Scout Archive
Thread: New Things for Us on the Test Center
Check it out. Feel free to comment:
Scout / Ranger changes
- The cost to craft camps has been increased.
- 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.
- Fishing now grants Wilderness Survival experience for catching fish. The size of the catch affects how much xp is earned. Catching loot or trash does not grant any xp.
- Camp xp accumulation rates have been increased.
- Scouts now get survival xp for crafting camps and traps (instead of general crafting xp).
- Adjustment to mask scent skill mod description.
- The base equation for mask scent has changed. It now checks on a mask scent skill mod.
- You are now much more likely to successfully mask scent against a creature.
- The delay to mask your scent again now reduces as your mask scent skill mod increases.
- You are much more likely to successfully mask scent if you are prone, slightly less likely if you are up and running.
- XP rewards for mask scent have been lowered, given that success rates have increased.
- Increased the cost of some Ranger skills because they were too low and not consistent with the advancement rates of other professions
- New Ranger command: /conceal This command gives the Ranger the ability to apply high quality camouflage to himself and others. The camouflage conceals the Ranger from creatures and NPCs.
- The Ranger's ability to see the special attacks of creatures via examine has been fixed.
- The Ranger's Field Bioscience skill tree has been renamed Tracking.
- New Ranger Ability: /areatrack, this command lets Rangers examine local clues to determine the identity of nearby creatures.
- You can now /feigndeath while running and walking.
- The damage penalty for taking a hit while using /feigndeath has been reduced by a significant amount.
- Added field requisitions to camps
Guys,
I would just like to point out a few things here:
- 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.
- Fishing now grants Wilderness Survival experience for catching fish. The size of the catch affects how much xp is earned. Catching loot or trash does not grant any xp.
- Camp xp accumulation rates have been increased.
- Scouts now get survival xp for crafting camps and traps (instead of general crafting xp).
- The delay to mask your scent again now reduces as your mask scent skill mod increases.
Each of these things that are in italics are things that I specifically requested- based on your ideas - of the Devs in our original post. The delay to mask your scent again was a request I made on my own.
The Devs ARE listening to us.
Keep up the ideas guys, all of you who have been posting can be proud to say that you played a part in making our great profession even greater.
We're not only Scouts, we're the pioneers of Scouting. Tens of thousands more Scouts will follow the trail we blazed.
Pretty cool huh?
B
Just curious as to why the cost to craft camps is increasing? Really no big deal since I always have plenty of bones and hides.... just curious as to the logic behind it.
MrLoneWolf:
There is currently a MASSIVE glut of harvested resources on the market right now, so the devs are trying to reduce the amount of resources sold by increasing the amount used by the producers (us).
They intend to also increase the amount of organics required in armor and other crafting items if/when they find that more demand is required.
err... exactly what does this really mean? I know what a requisition is,
BorakThunderclaw wrote:
- Added field requisitions to camps
Jaled,
I'm not sure what it means either. I'll try and find out.
B