Scout Archive
Thread: Trapping xp problems please post your experiences
GreenMarine wrote:
Trapping XP is broken and not working as intended. Success to hit with a trap is based on your trapping skill vs the level of the target. If you hit, XP is then (currently) granted based on your combat level vs the level of the target. This is in error. XP should be granted on a successful hit based on the level of the target, regardless of your combat level. This will be fixed in publish 20.
WOOT!!!!
I am so glad you are going to make xp dependent on the target's level and not ours! This will keep the trapping mod worthwhile.
This has been a great week!
Message Edited by Vorpaks on 07-01-2005 07:59 PM
neutrineaux wrote:
GreenMarine wrote:
Trapping XP is broken and not working as intended. Success to hit with a trap is based on your trapping skill vs the level of the target. If you hit, XP is then (currently) granted based on your combat level vs the level of the target. This is in error. XP should be granted on a successful hit based on the level of the target, regardless of your combat level. This will be fixed in publish 20.
one potential problem here...if you must trap creatures at a level near your trapping level, but your combat level is higher (or lower), will there not be an issue with getting missions with creatures of the correct level?for example, i am cl=71, and my trapping level =50. i can get level 69-73 missions from the terms, but i will be unable to use traps successfully against these creatures.is that correct?
Some of the lower level planets are capped so you can only get low level missions from them. On others - like Endor - you will find a wide range of wild spawns. Or you can find a friend at the correct level and let him or her get the missions while ungrouped - I have never tried that though, I do not know if the spawns adjust.
Vorpaks wrote:
neutrineaux wrote:
GreenMarine wrote:
Trapping XP is broken and not working as intended. Success to hit with a trap is based on your trapping skill vs the level of the target. If you hit, XP is then (currently) granted based on your combat level vs the level of the target. This is in error. XP should be granted on a successful hit based on the level of the target, regardless of your combat level. This will be fixed in publish 20.
one potential problem here...
if you must trap creatures at a level near your trapping level, but your combat level is higher (or lower), will there not be an issue with getting missions with creatures of the correct level?
for example, i am cl=71, and my trapping level =50. i can get level 69-73 missions from the terms, but i will be unable to use traps successfully against these creatures.
is that correct?
Some of the lower level planets are capped so you can only get low level missions from them. On others - like Endor - you will find a wide range of wild spawns. Or you can find a friend at the correct level and let him or her get the missions while ungrouped - I have never tried that though, I do not know if the spawns adjust.
wouldn't thatreally be a work-around though? you should be able to trap creatures at the level of the missions you can easily obtain.
Vorpaks wrote:
That would mean the ability to trap would be dependent on your CL - which would invalidate the whole point in leveling in traps. A Master BH/Master Rifleman would be able to trap creatures better than a Master Ranger/Novice Rifleman for example. Currently you have to be a Ranger high in the trapping line to stick traps on the big creatures, and that is how it should be. It gives worth to investing skill points in trapping.
OTOH, it renders traps absolutely useless to high level combat characters that are NOT Rangers.
This is not how it was before the CU imposed the articiality of the level system on the game.
Vorpaks wrote:
That would mean the ability to trap would be dependent on your CL - which would invalidate the whole point in leveling in traps. A Master BH/Master Rifleman would be able to trap creatures better than a Master Ranger/Novice Rifleman for example. Currently you have to be a Ranger high in the trapping line to stick traps on the big creatures, and that is how it should be. It gives worth to investing skill points in trapping.
yeah, i understand, and agree that trapping should give a benefit. but it just does not work very well with the combat level system. even if they make the traps work properly, it still seems like the same problem you run into if you want to take on pistol skills but are already a master rifleman. your combat level is high, so you could not get xp for the low level opponents you qualified to battle with starter pistols. of course, they remedied this by making the rifle skills and xp work when weilding a pistol, and by making most weapons combat level certifications. that made a rifleman effective with a pistol, and able to gain pistol xp, even though he just started with pistols, but already had a high CL.
Message Edited by neutrineaux on 07-01-2005 10:47 PM
To expand upon my earlier comment, if traps are keyed to combat level in terms of effectiveness, it means that there is absolutely no reason to retain trapping skills if you move 10 levels beyond your highest trap. Any trap you throw will be ineffective. With any other weapon, it dosen't become broken if you move up combat levels. A level 54 master pistoleer can still use a level 30 qualified Jawa Ion Pistol for its elemental damage ability, even if he doesn't get the same damage output that he would with say a republic blaster. The scout, on the other hand, is stripped of his tools in an arbitrary way by the level system.
So, a master scout who choses NOT to pursue ranger traps (say he takes ranger for tracking, not an uncommon notion among CHs with a combat profession) will increase his level to the point of pursuing carbines or swords to the point where the traps he used to advance become useless, and his combat power is diminished and made less diverse. Traps are used to impose states. This system actually DISCOURAGES the tactical innovation in combat, ramming everyone into the same cookie-cutter mold.
GreenMarine wrote:
Trapping XP is broken and not working as intended. Success to hit with a trap is based on your trapping skill vs the level of the target. If you hit, XP is then (currently) granted based on your combat level vs the level of the target. This is in error. XP should be granted on a successful hit based on the level of the target, regardless of your combat level. This will be fixed in publish 20.
While they are working on levels and XP could we get someone to look at the narrow range of creatures that grant XP? Could we stretch out that range from 10 levels below the character's level to maybe 30 or 40 levels so that we get some XP (even a greatly reduced amount) from creatures that may be several levels below us but still take a while to kill? (especially when they are in groups)
Thanks. Good to see they let you out of the coding cage. ![]()
This
DeQuosaek wrote:
GreenMarine wrote:
Trapping
XP is broken and not working as intended. Success to hit with a trap is
based on your trapping skill vs the level of the target. If you hit, XP
is then (currently) granted based on your combat level vs the
level of the target. This is in error. XP should be granted on a
successful hit based on the level of the target, regardless of your
combat level. This will be fixed in publish 20.
While
they are working on levels and XP could we get someone to look at the
narrow range of creatures that grant XP? Could we stretch out
that range from 10 levels below the character's level to maybe 30 or 40
levels so that we get some XP (even a greatly reduced amount)
from creatures that may be several levels below us but still take a
while to kill? (especially when they are in groups)Thanks. Good to see they let you out of the coding cage.
is a reasonable suggestion, but I don't want to double dip and screw
things up.
evaluate further action from there.
GreenMarine wrote:
Trapping XP is broken and not working as intended. Success to hit with a trap is based on your trapping skill vs the level of the target. If you hit, XP is then (currently) granted based on your combat level vs the level of the target. This is in error. XP should be granted on a successful hit based on the level of the target, regardless of your combat level. This will be fixed in publish 20.
Thanks so much for the info, GreenMarine. I know a lot of people in the Scout/Ranger forums who'll be glad to know they can level regularly now. This is a great fix, but will you also be making sure that traps work as intended? Currently, adhesive mesh traps do nothing and phecnacince darts are bugged as well. Pretty much, fixing the trap XP will do little in the short run if traps are still useless.
Just a quick question: are you still the dev in charge of Ranger? I know that you were put on smuggler and Ranger at one point and I was wondering if now that we're starting to see more stuff come out for smuggler if we Rangers aregoing to be seeing a lot more of you. We'd love to have you by. We've had cake and punch waiting for whenever a dev stops by...which is sadly not very often.