Scout Archive

Thread: Call for 10 Questions

Sojourner
Mon Jan 26, 2004 2:15 pm
#1

Hmm, ten that's a tall order but let's see ....


1. Now that tents aren't needed to call droids, pets, vehicles, and mounts, are you willing to

expandtheir capabilities in other ways? (like NRass's modular camp idea)



4. What are your feelings about giving scouts experimental points that they can use on their "class schematics", traps and camps?


3. Can we make foraging a more useful skill, i.e. allow stacking yields, select what type of "object" we are foraging for (bait vs. organic components)?


4. What do you think of the terrain negotation modifier increasing swimming speed?


5. Will the planned adjustment to combat modifier stacking affect our bonuses to hit creatures?


6. Would it be possible to add a"fish finder" item (like thesurveyor kits,except displaying the concentration of fish)to the game?


7. Will weather ever have an effect on the player characters?


8. Are there any plans for newscout traps, perhaps as quest rewards, to be added as the game progresses?


9. Can you give the Rangers something special so they quit complaining about being "super scouts"?


10. Will scouts every getasock monkey schematic?



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
Sojourner
Mon Jan 26, 2004 2:16 pm
#2


Hmm, ten that's a tall order but let's see ....


1. Now that tents aren't needed to call droids, pets, vehicles, and mounts, are you willing to

expandtheir capabilities in other ways? (like NRass's modular camp idea)



4. What are your feelings about giving scouts experimental points that they can use on their "class schematics", traps and camps?


3. Can we make foraging a more useful skill, i.e. allow stacking yields, select what type of "object" we are foraging for (bait vs. organic components)?


4. What do you think of the terrain negotation modifier increasing swimming speed?


5. Will the planned adjustment to combat modifier stacking affect our bonuses to hit creatures?


6. Would it be possible to add a"fish finder" item (like thesurveyor kits,except displaying the concentration of fish)to the game?


7. Will weather ever have an effect on the player characters?


8. Are there any plans for newscout traps, perhaps as quest rewards, to be added as the game progresses?


9. Can you give the Rangers something special so they quit complaining about being "super scouts"?


10. Will scouts every getasock monkey schematic?



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
Sojourner
Mon Jan 26, 2004 2:19 pm
#3

Err, sorry about the double post. My web browser "hung" the first time I sent it. I thought it didn't make it the first timeso I sent it again.



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
DeltaXi65
Tue Jan 27, 2004 1:06 am
#4

Guys,


TH has asked that we gather up the 10 most asked questions from our community. I thought I'd open up the floor and let you guys ask what you want to ask - whichever questions pop up most frequently, I'll add to the list.


Please keep 'em Scout centered, and hopefully not along the lines of "when are you going to fix X".


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

DeltaXi65
Tue Jan 27, 2004 5:38 am
#5

Guys,


C'mon - this is your opportunity to get things answered that you want to know. Post your questions so I can give 'em to the Devs.


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

Hakai
Tue Jan 27, 2004 9:24 am
#6

1.) are modular camps a viable capability?


2.) will we be allowed better camps?


3.) when can we monkeys?


4.) how can we get monkeys?


5.) do we have to relate to any other profession (BE for instance) to have monkey making opportunities?


er....i think that's it...everything else seems fairly balanced. *shrug*





Hakai Youkai
==================================
Hakai's Hardware
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Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
M0B
Tue Jan 27, 2004 10:50 am
#7


1) Could we have maskscent work on a mount and not a speeder?


2) Experimentation on traps would be very nice, any possibility?


3) If or when they fix the autostore bug - can we get the ability to call pets/vehicles only in city/camp reinstated? - This bug also affects maintenance of the vehicle, but they didn't pull having to pay for maintenance thats useless as soon as the autostore hits!


4) when can we start making monkeys?


Klif_Hangar
Tue Jan 27, 2004 3:27 pm
#8

What's up with the recon missions? Are they supposed to disappear and tell you it was "incomplete" after a certain amount of time, or is it a bug?


What plans do you have to make up for theloss of importanceof terrain negotiation since the mount/vehicle patches? In other words, what new skills/abilities are you thinking about implementing to make scout worth having?


Are you going to improve the buffs given by /forage? Are you going to change the /forage interface so scouts can choose what types of items they want to forage? (healing items, fishing bait, buffing items, etc).



Thats all I can think of. Thanks Delta







Dyne Cloudskimmer
Antarian Ranger, Ahazi
SioBabble
Tue Jan 27, 2004 3:27 pm
#9

1. When are the "uber-forage" items going to be fixed so they don't automagicallly fill up an entire player inventory? (sorry, Delta, but this is my single biggest complaint as a scout. I want to see what these alledged things can do for me!)


2.When will camps provide aggro repellent as they were originally advertised to?


3.Why do I have to dismount to apply /maskscent, but it persists when I'm mounted?


4.I'd like to be able to experiment on camps and traps to improve their stats...any chance of this being implemented?


5.Why do pets eat my harvests when I'm grouped with them?


There's five...can't think of any more right now.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


NRaas
Tue Jan 27, 2004 4:42 pm
#10

"When will camps provide aggro repellent as they were originally advertised to?"


Odd... I thought that creature repelling only occurred for Ranger camps (if it did work properly).




Ranger Threads
State of the Profession
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SioBabble
Tue Jan 27, 2004 5:04 pm
#11

Back in beta, all camps were supposed to provide SOME protection aggainst aggro, in gradually increasing increments. The highest level ranger camps were supposed to be the ultimate in this protection. At least that's how they were described.




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Seiryuu
Tue Jan 27, 2004 5:32 pm
#12

1) Will Bothans ever get their maskscent bonus back? Especially considering the changes to conceal and the fact that only the Bothan portion of 1.8% of the player base ever sees the bonus.

2) Will forage ever grant xp since it is limited to three uses before moving, while sampling can be macroed, gives a specific resource instead of a random one, and can last indefinately?

3) What improvements, such as increased pet healing or other useful bonuses, will we be seeing with camps?

4) Can foraged items be made stackable?



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NRaas
Tue Jan 27, 2004 5:38 pm
#13

"Back in beta, all camps were supposed to provide SOME protection aggainst aggro, in gradually increasing increments."


Ah. I was going off the text descriptions of the camps.


I just checked, and the Improved Camp Kit does indeed say it repels creatures (though the other two scout camps do not.).




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