Architect Archive

Thread: Top Issues

Enbow
Mon Mar 22, 2004 8:34 pm
#66

Remember, people, the idea of this post is to discuss the top issues, which are most lilkely hot fixes. The less we ask for, the more likely, and sooner, we'll recieve it.



Marksman 4/0/0/3
Scout *MASTERED!*
Ranger 0/0/3/0
Rifleman 2/1/1/1
CH 1/1/1/1
Nemo0
Mon Mar 22, 2004 8:44 pm
#67

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.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server





Lythender Nirou
Crazy Bothan


DFH
Tue Mar 23, 2004 12:28 am
#68

I agree that we should be focussed on getting what we have to work, not on asking for pie-in-the-sky fluff.

To that end the Outdoorsman document should be fired. Honestly, if I were a dev anything like that would be roundfiled unread.



-- Venture, Corbantis
4040 Ranger 4414 Creature Handler 4132 Rifleman
wickedHangover
Tue Mar 23, 2004 1:03 am
#69

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.


Cammo Kits:

I'd like to see cammo kits that work better. The dathomir one take a lot of resources and is less effective than mask scent.


I'd also like to see a cammo kit meter, like the buff meter, it will basically tell you exactly how concealed you are and can "decay" over time. So when the kit is "fresh" you can walk around more freely than when it starts to get old.


Harvesting:

I think the harvest bonus should be higher, but also put in a think such as "Additional Harvest" at x/x/3/x and then at master. This extra harvest would then allow you to harvest 2 different resources at x/x/3/x and then at master you can harvest all 3 resources from one creature.


A better angle though is this, at novice you can harvest 1 resource like every scout. at x/x/2/x you can harvest 2, at x/x/4/x you can harvest 3 and at master you can harvest the poison or disease that the creature has on them. Granted we would not be able to do anything with it, but we could then sell it to CM's or Doc's for use in making meds.


Rescue:

To be honest, i have no opinion, I never use it, never tried it and with that said, I'd have no hard feelings if it were dropped for more interesting things from the Outdoorsman.


Creature To-Hit Bonus:

This really needs to mean more than it does. If you hunt IRL you learn quickly not only where to aim, but it becomes a habit. No reason why gaining this type of skill doesn't translate into the game. I think a master ranger/master <insert any elite combat> should never miss and should always hit for more damage (we should get a +25 bonus at master too). We know how to harvest the bones from a rancor, we should equallly know that the sword needs to go into the neck and that attacking their knee caps isn't a good move. Leave the dumb attacks to the non-rangers since they don't know a thing about making BBQ Rancor Ribs out in the wild...



Defence:

I like the melee and ranged defences at master (are they still in there?) I think they could be a little higher but what would make more sense is a specific defence against creatures hitting us. Like the creature to-hit bonus, we would not only know how best to attack a creature, but would know how that creature will attack us. This would allow us to dodge attacks specifically by creatures. Maybe be a bonus against special attacks, or an across the board bonus.


Foraging:

I want better stuff when we forage. As in don't waste my time with a leaf that will boost my mind for 50 pts for 10 seconds. The onions are cool and there's a few others I like as well. These items should be able to be consumed at least 2 at a time, not just 1.


Terrain Negotiation:

I think at master, and along the way, we should bewalking at everyone else's run speed, running at almost everyone else's burst run speed but not be able to climb mountains faster than speeder bikes. Our burst run should last for 2000m or more and we should be able to burst run again with a shorter rest period before we are no longer tired.


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.



This is just my 2 credits on one of my favorite professions...





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Wideshot
Tue Mar 23, 2004 1:18 am
#70

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.

Calculus_Entropy
Tue Mar 23, 2004 1:41 am
#71

I did not mean to omit /track..thanks for bringing that up. As far as areatrack, I am quite partial to being able to track spawn points. It would be great if we could truely know what is in the area at a given time.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
theshagnasty
Tue Mar 23, 2004 2:57 am
#72






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..!





Marcus Nasticus - FarStar

-=Master Ranger=-
By choice, not holo....!
Stewwi
Tue Mar 23, 2004 3:11 am
#73

Harvesting : INCREASE THE % by a lot more + harvest all 3 resources


Camping : the modules that have been proposed a 1000 times + weather hazads that can be avioded by camping. ( and by weather hazards i dont mean u get 2 wounds and thats it cos like that players will just keep moving, by hazards i mean if u stay out there and a kreedle attacks u ure dead.)


Tracking : areatrack thats gives all the creatures in a wide area lets say 1k, then with the trck ability u can focus on one crreature and be affective on a wider area



Creature- defence/offensive bonouses


Traps : anything that does a diff would be much appreicated



THE Ranger

on the farstar server
DaImpaler Girith
Proud Member of the Crimson Maraduers
RohmEnari
Tue Mar 23, 2004 3:37 am
#74






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.






Not many people thought it was "pie-in-the-sky fluff" back when it was first presented to Thunderheart. Why the dissent now? IMHO, impatience has set it and people want to just settle. I refuse to settle. While I agree we should get some minor fixes now, such as for creature harvesting and trapping, I firmly believe that we need to shoot for the moon.We seem to have two vastly different views on this, and that is ok. To use an acting analogy, most directors will always tell you to make your performance as big and grandiose as you possibly can, as it is easier to tone you down than to build up what is not there. The devs need something to work with. I think the more we give them the better.They can justwhittle away till they get it where they agree it should be.




Your friendly neighborhood Ranger,


Reyune


Enbow
Tue Mar 23, 2004 4:03 am
#75

I consider "pie-in-the-sky" stuff to be anything NOT able to do in just a few lines of code changes.


For example:



Quick: Increasing Damage Effects on traps, and perhaps making effects such as dizzy more powerful

Complicated: Adding even more traps, allowing them to stack easily ontop of each other, and allowing their us on humanoids.


Quick: Double or Triple regeneration rates while in camp

Complicated: Adding modular camps so that large turrets can be constructed to fend off enemies. Adding the ability for camps to stay active while the players hunt, allowing a group to return to camp afterwards.


Quick: Adjust the math on the harvests so that the more harvest skill you have, the curve increases and you'll be rewarded better.

Complicated: Higher the harvest skill the better the quality of meat.




Everything above would be great to Rangers. What I think Calculus wants is a quick list to go to the Devs with and say "look. This is whatsof most importance to us now". With the list being small and EASILY added in within publish 7.


The more you add to the list, the more they'll want to wait until the profession revamp comes back around to Rangers.




Marksman 4/0/0/3
Scout *MASTERED!*
Ranger 0/0/3/0
Rifleman 2/1/1/1
CH 1/1/1/1
JBMat
Tue Mar 23, 2004 5:00 am
#76

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





AgonThalia
Tue Mar 23, 2004 6:11 am
#77

My top 10 in order of importance

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)



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

wickedHangover
Tue Mar 23, 2004 6:29 am
#78






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...







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