Scout Archive

Thread: BUG REPORT 4 SEPTEMBER UPDATE NEW BUGS ONLY!

Dverr
Sat Sep 06, 2003 9:04 am
#92

"Each scout in a group with loot permissions for a corpse may harvest from the corpse. Harvested group kills yield 60% their normal resources and xp, but may be harvested by each scout in the group." Quoted from the Recent Changes Archives for September 4.


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Therepetition of "group" three times in two sentencesindicates the reduction in harvests was intended to effect groups, not soloers. It addressed the issue thatScouts/Rangers in a group(including those moving toward BH, CH, Squad Leader, etc.) lost Scouting experience opportunities by not being able to harvest kills harvested by another Scout/Ranger trained group member. This was a deterent to groupingfor Scouts/Rangers since we lost experience opportunities by grouping. Allowing all Scouts/Rangers in a group to harvest each kill created experience opportunitiesfor all Scouts/Rangers in the groupthereby removing that deterent to grouping.


Further, Scouts/Rangers in a group suffered a loss of resources harvested when a group contained more than one Scout/Ranger since they could not harvest each kill. Assuming two Scouts/Rangers and alternating harvests between them, the reduction over soloing was 50%, not taking into account group efficiency. For three Scout/Rangers in a group the reduction was to 1/3 the resources a Scout/Ranger would get in solo play, etc. Even though group harvest amounts were reduced to 60% per kill per Scout/Ranger in the group, with the patch each Scout/Ranger was given the opportunity to harvest more resources than he/she previously could if another Scout/Ranger were in the group. Group efficiency at killing was intended to make upfor the remaining reduced yields per Scout/Ranger in a group. This would remove the lost resources (i.e. income) deterent to grouping for Scouts/Rangers.


Thus, the change was intended to remove all deterentsfor Scouts/Rangers to group. Specifically, the experience reduction and harvest quantity reduction deterents for a Scout/Ranger to group were addressed.


Total resources harvested from a kill by a group with more than one Scout/Ranger increased (two harvests would yield 120% of the resources from the animal, three 180%, four 240% etc. compared with 100% previously yielded by a group with more than one Scout/Ranger). This indicates the change was not intended toreduce overall resources entering the economy. No need to restrict resources entering the economy was expressedprior tothe patch, at the time of the patchor in the subsequent notes regarding the patch. This further indicates that result was not intended.


So, it is safe to say the reduction to 60% of resources harvested from a kill by a solo player is a bug, i.e. an unintended result of the change in code. Itis therefore proper toreport itas such and comment on it as such.

Zutan
Sat Sep 06, 2003 9:31 am
#93

Maskscent - breaking vs very low level creatures even if there is only one of them (btw, for the guy asking about maskscent exp.. humbabas are yellow dot creatures, only red-dot creatures give exp for mask)\


Campsites - Herd spawns seem to count as a "lair" when setting down a camp. Even though no lair is within my 128m radar I cant put a camp down unless I get around 40+m from the Herd animal spawn. Sometimes I can put a camp down right next to a real lair though.


Harvesting - the 60% reduction in harvesting happens even if you are solo but grouped with a pet or droid. It also happens if you are with other players but none of them have scout skills.


Odaen
Sat Sep 06, 2003 9:39 am
#94

Great so I can't group with my pets anymore? I was hunting on Dantoine grouped with my pets and got only 17 to 22 hides for all type of Huurtons. Took me all night to get only 600 hides. Armorsmiths are gonna have to start paying a lot more for hides iif they don't fix this bug or I guess I can no longer group with my pets. Either way it just another example of stupid untested changes to the game that SOE has done. They are seriously lacking anyone who is being proactive at thinking about the ramifications of the changes they are making before they put them into production.



-------------------------------
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AltonNYC
Sat Sep 06, 2003 10:26 am
#95

/conceal on Lok


Does Anyone know where to find Domesticated Lokian Meat?



I chose Ranger because I like to solo, but it is terribly difficult to find a surveyor to acquire the Floral requirements on each of the 10 planets. I paid 2k credits for 300 Dathomir floral. I finally have a few Dathomir Camo kits, but it was just not worth the effort and cost.



Please remove the Floral requirements or do not require the floral to be planet specific at least. I have to maintain track of /40/ different materials if I want to gather for each of the planets. 10 planets, 4 ingredients from each planet. That's FOURTY (40) materials. This is insane.



Izzy - Starsider - Master Ranger

Adasi
Sat Sep 06, 2003 10:37 am
#96

Fix the Take Cover bug for Rifleman/Rangers. It is not an acceptable workaround to have to relog..twice..after every fight if you take cover. For those that don't know what this is, after taking cover and standing up the unfortunate Rifleman/Ranger is stuck walking..slowly. To fix this you must relog, after relogging you are stuck and can't move at all. Relog one more time and you're unstuck and can run freely again. I strongly believe this has something to do with the effectsof Terrain Negotiation being higher then 50.



Berries/Wood/Oats...how bout a Ranger specific survey skill for Flora and Fauna, it just makes sense. Metal and Polymer I can understand, not being able to harvest berries, oats, or wood is just mind boogling to me.

Sunflower
Sat Sep 06, 2003 2:01 pm
#97

Okay, I'm a Ranger with Wayfaring IV on Tarquinas.


As far as I can tell with both /maskscent and /conceal, creatures and NPCs that STALK will attack without breaking them. Stalking creatures have been a major thorn in my side (bocatts and sycks on Tatooine, for example). And I think that's the problem that everyone else has been having with /maskscent and /conceal. Normal aggroes seem to work fine against them. But aggroes that stalk tend to break them, or just attack without breaking them.


