Scout Archive

Thread: Trapping xp problems please post your experiences

Vorpaks
Sat Jul 02, 2005 3:55 am
#105



Zanti-the-Bothan wrote:

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.




The traps will not become broken - you just cannot use them on the higher level creatures. It was like this pre-CU as well if I remember correctly. You could only trap what your trapping mod allowed you to trap, just as you could only maskscent successfully against the creatures your mod allowed you to mask against etc.

I understand your point, but if a Master Scout is able to trap as well as a Master Ranger - what would be the point of becoming a Master Ranger? The specials you get in the Marksman tree are very much weaker than the shots in, say, the Rifleman tree. If you want to go after an Ancient Krayt you are going to have a long road bringing him down with just placed shot. That gives you the incentive to level up the elite combat trees. Similarly the ability to trap higher level creatures gives you the incentive to level the Ranger trap line.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

neutrineaux
Sat Jul 02, 2005 6:42 am
#106



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Vorpaks wrote:


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Zanti-the-Bothan wrote:

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.


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please do not take this as being a flame or anything. i really want to add a bit of constructive input, but i am rather plain-spoken... so i will insert:


The traps will not become broken - you just cannot use them on the higher level creatures.


then they are broken. you do not get xp for lower level creatures, you cannot get missions for lower level creatures (except by work-around). if you, as a master scout, cannot use traps on the creatures for which you, at whatever combat level you achieve, can obtain missions from any mission terminal, then the traps are broken. it is exactly as Zanti-the-Bothan stated. no other profession's tool become unusable because the character INCREASES in skills. they may become less desirable because better ones become available, but they still work.


It was like this pre-CU as well if I remember correctly. You could only trap what your trapping mod allowed you to trap, just as you could only maskscent successfully against the creatures your mod allowed you to mask against etc.


but in pre-cu, there were no combat levels. you could get missions for creatures at a correct level for your trapping skills from the terminals. the "level" of a creature only determined its stats, not its combat effectiveness. the creature's "level" at that time was really a measure of how much xp you might get REGARDLESS OF YOUR COMBAT LEVEL (your combat level was not displayed).


I understand your point, but if a Master Scout is able to trap as well as a Master Ranger - what would be the point of becoming a Master Ranger?


i agree fully with you here. there clearly should be advantages to gaining trapping levels. (i hate to see them further simplify the game, but i think that those who predict the end of trapping as a separate xp line are probably correct.) however, there are ways to keep trapping xp and have traps work in the CL system: you simply get a "to hit" modifier with a floor and ceiling for your chance to hit with a trap. your to hit modifier would increase as you added trapping skiil mods. but you would always have at least a nominal chance for the trap to work.


The specials you get in the Marksman tree are very much weaker than the shots in, say, the Rifleman tree. If you want to go after an Ancient Krayt you are going to have a long road bringing him down with just placed shot. That gives you the incentive to level up the elite combat trees. Similarly the ability to trap higher level creatures gives you the incentive to level the Ranger trap line.


first, ranged shot still does a lot of damage at master. in my case, based on last night, i was doing 470 points of damage with critical shot and 307 points of damage with ranged shot with the same weapon. a respectable amount of damage. i usually alternate these for damage, when i don't need to apply states, to save action pool. i am a master bounty hunter. ranged shot is still useful and effective for me in PvE. i use it perhaps more than any other single shot. i am not sure you can use "all specials" to bring down high level content, as you exhaust your action pool. and i believe that this was intended.


but you can, and some have, killed krayts with cdef pistols as double elite combat masters. your ability to use your "tools" does not go away as you gain skills. the effectiveness of the tools does not diminish with increasing skill level. the particular tool may be eclipsed by better ones, but it still works.


as a master scout/high level combat master, i.e., your combat level is higher than your trapping level, your traps simply do not function. the tool no longer works. this negates the usefulness of master scout as a component of a PvE combat template, at least as far as trapping is concerned.


i only recently mastered scout, and by luck, i got my trapping column by respec. but it was blind luck, lol. i thought survival xp was still around, since i had not done much scouting since the early days. so i flipped a coin between sitting in a camp and throwing traps to use up my remnant points in the respec. i got lucky. i always wanted to tryout master ranger, and this seemed like a good time to do it.


now i am ready to master ranger. i have 4440, and one million scout xp banked. all i need is trapping. so far, during double xp week, i have gotten 28 points of trapping xp. hehe.



