Architect Archive
Thread: Top Issues
You might want to float this thread, btw (if only to properly test your correspondent powers
).
For me, the top issue is when. There are plenty of idea floating around. I'm happy with most of them. As it is, I spent an hour talking with a BH about professions and he is just loving his (after I taught him a few PvP tactics...now I'm losing to a BH [but only when we both use CDEFs--tons of fun]) for working as it should. I love Ranger but I can't really argue that it's working anywhere close to where it should be (although we did use up the full time for a HTFB--those rarely despawn from the timer). A few small tweaks and we'd have some use. We will still need a major overhaul (see Outdoorsman) but a bit of love now would make the wait that much easier. If we can get a reasonable harvest increase and the ability to trap big stuff effectively, I'd be happy to wait a bit longer for the rest of the stuff. Not too long, though
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Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
To that end the Outdoorsman document should be fired. Honestly, if I were a dev anything like that would be roundfiled unread.
On the camp issue:
Any chance that hanging out in a camp would relieve battle fatigue? Sorry but for me its getting harder and harder to find entertainers to go on long hunting trips where the BF might get pretty high. It seems that hanging out in the most advanced camp would relieve BF at some rate since it does heal the mind.
I think that the best camp should be moved to master and be the one that heals BF if possible. I like the idea of the Outdoorsman fortified camps, but personally don't see that happening in this game, that would require too much teamwork and let's face the reality about that in this game...
Trap issues:
1. the bug that you throw the trap, it goes off, the effects are not felt by the creature, but you aggro the whole lair. I'm not talking about getting the message "Your trap failed to ...blah blah blah" I mean when you throw it and nothing works the way its intended.
2. The traps that we have work well, but could be much better. I think the effects of the ranger traps should last longer than 20 seconds, or whatever it is. I think the sonic blast should stun and dizzy for just as long as a dizzy strike from a TKM or Fencer. Certain traps should cause bleeds.
3. I think at Master you should get more than just the Dathomir cammo kit, there should also be a very cool area attack trap. Something that would be the mother of all traps and blind/dizzy/stun all creatures within 25m of the target. I also think that the creatures should be stopped until the stun wears off, like 20 seconds, and then are free to all aggro. Then the other effects wear off slower leaving dizzy up the longest for about a minute.
4. I'd rather see trapping come in the form of combat experience or take a little longer. Ranger can be grinded in about 6 hours, like the spice and slice columns in smuggler. Ranger should be a long process to get to the top and at the top you should get some very good skills in trapping. We can level the top of a mountain to drop a camp, I think we should be able to dig a giant hole to lure a rancor or two into.
5. Fix /throwTrap or if its not broken, can someone please explain how it works cause I don't get it. I would think that it would throw the first available trap in my inventory like /heal grabs the first available stimpack.
6. Throw Trap Speed bonus as you go up the trapping column so that the higher you are, the faster you can throw out traps. At x/x/x/4 you have throwna lot of traps, you should be pretty quick at tossing them out by then.
Mytwo cents for what they are worth:
Cammo - Is not distinctive enough from Mask Scent. It is stronger than mask scent on basic planets; but on higher level planets breaks FAR too frequently. Basically, it should be stronger so it can last on high level planets. It should also work on NPCs, but maybe the last point is a dead issue with the Devs.
Terrain Negotiation - At high levels should give a slight base movement increase. Certaintly not enough to outrun critters by itself but enough to give a slight travelling advantage over distance. As the coding exists to adjust vehicle speed over water, surely it is a simple matter to apply this to Terrain Negotiation as well. How about Terrain Negotiation bonuses also working when riding animals? Burst Run works fine as it is.
Traps - Take too long to throw and dont stick well enough to be effective in groups, although I still find them useful when soloing. Would proposing a throwing "speed bonus" similar to grenade throwing speed that Commados get. A larger increase in skill at Trapping IV and Master may help traps stick to some higher level creatures.
The shortage and lack of effect of Ranger as opposed to Scout traps is well known. There should be distinctly more of the scout traps made AOE for Rangers. The long promised 'Lure Trap' and and static KD trap (pulling in caves!) would be excellent. A 'slow attack rate' trap would also be great; but only if it actually had a decent chance of sticking to higher level critters.
Foraging - With chef food greatly improved now, is there any reason why foraged food cant be made stackable rather than (bar the odd onion) a waste of inventory space. The supposed special foraged items should actual exist; e.g. for secondary stat buffs, 'ranger' quest loot, state defence etc. Obviously harder to get and not as effective as chef food, but a useable 'poor mans' alternative.
