Artisan Archive

Thread: Proposal: The Surveyor's Vest (Artisan Armor, solution for the Artisan issue?)

JokitoRoyo
Wed May 18, 2005 12:04 am
#27


First off MsNil that's a nice idea to fix an issue you all are having. Unfortunately it really takes away a part of what Rangers have to offer, from an already too limited arsenal. I don't know of any ranger that wouldn't, if asked politely, camo any artisan of any type.


I would really hope that the devs make our existing solutions like camo and maskscent work, before endevouring to create a completely new solution.


If they do go forward with this suggestion, then I ask that maybewe could have a component that would be craftableby Rangers for each planet. It would be used up with each use... heck it could even be our camo packs.


Dunno. With the way things are going, I imagine your idea will be accepted and put in place. I will not harbor resentment towards you or yours if that happens.




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SickSix
Wed May 18, 2005 12:06 am
#28

sorry, but unless Maskscent and Camo start working and are made more effective than this idea. I say it ain't gonna happen. Good idea. but really steps all over the most expensive profession in the game.



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Almagill
Wed May 18, 2005 12:22 am
#29

On the whole I think this idea has merit, but I have to agree with the rangers and scouts who have laready posted.

Any sort of creature avoidance should be dependant on an existing skill which is currently ingame, that is, maskscent for scouts and cammo/conceal for rangers. The ability to avoid detection is dependant on both the players mask/cammo skill, the CL of the passing creature, it's aggression and a couple of other variables. Unless you have either a /mask or /conceal ability you should not be able to avoid detection.

By all means, a garment that improves your existing skillset, yes. Something that takes from another profession, no.



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BioEngine
Wed May 18, 2005 12:34 am
#30

This is 1/3 of our profession, that you are attempting to add to your own. We have seen other professions be given what we have asked from the Devs for 2 years (we being Rangers, not myself and other Rangers. I've only been playing 4 months.) I would like to know how you plan on avoiding exploitation of this device.


People could take Master Artisan, and use it to get through the Geo caves and get to the mag seal containers within it. This is a minimal example of the situations that it could be used wrongfully in. I am wondering, why is it that our profession is so favorable that others have to imitate our abilities without taking the skill themselves? This is why you should limit its affects, if you are to pursue its implementation.



  • This should not be a 100% accurate device, and it should have a cut-off point at CL 40-ish

  • I suggest that it be an Armorsmith device, because of your references to PSG's andthe similarity between the two.



Now, if I had it my way, I would make this device into a type of structure that did not take up lots, instead of a clothing item at all. Similar to our camp kits, it would be created and placed, and would have a radial menu to select to disband it.



I agree that Artisans should have some more protection than a PSG, but I still feel like yet another profession is stepping on our toes by asking for a gimmie item that would push back our Revamp that much further.




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Dpjarrett
Wed May 18, 2005 3:01 am
#31






BioEngine wrote:

We've been waiting for our revamp, to be pushed back yet again. Plus, the CU gave other professions the abilities that we asked the Devs for 2 years about.






Oh believe me as a smuggler I can feel your pain. If there's any profession that has been stepped on as badly, if not worse than, ranger it's smuggler. Everytimethe Jedi or BH even hint thatoneof our abilities may be unbalancedtheDevs polish up the big old nerf bat and get ready to smack us down.I just got a kick out of all of the posting because this is the most action our forum has seen in a month.


Anyway, you all have brought up some very good points that I think many of us had not considered. I for one, even though I used to be a ranger, never even thought of how this might perceived as "stealing" the mask scent/camo ability. With that in mind I agree with those ofyou that have saidthat were such an item to be implemented it should at the very least require a ranger provided component if not be made by rangers entirely.



