Scout Archive
Thread: Add Value to Scout Give Terrain Negotiation Away!
The fact is that everybody and their brother is a Scout. I understand it for the starting characters. However the Elite Masters are hanging on to it for nothing but Terrain Negotiations and because they have it they harvest and loot every monster they kill!
I say give +20 Terrain Negotiation to all Elite Master characters so that they will drop the Scout Class! That will increase the value of Scouts hides, bones & meats.
roncole wrote:The fact is that everybody and their brother is a Scout. I understand it for the starting characters. However the Elite Masters are hanging on to it for nothing but Terrain Negotiations and because they have it they harvest and loot every monster they kill!
I say give +20 Terrain Negotiation to all Elite Master characters so that they will drop the Scout Class! That will increase the value of Scouts hides, bones & meats.
I'd have to say you're wrong in your assessment.
The problem is most scouts don't have the knowledge of what crafters are looking for.
I'm discovering that OQ doesn't always sell your hide. There are some resources out there that have a high OQ but aren't necessarily useful for artisans, certain types of hide for instance. I noticed last night while crafting some bone armor that the 800-something OQ Nabooian Leathery hide I was was causing LOWER stats and gave me less experimentation opportunites than the 700-something Corellian Wooly hide I had left over. I was kinda baffled by this but the issue is its secondary stats. I'm still playing with Bone Armor experimentation so I'm trying to peice together what stats are most important.
Here's another example.
When I was crafting CDEF blasters I was using one type of Aluminum that had a 900 OQ rating and it only gave me 4 boxes of experimentation in each aspect in order to improve the weapon performance. I could only get 42 or 44 as my max damage with that Aluminum. When I switched to another Aluminum with only a 712 OQ rating (Oadigod IIRC) I had MUCH MUCH MUCH better results. I was able to get 50-55 Max damage consistently after experimentation with better starting values. So I jumped on the forums and started reading and realized the CONDUCTIVITY was the key for weapons. In my case the conductivity of the first Aluminum was 300-something while the conductivity of the second was 700-something.
I complained in another thread that I'm not able to sell hide on a price-scale relating to the OQ as described in the Scout Guide. It seemed to me that I could put 500 units of 900+ OQ hide on the market at 5cr/u and it would just sit there while the 100 OQ crap would sell like wildfire at 3cr/u. I'm discovering as I progress thru the artisan ranks that its not always about the OQ...OQ has been misleading for me while crafting.
The trick to getting GOOD prices is to find out what the crafters in your area are using. Most Novice Artisans are going to be looking for cheap hide (3cr/u) for grinding XP. Unless you have people looking for high-quality hide/meat/bone for specific purposes, you aren't going to sell for very much because most crafters just don't care.
Ive noticed the same thing. Everybody and their momma have scout skills no matter what their profession. This really devalues our profession, harvesting and selling product. I go out in a group, we stop, POW, a medic drops a camp. Its ridiculous. I think the devs should limit the skills learned a little more. Not sure how but they should. I mean really, a scout is worthless in a group when everybody can do most of those skills already. Also, I have a question for anybody who knows. If you reach Master Ranger do u need to keep the skills learned in Master Scout. It seems that all skills gained as a Master Ranger are better than Master Scout. So, could you drop the Master Scout class all together and get all skill points back and be more effective as a Master Ranger and use those skill points elsewhere? Example, why do I need the Traps under Master Scout when the traps under Master Ranger are better.
If you reach Master Ranger do u need to keep the skills learned in Master Scout.
Yep
Guys,
Terrain negotiation isn't the only thing people pick up Scouting for. They also pick it up for /examine, /maskscent and harvesting. Camps too. And because its required for Squad Leaders, BEs, Rangers, Bounty Hunters and CHs. As Bounty Hunter and CH are the two most popular elite professions, there's more than just terrain negotation working in there.
Ive noticed the same thing. Everybody and their momma have scout skills no matter what their profession. This really devalues our profession, harvesting and selling product.
Not really. Scouting isn't a standalone profession, like Marksman or Brawler. It's a support profession. So we can't act as if people should ONLY be Scouts. They can't.
I go out in a group, we stop, POW, a medic drops a camp. Its ridiculous.
So tell the medic not to do that.
I would hope that Scouts in groups are the ones camping. The medic should be healing. If I'm in a group with a medic, I would hope he would expect me not to heal, especially if he needs the XP.
I mean really, a scout is worthless in a group when everybody can do most of those skills already.
Well, you're not really just there for camps and traps. There are other skills, and you are there too for your combat power. It's just a question of making sure the group knows how to use its skills effectively. That's up to the group leader and the members.
Also, I have a question for anybody who knows. If you reach Master Ranger do u need to keep the skills learned in Master Scout. It seems that all skills gained as a Master Ranger are better than Master Scout.
They are, and they should be. Ranger is an elite profession. Scout is a starting profession. I would like to think that a Master Pistoleer would be a better shot than a Master Marksman. ![]()
So, could you drop the Master Scout class all together and get all skill points back and be more effective as a Master Ranger and use those skill points elsewhere? Example, why do I need the Traps under Master Scout when the traps under Master Ranger are better.
Well, because the Master Ranger traps AREN'T better. At least not yet. Eventually the Master Ranger traps will be totally different. This is part of the goal of the Rangers - find ways to seperate them out from being just uberScouts. And as Scout is a starting profession, it's foundational for others, so you HAVE to keep the skills.
Remember guys - Scouting isn't an elite profession. So it's not going to make you super powerful to get Master. Don't expect it to. Expect it to make you an expert on hunting, trapping, camping and exploring. It's a good building block for everything else in the game.
The fact that everyone has Scouting is a tribute to just how valuable our profession really is.
B
Ron,
I think you are placing too heavy an emphasis on the Terrain Negotiation component - I think most elites keeping Scouting because of that coupled with the ability to harvest and make camps.
So just giving elites Terrain Negotation isn't going to solve the problem.
I just don't know if there is any way around what you perceive to be the problem. ![]()
B
Of Course Scout skills are of great value and important! I am not saying Scout is not worth the effort because it is by far the best over all skill set IMO. What I hate seeing is the Master Pistolleer, Rifleman etc having Scout just for the Terrain Negotiations and because they have scout they harvest monsters and make camps etc. With almost all the players having basic scout and a box of explore it hurts those that would Master Scout!
I am just saying give Terrain Negotiation to EliteClass Mastersso that they will give up the Scout Class. By doing so it makes Scout & Master Scout more valuable.
The game will see a better inter-dependance of players / classes if everyone is not a XXX / Scout / Medic
DeltaXi65 wrote:Remember guys - Scouting isn't an elite profession. So it's not going to make you super powerful to get Master. Don't expect it to. Expect it to make you an expert on hunting, trapping, camping and exploring. It's a good building block for everything else in the game.
The fact that everyone has Scouting is a tribute to just how valuable our profession really is.
B
You forgot to mention that Scouting isn't a big monkey maker either, so people shouldn't expect to get rich doing it.
However...even tho I plan on working my way up thru Master Artisan and Weaponsmith I will always be a Scout first. I got this skill to be a fully self-sufficient crafter and I'm proud of that fact.
Weaponsmith will be my ticket to credits.