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


Zanti-the-Bothan
Sat Jul 02, 2005 7:30 am
#107



Paks, this goes beyond the XP issue. It deals directly with whether the trap works at all. Tazz can't use ANY trap for any reason right now, because his combat level is too high for them to stick on ANYTHING. He can craft pdarts as he has Trapping III of the scout line, but if he throws one at ANYTHING he gets a "trap was ineffective" message.


But because his combat level is too high and his trapping skills are not atthe same combat level, traps are utterly useless.Tazz can't use them now against wild mobs (not mission lairs) of the appropriate level. He tosses a basic trap at a gnort, and it's ineffective, not due tohistrapping skill, but due to his combat level.


Yet master rangers can effectively use pdarts RIGHT AND LEFT, something that is some 40 levels below them in combat power if they're a master BH/master rifleman or whatever because they've got higher level trapping skills.


If the Trapping levels worked right, pdarts would be utterly ineffective for them, too, The weaponwould beobsoleted by moving up the tree, because higher level targets aren't affected by them.If the logic held. But it doesn't.The master ranger wouldhave to use some higher level trap instead. But they don't...and they dont have to. One of the common ranger complaints is that they don't get new traps moving up the tree with new effects. Well, now ranger trapping skills are needed just to use basic traps as your combat level goes up. If you don't invest SP in trapping as your combat level improves, traps are taken away from you completely as an effective combat tool. As Neutrineaux notes, a master BH/master pistoleer can use a CDEF if they want to and it still works, albeit with less damage than a DX-10 or a proton carbine. Tazz as a master pistoleer can still use a CDEF pistol to apply a stopping shot or an intimidate shot on a target.


So, there's no practical reason for Tazz to invest ANY SP in trapping unless he goes all the way up ranger and devote the SP to it as his combat level grows higher. Traps at the higher combat levels are exclusively the province of master rangers. ANY trap at all. Ldarts and wire mesh, if they choose to use them, can be used with some effectiveness. For a level 80 character with only Trapping III, those combat multipliers are totally unavailable. You can toss them all day and they'll have no effect. Not even my (Zanti's) dweezel (+21 trapping, avaliable on Ahazi at my vendor see sig below paid advt) can help a scout with Trapping III if his combat level is too high.


Tazz used to use pdarts and glow wires against sharnaffs on Corellia all the time when he was a master scout, even though his template was master scout/masterCH/master medic with marksman pistols IV. His combat level under thecurrent system would be somewhere in the 60s now, and he would be unable to use the tools NOW that he could under the old combat system, when the level of the trap was keyed to the level of the creature he was using it on and its inherent statistics, NOT on the artificial combat level of the player.


Also, note that under the old system, the level of missions could be changed by equipping a less powerful weapon or grouping with a pet. Same true with other players. Now grouping changes the number of lair guardians, not the level of them. Grouping before got you higher level missions, and higher payoffs. It might also change the number of lair guardians. Now, grouping does NOTHING to change the base payoff of the mission. A level 80 mission has a 8k to 9k payoff. In fact, sometimes level 82 missions pay LESS than level 78 missions. It's pretty much random. What IS consistent is that if you take it on alone, you'll have 2 or 3 lair guardians. If you take it on with 4 players, you'll have 8-10 lair guardians.


This is a complex problem, created by the accursed artificiality of the level system, which has stripped Tazz, a level 80 player (master CH/master pistoleer) of the ability to use any trap at all on any creature.

Message Edited by Zanti-the-Bothan on 07-02-2005 08:29 AM



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Phenix1050
Sat Jul 02, 2005 10:45 am
#108

under the new system, you'll get XP based on the creatures' level...not it's relative level.


For example, a Master Ranger will get the same XP for sticking a trap on a durni that a novice scout will. That way, there should never be a time that you'll get 1XP. You'll always get the same trap XP for a certain level creature. But you won't be able to land traps on the bigger creatures. So as you progress, you'll be able to trap higher level creatures. and as you trap higher level creatures, you'll get more XP.


easy and not broken.





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Rancorrider4
Sat Jul 02, 2005 2:38 pm
#109






Keatsnam wrote:
Sweet Baby Jeebus... Red Names addressing both pets AND traps... It really IS Christmas in July!