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Cryos_Merovingian
Wed May 18, 2005 5:47 am
#32



Dariane_Kamutsovy wrote:
Ok, first of all, this is not a flame or whatever.
But what I do not get is why a "new" item needs to be invented. As I'm playing several toons (= professions) I happen to know about flaws and issues.
As Ranger/MCH I don't like the idea. It takes away even MORE of our functionality (we cannot HIDE from radar even tough we have a complete tree devoted to it, while a RIFLEMAN with just a few skills CAN). As such I cannot support it (that is: both this idea AND therifleman's concealment).
Combined already with the option to SAMPLE and SURVEY while being MOUNTED (while a Ranger cannot even use camo or use /track is also absurd).
AsMArtisan/MDE/MMerchant I understand. But I ALSO know the the DE line of crafting is and has been borked for months now.In fact:droids, being seen as pets, have had their HAM nerfed -> makes them useless in combat. Hence no more protection from them. Which means they can't be used to protectyou while surveying.
Why not FIX things instead of adding.
Fix DE: FIX the armor segments (which cannot be made for L5/L6 armor because of the AS changes). Re-nerf combat droids. Add a few more droids that are able to keep up with (flying/riding)bike/swoop/av21 and are CERTIFIED for ARTISAN profs only. These droids may have more ham (or even more firepower) then normal fighter droids (usable by any class). This will add some really needed stuff to DE as well.
As Artisan and even as full fletched entertainer I'd like such a droid just to be able to protect me. I'd need NOTHING else.
As for Ranger fixing... that needs a lot more work and this is not the place for that.



Now THERE'S a good idea. This doesn't step on anybodies toes, provides a solution to the problem at hand, adds more to the game for another prof as well, and improves interdependency in the game! Well done.
/tiphat



___________________________________
CRYOS MEROVINGIAN
Elder Ranger

FultonMeigs
Wed May 18, 2005 6:01 am
#33

I don't think the current situation with crafters is acceptable but I don't this this new equipment is the way to go. Yes, I'm a Ranger and yes I think this would in some small way "step on our toes" as regards camo and maskscent but I really think the issue is larger that this.


I think crafters should just be certed for armor but not get the any, or most, of the combat profession mitigations. You wouldn't be fast or accurate while wearing it, but you don't need to be. Even if you were just certed for the "light" recon armor, factioned and non-factioned, you would have significant amounts of protection.





Fulton Meigs
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CasualMaker
Wed May 18, 2005 6:54 am
#34

Instead of an "armor" item, how about an installation? Sonic animal repeller, requires 1 lot, effect radius 64m to 128m depending on experimentation. Same "footprint" as a personal harvester, same maintenence and power requirements as a medium harvester. Schematic at Master Artisan, requires Survey III to use.

Not useful for surveying, I know, but it can provide a safety zone (if you can reach it) around a group of harvesters and/or factories.



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Phenix1050
Wed May 18, 2005 7:56 am
#35

Another Ranger here. I know, I know-- we're everywhere.


I'll firstly agree with what many of my colleagues said-- this idea comes pretty close to our skills-- enough to make me worried.


Secondly-- I'll propose a solution I think might (read might) work.
The main problem with this idea as I see it is that you can simply wear it any time-- no penalties or anything like that. That's a problem to me. So I'm going to expand upon an idea I read in the first paragraph-- this is like a PSG. So make it have a set "charge"-- say around 200. Every time you walk by an aggro critter with it on, that creatures CL will be subtracted from the total charge. So walking by Krayt dragons will NEVER be a good idea.When the charge is done, so is the item. There should also be a chance to fail. This chance should go up around high level creatures. These should be a Master Artisan item to make, and they should be very expensive to make. Experimentability will determine the charge and the chance to fail, meaning that good resources will have to be used.


This isn't a perfect solution by far, but it at least makes the idea have a downside and a consumable cost. You could also set it so that you can't just reactivate one the second the other one dies, making this a last-chance solution. You don't wear it out the entire trip, but you turn it as a last resort. Meaning that Ranger skills that don't deplenish, like Camo, are still a more attractive short-term solution.


