believe, then you should be doing something else for money. There are better, more lucritive means for making money as a scout.





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Hakai
Tue Feb 03, 2004 4:40 pm
#76

you do realize this post is like over a month long right? we've already started focusing on other things.


And why is it so hard to believe that i make money off of camps? geez





Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
Scrofulechimaera
Thu Feb 05, 2004 6:50 am
#77

okay lets see an overview of the situation ?


what is the use of a camp kit, heal wounds, and make vehicles or pets /droids spawn.


do the camp really make sense for spawning pets and vehicles ...... no ?


so now lets see what a camp is usefull for ... heal wounds....


okay, so what is the use of a multiperson camp kit ? healing wounds as well


so why use much ressources to build a greater camp kit when for 15 units of ressources you can build a camp that is as usefull.


anyway when you want to heal wounds you use wound medpacks, the type of camp does not really change
Scrofulechimaera
Thu Feb 05, 2004 7:25 am
#78


okay lets see an overview of the situation ?


what is the use of a camp kit, heal wounds, and make vehicles or pets /droids spawn.


do the camp really make sense for spawning pets and vehicles ...... no ?


so now lets see what a camp is usefull for ... heal wounds....


okay, so what is the use of a multiperson camp kit ? healing wounds as well


so why use much ressources to build a greater camp kit when for 15 units of ressources you can build a camp that is as usefull.


anyway when you want to heal wounds you use wound medpacks, the type of camp does not really change.


so the question is why are they 4 levels of camping for scouts, and 4 more for rangers, for me it looks like class tree filling now, ranger is an elite profession, it requires master scout as a prerequisite, so in terms of skill points swallowing it is between lets say teras kasi and commando. thus if you try to hunt creatures in the wild the ranger's trap wont help much, compared to the fighting skill of a teras kasi.


so what is the use of a ranger, setting up basic camps for a group to heal wounds sometimes,


tracking babies for a ch mate dont you do almost as good with a vehicle ?


special pets for a BE mate dont you do better with a vehicle


using expensive camo kits to hide from npc and animals for 4 minutes to travel safe dont you do better with a vehicle and for long ?


tracking players for pvp purpose, you can't read the faction, the PA label, the declared/covert state on the tracking report, providing that even if you track and shoot a commando in the back, (considering he did not see you glowing red on the radar before) will you be able to finish him before he turns back and one shoots you ?, a teras kasi will you be able to shoot him down before he reaches you and kick you butt because he sprints almost as long and fast as you do while he wears a composite heavy armor and is not even novice scout.


walking fast on slopes ? who walks anymore but rookie characters ?


trapping mobs, what is the use of a trap when the effect wears off within 60 second, is it better than a fighter class special move... hum no...... sometimes not even as good, on top of this special moves work on npc, traps dont, special moves can be shot or done running , throwing a trap makes you stop dead in the middle of your fleeing.


so the only reason why i wont give this up is because it is a back up profession for my bio engineering, i mean harvesting mobs, getting eggs and milk.


i had liked


a conceal kit that makes you pop out of the **edit**ing radar to surprise my pvp ennemies. it is expensive enough and lasts very few time actually it is not justified considering the use you have of it and the hazards of relying on this while running through a pack of hostile npc.


a better tracking report that shows more than just the name of the guy, and that gives the state of the target, mobile or not, heading. tracking someone on a vehicle ( and everybody uses vehicles especially now they can spawn them at will)


i had liked that the traps are real traps that kill, immobilise for real, i am a master hunter and trapper i dont want to be mistaken with a second hand firework operator that i am actually.


i had liked that you replace the camp column with something more..... more.... well with something that justifies the skill point investment.




another change more intresting would have been to just make everybody able to use camp kits, and make the scouts only able to craft them and set up the upper types, and restrict the number of people that can actually be in a camp at the same time, 1 for a basic 3 for a multiperson, and so on. this would have as well solved the vehicle and pet problem without crippling the sales of the scouts.


it looks like when there is an issue to fix, you guys always take the decision in a blink of an eye without really thinking about it,


too much lag, lets limit the number of items in vendors to 150...... happy you asked us to enlight you a little on this.


too much people whining for camp kits required to pop vehicles, okay lets remove this feature, it is faster and easier than renerfing the camps and make them really usefull... i am unhappy this is updated right now on the servers and this has not been displayed on the new and ..... selective development in concept forums.


well people whine about pvp and have been for 8 month, where are the first changes, will you remove pvp, or make it unattractive to solve the problem, well it is already unattractive and dull and dumb, camelot pvp was dumb, but it was way more funny than swg one, eve online pvp was sly and intresting, but i guess your interface is way to childish to allow some cunning and interest in pvp.


everything is dumb and




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