Scout Archive

Thread: In Dev Scout

ZartanSS
Thu Jul 24, 2003 1:04 pm
#1

Thanks a lot for the fixes, they are for the most part a nice improvement. However, when is the fix going to be implemented where a creature can be harvested by two scouts at once. Meaning one gets bone and one gets hide. Also, doesn't it make sense that this would also be something that one person could do. Why can't a Scout get bone and hide and even meat all from one creature? It seem s a waste to just get one thing.


Zartan


-the Brotherhood-


"You may take my life, but I'll take yours too."

Gordis
Thu Jul 24, 2003 1:05 pm
#2

- There is a chance that a creature that detects you while you are scent masked will attack you.

Is this even if they would not have attacked you if you didn't use /maskscent?

A lot of aggro critters will not bother to attack you at 64m (which is where the xp check/detection check for /maskscent occurs). So is this saying that they will attack even if you're at 64m, just because you made yourself more difficult to detect the first place?



----------------
Gordis Greyman, Chef/Carbineer/Scout
Talusian Frontier Guild
Kettemoor Galaxy
Gargs
Thu Jul 24, 2003 1:15 pm
#3

Sounds pretty good. Reducing the XP on baby's is good. I mean c'mon you one-shot them anyway and they don't hurt you. Why should we get the same reward? It's all about risk v. reward.



Talhus Thorne
Master Scout/Novice Pistoleer/Novice Ranger-- Corbantis

"I do not follow him, our paths just happen to lead in the same direction."
Preacher5571
Thu Jul 24, 2003 1:18 pm
#4

Yay!!! Thanks, Q-3PO!!


I know that SWG is a work in progress and that we all appreciate your hard work to make it a game worthy of the Star Wars name.



Thanks again!





Cambie Tawhek
Novice Scout
Talus - Tarquinas

______________________________________________________
Get all the fools on your side and you can be elected to anything.
Frank Dane
DeltaXi65
Thu Jul 24, 2003 1:21 pm
#5

Q,


Thanks for getting this out to us. You've knocked a few items off my list in less than 24 hours!


I look forward to seeing how this works when it gets published out to the servers.


Thanks again!


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

electricnomad
Thu Jul 24, 2003 1:28 pm
#6

These are great, needed changes - especially the infuriating camp no-build zone situation.


Thanks, Devs!





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

Tantuine
Thu Jul 24, 2003 1:45 pm
#7

How about maskscent not being able to be broken my non aggro creatures?? You don't get any xp from them anyway so they shouldn't be able to break it. If they are still going to be able to break maskscent, then we should be able to get some xp from them as well when they don't.



Tommyknocker
~ Master Doctor ~
+ Aspiring Master Pistoleer +


kamuishirou
Thu Jul 24, 2003 2:06 pm
#8

Sure, now Camps give more exp. <sighs> The last few days all I did was sit in my camps and make Stimpacks and such to get Survival IV. I felt bad for my friends as I tried to egg them on to stay longer. So 8 hours of sitting in a camp could have been avoided, oh well. I just hope they fix the multiple scout loot, my other friend is a scout and it's just frustrating treating it like EQ again.



"Ok, this turn it's my loot/harvest, then you loot/harvest.....bah. OK, who ninja looted this shaupaut's hide? I needed bone."




Roh

Master Scout/Master Marksman
Novice Ranger 1-1-2-3/Novice Carbineer 0-0-0-0

Radiant Server
DaBarge
Thu Jul 24, 2003 2:13 pm
#9

All great fixes, but what about the improved camp bug, where if you sit in a specific chair it teleports you to 0,0 at least on Tatooine not sure about other planets. Heck now a days I wont sit in any of the stinking chairs. This is a huge problem. The first time I saw it I land in the middle of 14 red cons and die within a couple minutes as I already had 2 incaps on the fight before the teleportation. Only luckily the auto-insure was still on or I would have had to go all the way back to get my stuff.


Also what about the Picking up of items from a camp. More of a pain in the butt then anything else but someone can come by and steal all the chairs and the console. Not a game breaker buta problem anyway.


DaBarge


Novice BH

Illisium13
Thu Jul 24, 2003 3:57 pm
#10




Q-3PO wrote:
Baby creatures now yield 1/4th the resources and xp of an adult when harvested.


You
Pyradius
Thu Jul 24, 2003 6:06 pm
#11

You should know that state traps do not stack but debuff traps do stack. For example, 2 stun traps thrown sequentially will not both grant xp, but 2 wire mesh traps will. What this does it allow people to root or snare a creature, then toss debuffs on it all day until they max their trap xp. Please remove the ability for people to stack debuffs of this nature.




Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
Q-3PO
Fri Jul 25, 2003 12:16 am
#12

For a complete list of the upcoming update notes for Test Center, please go to the In Development page. These changes should go on Test Center in the next couple of days and then go to live galaxies after a week or two of testing. Please also read my post about priorities before giving feedback. Thanks.

Scout
Bigger camps now grant xp slightly faster than smaller camps.
The rate at which camps accumulate XP to award when they are disbanded has been increased.
You can now place camps in no-build regions (but you still cannot in city regions)
Camps now auto-heal faster as their level increases (i.e. a high tech base heals faster than a two person kit).
Baby creatures now yield 1/4th the resources and xp of an adult when harvested.
The mind pool damage done by the sharp bone spur has been decreased.
The ranged and melee defense debuff traps have been strengthened slightly.
Fixed the description of FX on a couple traps.
Attempts at scent masking against creatures should be more successful.
Scent masking should be much less likely to break against large groups of creatures now.
There is a chance that a creature that detects you while you are scent masked will attack you.
Improved mask scent's ability to make a creature ignore the player
Camps will now properly give XP.





Kevin "Q-3PO" O'Hara
SOE Associate Producer
Former SWG Community Relations Manager

BorakThunderclaw
Fri Jul 25, 2003 12:30 am
#13








Q-3PO wrote:
You can now place camps in no-build regions (but you still cannot in city regions)


Fixed the description of FX on a couple traps.
Attempts at scent masking against creatures should be more successful.





Yea!!








Baby creatures now yield 1/4th the resources and xp of an adult when harvested.
The mind pool damage done by the sharp bone spur has been decreased.





Booo!!


Where's the fix for harvesting in a group????





________________________________________________________

Bo'rak Thunderclaw
Master Scout, Novice Ranger, Novice Creature Handler, Carbine Specialist, Engineer, Novice Medic
Founder of Scouts Against Urban Sprawl (SAUS)
Flurry

"Don't nerf Novice CH pet selling!"
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