Architect Archive
Thread: Top Issues
BabyRancor wrote:Having a command that spawns a creature or creature lair at a given waypoint, with the ability to pick and choose said creature type from the spawn table for the current area, would make rangers an invaluable addition to hunting groups.
Agreed on that. Right now it is merely a pain to hunt where we should be hunting and be good at it, in the /real/ wilderness, away from the masses that need to use missionterminals.
My personal priorities list:
1) Massive harvestincrease (JBmat's proposal as a base, to give something to the non-dabblers. A harvestincrease based only on the trackingtree is nothing that helps the "Ranger" profession), the 'harvest multiple ressources' is something I don't need really badly.
2) /track so that finally be efficient hunters in 'non-crowded' areas, the areas where we are supposed to be 'home' in. The system for random spawning creatures right now makes it (a shame) kind of inefficient to hunt in those areas.
3) Traps: change traps so that they do not draw aggro the second they are used, this is at least the main reason for me not to use even the scouttraps that have nice effects (right now they negate the 'concealmentchance' from my combatprofession :/). For those that use traps for pulling a creature from a group, introduce a trap specifically designed for that.
4) camps worth using, modular camps as stated in the outdoorsman proposal
Bigger Harvest Bonus. A big issue as it's the core function of Rangers. I think it would mean less if Anything else in the profession worked.
Track. Make a tracking ability that spawns critters and lairs. I'd like to be able to find Rancors without grouping an AT-ST, or slant drilling.
Creature Combat Bonuses. Not just to-hit bonuses. I can already hit them. I need to be the unrivaled master of creaure monkey stomping or better combat templates will still laugh at me when harvesting because they kill so much faster and easier than I do. Oh, and make them work for melee this time.
Traps, again. Think baby CM vs Creatures only.
I just want to expand a little on these 5 Issues:
Calculus_Entropy wrote:
We all know the Ranger community is in turmoil right now. I would like this thread to focus on what our top issues are. As I see it, the following items (in no particular order) have been hotly debated lately:
- Harvesting - We need a greater % over scouts and we want multiple harvests.
- Camps - Not much (but some) use as of late.
- Traps - Not much "meat" to the trapping line.
- Camo - Is it worth the effort?
- Tracking - The known bugs.
Please elaborate on which topics you feel strongly about, add any of your own topics, and rank them according to importance. I will use this feedback in my discussion with the devs. Happy venting guys.
You may be right on the range increase. tracking while mounted can still be good though. The reason I said tracking would go to lairs actually negates the uber rare creatures because they aren't useually from lairs in my expirence.
The range-increase is somewhat pointless outside of already 'crowded' areas, creatures get spawned with presence of someone in that area, in those areas where we should be at home we will hardly find a creature outside of that 500m radius ...
/track is needed, the rangeincrease on areatrack is of no use for a Ranger being where he is supposed to be (I personally do disagree on the idea that /track should be able to spawn highlevel creatures like Krayts, there should be a limit to it, cap it at maybe cl100 for a master ranger to still allow us to get a spawn on ancient bull rancors but prevent ppl from spawning 'rare' creatures like a peko peko albatross or even the gorax, those creatures are supposed to be rare)
SkevStarmu wrote:
tracking while mounted can still be good though. The reason I said tracking would go to lairs actually negates the uber rare creatures because they aren't useually from lairs in my expirence.
Yes and yes (I overlooked the mentioning of the lairs :-)).
Calculus_Entropy wrote:
We all know the Ranger community is in turmoil right now. I would like this thread to focus on what our top issues are. As I see it, the following items (in no particular order) have been hotly debated lately:
- Harvesting - We need a greater % over scouts and we want multiple harvests.
- Camps - Not much (but some) use as of late.
- Traps - Not much "meat" to the trapping line.
- Camo - Is it worth the effort?
- Tracking - The known bugs.
- Outdoorsman - What's the status?
Please elaborate on which topics you feel strongly about, add any of your own topics, and rank them according to importance. I will use this feedback in my discussion with the devs. Happy venting guys.
Message Edited by Calculus_Entropy on 03-22-2004 11:02 AM
#1 issue: small pass to make Rangers somewhat usefull until a final decision can be made as to the future of the Ranger profession, including 2,3,4,&5.
#2 issue: dramatically increased harvesting rates
#3 issue: camps---> repel aggro's and allow BF healing in Field Bases!!!! why force hunters to enter the lag zones, plus it would give macrotainers another avenue for income.
#4 issue: /areatrack just slows you down.
#5 issue: What's in store for Rangers, where are you taking us Devs?
wickedHangover wrote:
...snip...
Area Track:
I'm tired of area track only pointing out creatures from where I came from. I'm also tired of area track telling me there are no krayt dragons around when i'm looking at one 40m ahead of me.
Area track, to me, would work best like surveying for resources. A little window pops up (re-use the survey window, I'm a programmer and all for "code re-use") and on the right lists all the creatures and when you click on them, it shows on the mini map where they are. The higher up you go, the more range you get. Scrap getting each part of the track, just have it so that at novice you can track 64m radius and each level up you increase it until at master you are tracking 1000m radius. Seems like an easy fix, but the creature spawns need to be addressed. I understand that random spawns and a static areaTrack are not really compatible. So having it so that you can "survey" for specific animals and have the function throw a waypoint in your datapad would be cool and a million times more useful than the current system.
Area track players/NPC - get rid of it, if our traps don't affect NPC's or players then why should we be able to track them? We're rangers, not bounty hunters. This seems to be a job for driods and people that smell the sweat on a mark from 200m away, not a ranger that can tell the rancor tracks on the ground are fresh, that it is a very healthy creature and its within 100m of their position.
...snip...
While I do agree that there are problems with area track, I DO NOT want a wp. Or a fancy "surveyors" window. I also don't get the part about not being able to track PCs/NPCs. If we can track critters we should be able to track peeps. Are you sure you are not a BH in disguise?
Now I would like the window improved on: tree branching for each lair and the list to fill the window and not "half". Even a "refresh" button so the window can stay up. Things like this are good. Save the "wp" for /track x. Even there I'd rather have a "track ribbon" or footprints madevisible to follow then a wp. More immersive that way and it makes me "feel" like I'm actually tracking something...
Message Edited by Fred_Skinner on 03-22-2004 04:34 PM
Small idea for areatrack for ya'll to tear apart..
When you areatrack, it automatically causes all lairs within range to spawn their initial spawn. It does not create creatures that wouldn't be there anyhow, it just causes lairs to spawn what will be there.
This would solve the problem of not seeing creatures that hadn't been proximity spawned yet.
Issues I see: Lag. Sending out a signal into such a wide area could cause some pretty bad lag. Maybe.
Alternative: allow lairs to be tracked. My idea betters this in concept becauselairs don't leave tracks. It's also better in that it won't locate "dead" lairs. However, the lag issue noted above may be enough to make this totally impractical.
This obviously doesn't fix any of the other problems with areatrack, but it's an idea to fix one particular problem.
Lorell wrote:
I would just like more communication with the devs and their responses to our proposals. The outdoorsman one covered pretty much everything we've been talking about for months.
I just asked about the Outdoorsman Proposal (what its' status is), so cross your fingers.