Architect Archive
Thread: Top Issues
The name of the proposal stems from not wanting to ONLY be creature hunters. It was never a recommendation to change the name to "The Outdoorsman".
Based on a number of things, I assumed that NRaas's intent was to give the profession a new name. Back when it was first proposed I could have sworn I read something where he stated just that. But I could definitely be wrong, and it appears I am.
The community did not like that and rallied together to produce the document now known as "The Outdoorsman".
I was there, and that's not how it happened. The community discussed a number of separate issues at great length, and NRaas chose what he liked the best. HE produced the document, he chose what made the cut. It does not represent the community or a concensus as much as it should.
That does not mean that the old document is useless.
Right, I don't think it's useless either. I think that it was presented prematurely and I think it's more one-sided than it needs to be. At this point the SotP document presents the same basic concepts much better, in a more complete fashion, and it's not obsolete. The Outdoorsman proposal is redundant.
I would hope that any Dev assigned to fixing Ranger would look at both the SotP and the Outdoorsman proposal before deciding how to proceed.
I totally agree. But without any word from them at all, we should probably assume they haven't bothered and act on that assumption.
"I was there, and that's not how it happened. The community discussed a number of separate issues at great length, and NRaas chose what he liked the best. HE produced the document, he chose what made the cut. It does not represent the community or a concensus as much as it should."
I was there also (have been since just after launch) and that IS how it happened. He did NOT produce the document and as I said in another thread, the Outdoorsman is a community-wide effort in direct rebuttal to the Dev's trying to pigeon hole us into being the "Ultimate Creature Hunter".
Your taking N'Raas to task after he is gone and unable to defend himself is cowardly at best. Myself, Agonthalia and SEVERAL other Rangers who have been here for a long time wholy supported this proposal and N'Raas' rendition of it. I think if you are going to continue your campaign to smear N'Raas and put words in the mouths of the rest of the community, I will have to request the help of some other Rangers to research the old threads and point out to you word for word, exactly what happened. I will state for the record, that I, Oppma (RancorRider4) fully support the Outdoorsman Proposal. I also fully supported N'Raas and his interpretation of it, and gave my stamp of approval before it was presented to the developers. Did I agree with every facet of it? No. I want to see us be a more (at least somewhat) paramilitary version of a Ranger, but I felt it was the BEST resolution for all involved at the time, and the MAJORITY of the community agreed.
Not so respectfully,
You know what they say about assumptions? Need I quote Sam Jackson?
Bihlbo wrote:
I totally agree. But without any word from them at all, we should probably assume they haven't bothered and act on that assumption.
So, Calc, are we going to include the "wicked"
proposal on trapping into Outdoorsman?
Also, I suggested harvesting certifications here:
http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=42486
Very vague but you should get an idea. That approach at least gives flexibility in whether you want to increase the overall organics yield orleave it the same. No matter the overall yield you can still promote rangers' harvesting. Maybe it needs hard numbers before it can be suggested to devs.
Sorry for replying to my own post - I have not figured out how to edit (yet).
I think, my idea of harvesting certifications is unfair to other professions (at least, to some degree). A better approach would be for scouts/rangers to be able to create, use, and sell harvesting tool (you are not harvesting with bare hands, are you?). The higher you are, the better tools you make - higher yield. There you go: value for ranger, interdependency, and others don't have to hunt for extinct rangers to get them into the group.
Calculus_Entropy wrote:
- Harvesting - We need a greater % over scouts and we want multiple harvests.
- Camps - Not much (but some) use as of late.
- Camo - Is it worth the effort?
2. Resuscitation Timer Issues
34. Player City Hospital Benefits
17. Buff timers /icons in the new Buff UI dissapear on short logouts/LD, but the buffs remain.
The first one seem to have more to it then meets the eye so I think we should hold off on it. I am suggessting we replace that issue with the bivoli problem that many of us have been having.
What do you guys think of me submitting the following 3 issues?
1. Bivoli effects getting bugged - Taking bivoli and dying under the effect (or sometimes crashing) bugs a character so that they can no longer take anymore (until server reset) because it says they are under the effect, yet the effect is long-expired or not working.
2. Buff timers /icons in the Buff UI dissapear on short logouts/LD, but the buffs remain.
3. Player City Hospital Benefits -Some players have expressed concern that Player City Hospitals offer little benefit over a large house and almost no benefit over a Cantina. Houses can be used for all forms of wound healing. Cantinas can also be used for wound healing, are available on the overhead and planetary maps, and autoheal all forms of wounds and Battle Fatigue. A Hospital only appears to add the /registerwithlocation ability, which is only usable by members of the same faction, if a factional player placed the structure, anyway and is of fairly limited usefulness. Are there other benefits that we are unaware of? If not suggestions have included providing a healing bonus to those /registered there, a free vendor for the placing Doctor to use for med sales, not allowing wound healing in player cantinas and cloning centers, or some other benefit.
Message Edited by Keldaria on 01-10-2005 06:54 AM
BraindG wrote:to be perfectly honest, i dont see that as a "Big" issue.. a pain yes, but im sure there are other things we'd like to see rather than that. i mean, you can see when you got buffed from logs, and can work out end time from that..Personally id perfer to see top issue number 3 being worked (Enhance Action -v- other Enhance Pack Resource Disparity) However i can imagine this would take some working in which case some "easier" things35 - Request for increased drop counts on animal products56 - /diagnose window, add buff amount and buff times27 - /diagnose Refresh
Well, as for the enhance pack disparities Agent's last act as correspondent was to ask for them to address that so hopefully I will have more info on that soon.
Drop rates for creatures is a scout/ranger issue and I am pretty sure they have requested that be addressed.
As for the /diagnose features, since that is a medic command I think MasterNerfSlayer the medic correspondent is on that