Scout Archive
Thread: Crafting Exp. Pts. for Making Camps
Hi,
I'm an "advanced" noob trying to get to Master Scout, but also looking to supplement my income with some Artisan stuff. I have always received carfting exp pts. when making camps and traps using my Generic Crafting Tool. Lately (since the last big patch maybe), I don't seem to get Cft'g ex pts for making these items anymore. Does this have to do with not being near the appropriate crafting station?
Any help appreciated. TIA
Watching,
Well considering it was my idea, and one that the community agreed with, I'd take exception to that.
The amount of XP you get crafting a camp or a trap is nothing compared to what an artisan gets crafting even the most rudimentary items. And since it is rare to have Master Artisan/Master Scout (I don't think I've ever met one, actually) it made more sense to give us something that would help take away the tedium of only being able to gain survival by camping. In RP terms - wouldn't you get experience surviving by making the tents you use to survive in?
In any event, it's a change that's been embraced by the community - this is the first I've heard of anyone not liking it. Weird.
B
Bye the way... the change sounds fine to me(just wasn't aware of it)- I can get the crafting exp. with other items just as well, and I'm glad to know that the survival exp. pts. are available through a new source
They are a bit tedious to accumulate somedays
.
Thanks again for the help.
Atco
http://forums.station.sony.com/swg/board/message?board.id=scout&message.id=2860&highlight=#M2860
But I also still don't think it's fair considering how the rest of crafting is set up. I just don't like seeing the underlying logic for systems set all askew just because survival's a little tough for some folks right now. Not a big deal, really. If I'd felt real strongly about it, I would have raised more of a fuss.
Like I said in that earlier thread, what's to stop someone from wanting to learn the pistol skill by making pistols? We've made an exception to the logic underlying crafting - sure, it makes sense from an RP point of view. But it's still an exception. And while that does help us in the short-term, what kind of consequences will this have long-term? Who knows? Definitely not me, that's for sure. I just don't consider it an elegant solution to the problem that we had. Now, fishing giving survival exp was an excellent example of an elegant solution IMHO.
But you the other novice profession that relies on crafting to advance, the Medic. Stimpacks, Woundpacks and medical components help you advance in the medic skill tree, not the artisan skill tree. So there is a precedent for changing camps and traps to help you advance in the scout skill tree, andone from launch no less.
WatchingOne wrote:
On the whole, it's not a bad idea. In the thread where I responded to the idea in one of its earlier incarnations, I even said I liked it.
http://forums.station.sony.com/swg/board/message?board.id=scout&message.id=2860&highlight=#M2860
But I also still don't think it's fair considering how the rest of crafting is set up. I just don't like seeing the underlying logic for systems set all askew just because survival's a little tough for some folks right now. Not a big deal, really. If I'd felt real strongly about it, I would have raised more of a fuss.
Like I said in that earlier thread, what's to stop someone from wanting to learn the pistol skill by making pistols? We've made an exception to the logic underlying crafting - sure, it makes sense from an RP point of view. But it's still an exception. And while that does help us in the short-term, what kind of consequences will this have long-term? Who knows? Definitely not me, that's for sure. I just don't consider it an elegant solution to the problem that we had. Now, fishing giving survival exp was an excellent example of an elegant solution IMHO.
Atco,
Unfortunately for you - but fortunately for the rest of us non-artisans - we successfully lobbied the devs to change over the crafting of camps and traps so that instead of giving us crafting XP (which 90% of us can't use) it now gives us Survival XP (which we all desperately need).
Sorry bro.
B
But you the other novice profession that relies on crafting to advance, the Medic. Stimpacks, Woundpacks and medical components help you advance in the medic skill tree, not the artisan skill tree. So there is a precedent for changing camps and traps to help you advance in the scout skill tree, andone from launch no less.
Ahh! Excellent point. Conveniently forgot about that... Though in my defense, I've done no more than train novice medic.