Artisan Archive

Thread: Publish 17 on the way to TC

Owen-Lars
Sat May 21, 2005 4:22 pm
#14

Hopefully we canchange/remove these camo kit changesbefore it goes to live and instead of diluting the ranger profession we can actually implement a good system that adresses the issues without negatively impacting another profession.



THORTAC BALCOR
The Lost Ranger
RANGER
Luzenit
Sun May 22, 2005 5:42 am
#15


I just need a little more information on the powerup requirements. Is it only the chemical portion of the schematic requiring DR instead of PE or straight DR? Being that there was limited chemicals with PE, DR was a good change if this is the only change. What about the mineral portion....is DR going to be required as well?









Kazara____ Weaponsmith___Master Commando____


"Imperial Gal of Fiery Pwnage"


[KAZ]mart Theed -5171, 3385:::::::::Mission Market Restuss 5444, 6370



Slysix
Sun May 22, 2005 6:06 am
#16

Hrm...people are thinking the addition of camo kits to be used by everyone is gonna fix the problem with crafter survivability...


I see a slight problem with this solution. If the camo fails, the crafter is still dead. Said crafter would have no chance to react to an attack as he will now be closer to the baddie then before. Well... they can prepare to hit the OK button when the "Would you like to clone here or there" window pops up.


Mind you I can see all the "cammoed up" crafters running around right outside cnet cuz they want to avoid the dreaded crazed durnies.


As for taking the camo ability uniquess from rangers...I'm not quite wure this is the right solution to our problem.



Baroun
Thu May 26, 2005 9:13 am
#17






KaiRaene wrote:
Congrats guys. I guess it didnt take much for them to take our skills and give them away. Sure, we have to craft em for ya but still. Not ranting at Artisans here just ranting in general.

Lemme know how they work. Kinda curious if wearing a ton of camo clothes and perhaps some camo CA's or AA's work with this....





I think you may be looking at this the wrong way....


Creature handlers make a fair bit of money training non-CH pets and Mounts. Folks are happy to pay for it.


And for the whole life of the game, Artisans of one kind or another have bought meat, hide, bone from rangers and scouts , used it to craft something, and then jacked up the per unit price and sold it.


Now, Rangers have a chance to get into the crafting market and sell their kits at a higher CPU for harvested stuff than selling the raw materials.


You're not losing the ability, and your profession mods still mean you can get more effectiveness out of the kits than other folks... you're gaining a new product line, and one which will allow you to make use of the resources from a lot of non-uber-stat-resource harvests.


I have a standing "2cpu for stacks of 1000" for most hide, meat, and bones in game. If a ranger shows up at my door with a comment of "I've got all the materials here to do a factory run of 'x' kits. I'll sell the finished kits to you for 4CPU, if you let me use your factory" , I'm in. I'll mark up 25% or so and resell, but heck, if you're looking at 1000 kits at 10 units of material each (guessing, probably more) then the ranger is picking up 40kcr for selling the resources to me as kits rather than 20kcr for selling it to me as stacks... and all he has to do is include a schematic which takes 2 minutes to make and he's ahead 20k...



BioEngine
Fri May 27, 2005 12:40 am
#18






Baroun wrote:





KaiRaene wrote:
Congrats guys. I guess it didnt take much for them to take our skills and give them away. Sure, we have to craft em for ya but still. Not ranting at Artisans here just ranting in general.

Lemme know how they work. Kinda curious if wearing a ton of camo clothes and perhaps some camo CA's or AA's work with this....





I think you may be looking at this the wrong way....


Creature handlers make a fair bit of money training non-CH pets and Mounts. Folks are happy to pay for it.


And for the whole life of the game, Artisans of one kind or another have bought meat, hide, bone from rangers and scouts , used it to craft something, and then jacked up the per unit price and sold it.


Now, Rangers have a chance to get into the crafting market and sell their kits at a higher CPU for harvested stuff than selling the raw materials.


You're not losing the ability, and your profession mods still mean you can get more effectiveness out of the kits than other folks... you're gaining a new product line, and one which will allow you to make use of the resources from a lot of non-uber-stat-resource harvests.


I have a standing "2cpu for stacks of 1000" for most hide, meat, and bones in game. If a ranger shows up at my door with a comment of "I've got all the materials here to do a factory run of 'x' kits. I'll sell the finished kits to you for 4CPU, if you let me use your factory" , I'm in. I'll mark up 25% or so and resell, but heck, if you're looking at 1000 kits at 10 units of material each (guessing, probably more) then the ranger is picking up 40kcr for selling the resources to me as kits rather than 20kcr for selling it to me as stacks... and all he has to do is include a schematic which takes 2 minutes to make and he's ahead 20k...








We are not a crafting profession for others. We make what is necessary for our survival. That being said, the entire issue behind this is that the Devs would sooner give a bone to crafters via our own concealment uniqueness that was added to our profession to make us unique in the first place, than fix any of our bugs that have persisted ever since the CU conversion, months, or even years since the game started.



  • None of the Devs have replied to Owen about anything. They haven't even told him if our Camo modifier is based ona a percentage or a numbered check against other creatures / npcs.



  • Not enough testing time has been allowed for these changes, to the people who pay SOE to test their own game for them.



  • Traps do not apply their intended states, and there is no visible sign of the states that are supposed to be applied, except for the P-Dart.



  • Rescue does not work at all, because /peace, being a previously imposed requirement for it to work, has been removed from the game.



  • Camo kits do not work against aggressive creatures. They are instantly broken. Same with Mask Scent.



  • Creature knowledge still does not show the resists, effectiveness, or special attacks of creatures.



  • Camps have not repelled aggressive creatures, like they are stated as having the function of, for years.



  • We do not have the ability to forage a rare item, which the description on 0200 of Ranger states.



  • Creature to hit and damage bonuses do not apply with the new attack layout.





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