Let me go on record here and say that despite the negative feedback from Rangers, we do understand where you're coming from. I am my fellow Rangers aren't trying to be like "these are my toys and you can't have them". But taking from the poor and giving to the also-poor isn't a good idea. I'll support any idea that fixes this, provided it doesn't affect other professions. Most of the corrs know that I'm not a guy who only worries about my community, but rather the game as a whole. I think the same is true of most Rangers. So don't give up, keep kicking out ideas. We'll throw our ideas around too.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
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BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
NnahOlos
Wed May 18, 2005 10:24 am
#36

This is yet another reply from asomewhat angryranger. I would have to strongly disagree with this idea. It drasticly reduces the usefullness of our already nerfed camo ability. Is it really that hard for an artisan to go up to a ranger and ask him for camo? But wait... that would mean you would have to interact with other players in this MMORPG.



IGN: Nnah Olos -- SA Ace Pilot
ALT: Nnicana Olos --Semi-Noob Shipwright

Im a Smuggler too, but the ground game sucks now. Give me back Ranger and Creature Handler.
NnahOlos
Wed May 18, 2005 10:46 am
#37

pulled from the ranger forum...







Guruweaver wrote:



Some suggested solutions that, again in my opinon, won't work:
1) Bodyguard (droid or PC): A body guard might kill the mob, but there is no mechanism or ability for the guard to intercept the attacks directed to the non-combat toon. In other words, the guard can fling themselves in front of the non-com and 'take a bullet' for him/her. Additionally, being a bodyguard, while nice from the RP perspective, is dead boring. It is difficult to get and keep a bodyguard for lengthy survey runs or harvester runs.







Actually..... there is. Guess who has it? Thats right. Rangers. Its a skill under the trapping tree called "rescue". Hmm.... a ranger can not only camo you to protect you from arggo, but he/she can also "take a bullet" for you. Also, rangers can use traps to literaty hold a creature in one spot. Say there was a lvl 80 MOB 10m from your mineral extractor. Take a ranger along, and 2 p-darts later you can waltz right up and empty your hopper without a care in the world. A rangeras abody guard is starting to look pretty good now isnt it? Dont tell me a 12pt WS selling uber rifles for 3 mill cant afford us.





IGN: Nnah Olos -- SA Ace Pilot
ALT: Nnicana Olos --Semi-Noob Shipwright

Im a Smuggler too, but the ground game sucks now. Give me back Ranger and Creature Handler.
Guruweaver
Wed May 18, 2005 10:55 am
#38

The ranger /rescue is a reactive skill, not a proactive skill. The very first shot of the mob will likely hit the person they are guarding. If the ranger is quick off the mark, they can /rescue and pull the mob off.

I was conceptualizing a proactive skill/state.

Honestly, I'm not gunning after rangers, I'm just trying to find a happy place where we can enjoy our chosen playstyle.

I'm extremely open to suggestion as to solutions for this.

Although I really like the interactivity and role playing aspects of hiring a player body guard, I am doubtful that it is a job that many players would really want to do. Would you enjoy taking an hour of prime game play time to watch me survey for a good waypoint? Or fiddle with my harvesters across five planets? I'm thinking many combat/ranger players wouldn't want to do that on a regular basis.

Thoughts? Ideas?

Guru



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Calculus_Entropy
Wed May 18, 2005 11:04 am
#39






DaveG wrote:






Edit:
Of course the obvious solution is to alter mob behaviour. At the moment we only get rewarded for killing a mob at approximately the same CL as ourselves. Perhaps we should have mobs behaving similarly;only attacking players of a similarcombat level. Then all you CL1 players don't need to worry about being one-hit killed by CL10+ mobs.


Message Edited by DaveG on 05-18-2005 05:45 AM





While this would be grabbing another game's system (albeit another SOE game), I think this should be introduced. I mean really...is pissed off bunny really angry enough to attack a 7' leezard?



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