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