Also, non-aggroes will break /conceal. My /maskscent hasn't really been broken by non-aggroes, but my /conceal has. For example, I tested out the Tatooine camo kit, and found myself running circles around Tusken captains. But then...a jundland eopie broke it. (Fortunately, I wasn't near the Tuskens at the time.)


I've also found that /conceal, even when not broken, doesn't last nearly long enough on its own to validate making the kit. Ditto for /maskscent...my maskscent will last about 15-20 minutes. Seems kind of unreasonable and annoying, as far as /maskscent goes.


I also tested out the Endor camo kit...and here's my suggestions on it.


Make the meat requirement be wild, carnivore or herbivoremeat. The ONLY things that drop insect meat on Endor is arachnids. Mereks don't even drop insect meat. I found this a bit self-destructive, as arachnids are always in groups, and those groups contain the most dangerous creatures on the planet. I want to use my camo kit to AVOID these things, thankyouverymuch.


The camo kits didn't last nearly long enough to validate using them. NPCs didn't break them...but yes, stalkers did. Especially bark mites. Another very dangerous creature, and I couldn't get within 100m of them without getting broken and aggroed. I understand that these are high-level creatures, and I shouldn't be able to run around Endor risk free...but the camo kits aren't worth it at all...they break way too easily, or wear off way too quickly. Especially when /maskscent protects me better (which it did, even against bark mites.)


But here's a suggestion I have for /conceal.


Make it so that a Ranger can apply /conceal to themself WITHOUT a camo kit. If they want to apply it to others, a camo kit is more than reasonable. But the fact that we have a skill that is integral to our profession, and then have to get Novice Artisan and go get ourselves killed to get the right meat to use it...well...just seems silly.


Just my thoughts,


~Casslyn




Seniph Gales
1st Dark Jedi Knight on Tarquinas
One Half of the former Dynamic Duo
"I don't take treason lightly."

Kedlar
Sat Sep 06, 2003 3:46 pm
#98






Sunflower wrote:

But here's a suggestion I have for /conceal.


Make it so that a Ranger can apply /conceal to themself WITHOUT a camo kit. If they want to apply it to others, a camo kit is more than reasonable. But the fact that we have a skill that is integral to our profession, and then have to get Novice Artisan and go get ourselves killed to get the right meat to use it...well...just seems silly.








I was thinking along these lines as well. Id rather something like the above rather then spend huge amounts of time and credits to gather the needed supplies to camo myself. Would rather it work with out a kit.


Maybe make so you /conceal and for the next 40 -80 seconds you are busy applying camo. If you move during this time it cancels it. Or maybe make a /foragecamo command that forages you a camo kit, checking your camo skill and forage skill. Get a kit on a success.


I dont understand the meat needed for these kits. God knows Im not gonna strap a steak to my back and go crawl around in front of a tiger lol. Also I dont see why a ranger doesnt know enough about the wilderness to get all the things needed for the camo kits. just seems a bit off to have to either get another skill tree or have to buy from others.


Trigg


Quas
Sun Sep 07, 2003 5:55 am
#99

Noticed what I believe should be labeled a bug on conceal. It even breaks against friendly faction NPCs. When I went into an imperial player placed faction HQ it broke against the AT-STs there. And it doesn't seem to work against NPC rebels. I didn't even get any notification that it was broken... it just diseappeard and the standard "?" and "!" appeared above them before they attacked.



Q'uas Sagitarii
Imperial Master Tactician
Eclipse, Naboo
Resmiranda
Sun Sep 07, 2003 11:44 am
#100

This is what I tested last night...


I have a 70 Creature harvesting.. and my husband has a 45.. When grouped.. I would get 3 more hides then him. 25 points and 3 hides seems a little low to me.


It seems that the harvesting is very messed up. For a mob on dathomir that was red to me (pistoleer 3) I got 17 hides. On naboo taking mobs that are white to me, I get 15...


At this point.. trying to get all the meats and such needed for the medics i service is almost impossible. It took me 5 hours yesterday to get 2K meat.. and that was with 2 scouts harvesting


I understand they raised the camps schems cause of the influx of resources coming in.. but I dont see an influx. I used to have an overabundance of hides and such.. now I am having to take hours to get together what I need





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Barbarella

Reality is the only word in the language that should always be used in quotes.
Linolil
Sun Sep 07, 2003 8:29 pm
#101

The Crafting tools no longer remember what you were working on the last time you opened them.
Segolas
Mon Sep 08, 2003 5:35 am
#102

Sorry if these bugs have been posted already:


- All snorbals (and possibly the little lizards on Tatooine) now only give 1 unit of bone. Group harvested them all night long and myself and everyone in the group never got more then 1 unit of bone.


- (Master Ranger here) I can no longer see how many bones, meator hide a creature will yield when examining it.

MaddoDoggiy
Mon Sep 08, 2003 7:02 am
#103

Like everyone else, I have noticed the reduced harvesting of hides, meat, etc. But in harvesting bone last night, I never got more than one unit from a creature. After every one--I tried probably around 50--I received the message that I received one unit of bone and that the creature was skinny, etc. Scouting XP for the harvest seemed normal. Harvesting hide and meat seemed "normal," but still seemed about 60% lower than normal. All this was while soloing.


I am a noob novice scout, and I was hunting several different low- to mid-level creatures: carrion spats, diseased vrelts, noxious scavenger vrelts, crazed durnis, etc.

AllfortheWookiee
Mon Sep 08, 2003 10:04 am
#104

Yes, the crafting bug yeilds a 0% experimental crafting quality *Everytime*. It really stinks



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