Camping - No. 1 issue to be improved. Take away the laser turrets and most of modular camping ideas on the outdoorsman proposal work fine. Alternatively (or as part of the modular idea) - Camps should grant an innate Mask Scent to anyone in them (unbreakable with High Tech camp); allow BF to be healed in higher level camps (Master Scout plus IMHO); should not drop during combat; at higher level should have hunting and exploring mission terminals in them. At the highest level siting in camps for a long period of time, say 20 mins, should refresh you enough to buff secondaries (although maybe physical ones only so as not to tread on entertainers toes) by 100-200 pts for 2 hours.
Tracking - In these days of high speed transport it should have a greatly increased range. The main problem, however, is the game spawn system which may be more difficult to fix. At Master Ranger there should be the Track lair ability, promised back in August, which will have a chance of spawning a lair of the requested type (creatures appropriate to planet and no "rare" creature lairs - if there is such a thing). This would allow the Ranger to be the master of harvesting resources without even touching combat abilities.
Creature Bonuses - For both Rangers and Scouts should apply to melee as well as ranged. At Ranger level there should be a 'melee defence vs. creatures' ability (with normal stacking restrictions).
Harvesting - Everyone wants increased harvesting on their wishlist these days. How about higher levels of harvesting adding to the quality factors of the harvested resources, say plus 10-20 per harvesting level over 50? Probably only balanced if amount harvested is not increased above current levels though, so a bit of a trade off; maybe a more distinctive way of differentiating from Scouts though.
Basically, most things works but are just too weak to be very useful. A balanced boost to abilities to differentiate us and make us more than scouts with tracking would increase the interest and differentiate playing style allot more.
DFH wrote:
I agree that we should be focussed on getting what we have to work, not on asking for pie-in-the-sky fluff.
/agree
...and an increase in harvesting stats......please..!
DFH wrote:
I agree that we should be focussed on getting what we have to work, not on asking for pie-in-the-sky fluff.
Hey Calc - Congrats again, my ideas
HARVESTING - first and foremost, get our amounts increased so we can fix the economies of some servers. Steal stuff from my proposal, or don't, but get our yield increased by a bunch, please.
Camps - who cares, about useless, can wait IMHO. Would be nice if they worked as advertized, but ....
TRAPS - fix the bugs with the ones we have, get us some new ones. #2 in my book. Being able to use traps in PvP is important if we want Rangers to Balance the CHs.
Camo - bleah. Keep it, it's worthless. Unless you are makin "beer". A distant last.
AREATRACK - #3. It works, but fix the bugs please.
OUTDOORSMAN - while VERY important, I can wait cuz I can see this will take the most work.
No waypoints, no invisible in PvP, no super - powers, just fix what we got so it works.
Oh, can we get more rasps on the Scylla server, I am about out.
ty
JB
1) Harvesting boost modification (tied in with JBMat's idea about adding a second line of harvesting mods in with trapping...freaking brilliant)
2) Traps
part 1: Fix the known bugs in the traps that we have
part 2: More traps, more lethality in the ranger traps
3) Camps: We desperately need an upgrade to our camping system...if by upgrade meaning works as advertised, great, if more of the outdoorsman proposal, thats great too.
4) /Areatrack: Fix the known bugs, no waypoints
5) Camo: Make camo work vs. NPC's and I still like the idea of stealth as well.
6) Ranger specific weapon
7) /track command: cant wait for this to happen
8) Combat offense mods working for melee rangers
9) Combat defensive mods applied to Rangers
10) Trophies..or craftable items of natural interest...like a rancor tooth neclace.
thats all i have at the moment..
(yay calc)
AgonThalia wrote:
6) Ranger specific weapon
10) Trophies..or craftable items of natural interest...like a rancor tooth neclace.
Flame me if you want, but I always wanted a bow and arrow method of hunting in this game. It would be mostly worthless against large craetures but could put a health bleed of like 8 on whatever it hits so that we can draw things one at a time. As you climb the trapping col you get schematics and qualification for better bows. So like at novice you start with a basic recurve with a range of like 30m and an effective bleed of like 8but atmaster you have a compound bow with a rangeof 60m and an effective bleed of like 200.I'd rather have this than a "Lure" trap. Make it like a fishing pole, you have to craft the bow from bone and hide, and arrows from bone and metal. Or something like that. You drag packs of arrows over the bow to load it, so its not really a "weapon" that you would use full time, but one that you could use to pick off/lure creatures one at a time. A weapon of this nature fits the bill for a ranger's stealth.
As for trophies, I put a suggestion in the artisan forum to have "plaques" something artisans can craft. This would allow you to give your blurg raptor head to an artisan and they would create a wall mountable (thanks dev's for /movefurniture up) plaque with the head of your kill on it. I mostly wanted this for fish, but would like to take trophies from certain kills. I'm not suggesting that every kill would have a trophy you can harvest, but certain kills would. So we could harvest our own krayt dragon skull, makean ancient bull rancor rug or make a table with the legs of a death's head merek...