Was going to say something along the lines of Holy Hoppin Hawtpants or some such but I suppose that will do too....



nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Bonestrand
Sun Jul 03, 2005 3:44 am
#110






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.







this is all after spending 4 days grinding scout and level 1 traping in ranger......after droping from level 80 to level 1 just to do so..... wonderful =(



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LukeTheZombie
Sun Jul 03, 2005 9:43 am
#111

Well,

I personally am very happy to hear rangers are getting fixed up a bit, as I plan on starting one (and did start one a bit, got my Pdarts and was having alot of fun with them )

But I sure hope adhesive mesh isn't some crappy 3 second root after all this experience with the uberfun P-dart And I hope the other traps are such huge jokes.... but I suppose the fix is only to the bugged ones

But yay!



---------------
IGN : Ranak

BH / CM
Keatsnam
Sun Jul 03, 2005 7:44 pm
#112



Bonestrand 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.



this is all after spending 4 days grinding scout and level 1 traping in ranger......after droping from level 80 to level 1 just to do so..... wonderful =(



If it makes you feel any better, I'm a former oldschool master ranger that wasted his respec token because I couldn't reclaim Scout trapping I.
neutrineaux
Mon Jul 04, 2005 1:14 pm
#113






Defcon2006 wrote:
I'm going to use this thread as my trapping xp guide to master ranger... lol





get some dweezle (sp?) if your combat level is not too far abouve your trapping level. i got +18 dweezle, which with master scout, allowed me to use traps as a ranger with enough effect that i could go ahead and master. without it, traps did not work at all for me.



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


Vorpaks
Mon Jul 04, 2005 5:29 pm
#114

Sorry I did not get back to this right away - I was doing 4th of July with the family. Ok, the way I think you are suggesting traps should work is that the benefit you get as you level up trapping would be better and better traps as you move up the line. Thus you could land the traps you are certed for on any creature that matched your combat level. You would want to move up the tree because you would weant the better traps.

However, consider that, even though they were ours first, snares and roots are now the territory of the elite combat professions. Why would you spend all those points for a snare attack when you could just spend a few points in trapping?

If we push for things to go this way I forsee at best a LOT of FOTM players templating trapping IV into their template, and at worst the devs would remove adhesive mesh and the P-Dart from Scout and put them up in the Ranger tree.

I think that Scout is a beginner profession, and I think that Adhesive Mesh and P-Dart are very useful for the beginning player - I would hate to see us loose these traps and have them replaced with a less useful state effect.

In my opinion, leveling up your combat level does not mean you loose the ability to root or snare - you simply have to pick up the elite version, either in the elite combat professions or in Ranger. But for the record, I believe Green Marine is still following this thread (and I will make sure to direct his attention back to it if I can) so continue to post your alternate view points so he and the team can consider them!

Message Edited by Vorpaks on 07-04-2005 08:30 PM



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Rolfie
Tue Jul 05, 2005 6:38 am
#115

I think a scout need to be able trap at any level regardless of their CL.



The solution to preventing Trapping from becoming a FOTM is to move the traps around.


So as trapping increase traps become more usefule.


So trapping 1. Dizzy state


Trapping 2. Stun


Trapping 3 Blind


Trapping 4 Dizzy and Stun


Master Scout Stun and Blind


Novice Ranger: Snare


Ranger trapping 1 Root


And so on. This way a CL80 with Master Scout can still chuck traps







Rolfie Master Ranger, Bantha Poo FTW

Vorpaks
Tue Jul 05, 2005 1:35 pm
#116

If I remember correctly, pre-CU I could never land a trap on an Ancient Krayt because the level was too high for my trapping mod. I was rarely able to land traps on Ancient Bull Rancors or Stoneskin Hanadaks (but when I did it was a nice 2000 trapping xp), and I was pretty high up the Ranger trapping tree.

Am I remembering this incorrectly?



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Almagill
Tue Jul 05, 2005 1:57 pm
#117

Certainly seems to tally with what I'm remembering from preCU.

Am also able to stick traps as a CL50, CL69 and CL75 toon all with roughly the same scout/novice ranger trapping level, but only on creatures at to +10 of my trapping level.

Another toon, CL30 with TL50 is getting decent trap XP off every kill. Well, when I say decent, if he's solo and hits with two traps of any type, its a max of 1270XP off a CL30 gualama which will still give +2k scout XP on harvesting and 3-5k weapons XP. Hit with one trap, 650XP. So you really don't get that trap XP at anything like the level you get all the rest.*














*numbers gathered during 2xp period



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