Scout Archive

Thread: How to fix scouts Version 1.0

Rlolar
Thu Jul 10, 2003 10:51 am
#1

*emerges from his lurking place because his /maskpost skill was made ineffective byDevs*


Having played a scout from day 1 retail (no beta experience whatsoever), I believe the two most pressing issues that need to be resolvedare /maskscent andgroup xp (IAM a smart one, aren't I


How to fix /maskscent:


Variation 1) Reduce xp by 1/10 - i.e. about 11 xp everytime it works, and REMOVE timer.


My biggest gripe in ANY MMORPG is when a KNEE JERK nerf is used without much (apparent) thought, and eliminates what was a viable option before.


Now, 111 xp per successful attempt with no timer on a skill is ridiculously overpowered. However, I would imagine that running around giant monsters that would like to tear you limb from limb on a far away planet would teach you SOMETHING about scouting.


That is why the exp should be left in - more of a bonus than a cheesy way to level. In addition, a SIXTY second timer is ridiculous - it is WAY too long and should be removed so as to help scouts do what MOST of us want to do, explore areas otherwussy professions (/read melee are too scared to go to.


Variation 2) Reduce xp by 1/10 - i.e. about 11 xp everytime it works, andREDUCE timer length based on level of Explore II/Ranger Level


Timer would start at 30 seconds and decrease by 5 for Explore III, Explore IV, Master Scout and Each level of Ranger acquired - therefore the better Scouts/Rangers in this game are...well, BETTER at the skill cause they practiced it longer.


Variation 3) No xp, but no timer


I do not like this one much, but it is an option - I'll give up xp so I can use /maskscent to explore - howerver, as I stated above, I would think a scout would learn something when running from monsters 50 feet taller than him/herself


Of all these I obviously think Variation One would be the best.


How to fix Scout xp in groups


1) All scouts in group SHARE survival xp generated by a group camp


No fighting over who makes camp and gets xp - and if you EVEN start to whine about "I used MY resources to build the camp", I'll go kill 2 monsters and GIVE you the hides and bones you used. Besides, I am not whining that you got that all important Crafting experience MAKING the tent.


2) EVERY scout in a group can harvest ONCE off any monster KILLED by the group


Hey, if you are gonna promise this in the world's most exciting Loading Screen (tm), at least provide what you promise in the world's most exciting MMORPG


Ok - I will go now. Hopefully we can have these issues addressed ASAP - good thing I did not wait up for the /maskscent post last night


/maskpost


Dev discovers your post


/maskpost


You must wait 59 more seconds before posting again


*sigh*


Rlolar Razzler


Scout


Some galaxy name I can't remember right now


Andiemus
Thu Jul 10, 2003 1:28 pm
#2

They have loot turning included with grouping, but it doesn't seem to work.


type /group for more info.


When i first started using maskscent, the XP i got I thought was from just being out of town for a certain amount of time, but then when i kept getting it, I thought it was from constantly running/exploring or climbing mountain. Those are fitting ways of earning some scout XP too. I had no idea it was comming from the maskscent, but when i found out that it was comming from maskscent I thought, that's kinda silly. I just miss the idea of being hidden from the creatures. I much prefered that to any scout XP i was getting.




-Briel (Bria)
Inwo
Fri Jul 11, 2003 12:02 am
#3

Great points, I wish the devs would take this into consideration. /maskscent for all I care could have NO xp, but I miss that skill. Gnorts break my maskscent regularly as a master scout/creature handler and having to wait for SIXTY seconds is just ludicrous.


I like the idea of sharing camp xp, it takes quite a while to raise survival xp, 20 minutes in camp just to get maximum xp. Huge timesink for little xp.


It is also very annoying while grouped to have some people ninjaing all the harvests, it would be nice if they could have a loot order or something along those lines built in, something for them to think about, right?


Anyway, good post, hopefully one of the devs will see this ;-)

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