Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-22-04)
I certainly agree with the Rangers who have posted here, but there are more problems with rangering than harvesting. We need a looksee TH/Devs. Our last useful skill (all of the others stink or have been nerfed) is barely adequate to justify the profession. Tell me again why I would want to keep master Ranger when I can drop it, keep master scout, master another combat profession and become a killing and harvesting machine.
Fred_Skinner wrote:
I'd like to add to the harvesting request...
Demand for creature harvested stuff is far outstripping supply. Harvest needs increased. There were several proposed items in the SotP for Rangers that dealt with this.
- Increase the percentage overall, especially for Rangers.
- Allow harvesting of more then one resource. Just why would we leave the bone after stripping the hide?
- Give us a trap-harvestor. The idea would be we would have an ability to find the migration patterns on a planet and put down a trap that would "catch" animals. We could lay that down on one planet and hunt on another, catching "in-shift" stuff in both. This would be like a beaver trap in the days of the Fur Trade.
At least the harvest increase could be done. That "Vegash" or whatever you call it is pathetically inadiquat for the magnitude of the problem.
damocles88 wrote:
I have a suggestion that might help some of us long-time players continue to play.
As characters age and do certain activities, they could receive 'life experience' in the form of an increase to their 250 skill point cap. An example of things that could increase the skill point cap would include (the numbers are there as examples only and probably need to be tweaked):
AnXdiety wrote:
Part 1 General
...snip...
2c. Classes and Professions
All classes need to be balanced against each other. For the primary forms of attacks there is 3 main lines. Long range, Mid range and Close range. They should all be balanced off of each other. Pistoleers should target health and be close range fast damage dealers with a max range of 48. They should not be able to fire further than that. Carbineers should be the middle of the road targetting the action pool and have a medium speed cap at around 3 seconds while they do a medium damage. Riflemen should have their range increased to 96 meters. They should do higher damage at a slower rate. Perhaps a 5 second delay cap and target the mind pool. Each would have their own role from their respective ranges. The same could apply for the Melee classes. Fencer high speed low damage, swords medium speed medium damage and then pikemen with high damage at a slower rate. TKA should be moved to require master brawler as a prerequisite. Leave it as a culmination of all the above classes as they are now.
...snip...
You can't do the speed thing, we have been over this. Status effects and front-load damage vs over time damageget to be a problem. Not to mention suspending belief just to make balance.
Lets think of things that, say, have some semblance of real life instead AND achieve balance. Example: Dual Wield for pistoleers. 2 damage types at the same time, double damage. Now it's on par with Rifles, but not the same, you need to expoit advantages against disadvantages. I do agree the range thing needs to be fixed for them. Their long range needs to be as crippling as Rilfeman short range (no, it isn't). Carbineers just plain needs fixed, AoE KD and such (and only them). Think along these lines.
Think outside the MMORPG box and useexamplesfrom real life to make it much more immersive. Real pistols are last ditch weapons the sniper whips out on a guy about to sneek up and knife you. Something like great close range and running with Dual Wield. Rifles are the core infintry weapon, and sniper if given enough cover and time to do sniping. Carbines are the spec ops guys: they should have some cool moves, master of status effects and great defense all around. Commandos should have anti-vehicle abilities, punch out walls, turrets, the best AoE attacks. Think this way. Nerfage makes me chafe...
Calculus_Entropy wrote:I certainly agree with the Rangers who have posted here, but there are more problems with rangering than harvesting. We need a looksee TH/Devs. Our last useful skill (all of the others stink or have been nerfed) is barely adequate to justify the profession. Tell me again why I would want to keep master Ranger when I can drop it, keep master scout, master another combat profession and become a killing and harvesting machine.
Fred_Skinner wrote:I'd like to add to the harvesting request...
Demand for creature harvested stuff is far outstripping supply. Harvest needs increased. There were several proposed items in the SotP for Rangers that dealt with this.
- Increase the percentage overall, especially for Rangers.
- Allow harvesting of more then one resource. Just why would we leave the bone after stripping the hide?
- Give us a trap-harvestor. The idea would be we would have an ability to find the migration patterns on a planet and put down a trap that would "catch" animals. We could lay that down on one planet and hunt on another, catching "in-shift" stuff in both. This would be like a beaver trap in the days of the Fur Trade.
At least the harvest increase could be done. That "Vegash" or whatever you call it is pathetically inadiquat for the magnitude of the problem.
Exactly. As a Master Ranger/ Swordsman, I was outharvested by a scout with 4 hunting boxes and commando. This was pathetic. The fact that someone who can merely outdamage me and harvest faster is in my opinion an imbalance that I would like looked at. Ranger should include finesse and skill and not just competition with a high damage output.
Calculus_Entropy wrote:I certainly agree with the Rangers who have posted here, but there are more problems with rangering than harvesting. We need a looksee TH/Devs. Our last useful skill (all of the others stink or have been nerfed) is barely adequate to justify the profession. Tell me again why I would want to keep master Ranger when I can drop it, keep master scout, master another combat profession and become a killing and harvesting machine.
Fred_Skinner wrote:I'd like to add to the harvesting request...
Demand for creature harvested stuff is far outstripping supply. Harvest needs increased. There were several proposed items in the SotP for Rangers that dealt with this.
- Increase the percentage overall, especially for Rangers.
- Allow harvesting of more then one resource. Just why would we leave the bone after stripping the hide?
- Give us a trap-harvestor. The idea would be we would have an ability to find the migration patterns on a planet and put down a trap that would "catch" animals. We could lay that down on one planet and hunt on another, catching "in-shift" stuff in both. This would be like a beaver trap in the days of the Fur Trade.
At least the harvest increase could be done. That "Vegash" or whatever you call it is pathetically inadiquat for the magnitude of the problem.
Exactly. As a Master Ranger/ Swordsman, I was outharvested by a scout with 4 hunting boxes and commando. This was pathetic. The fact that someone who can merely outdamage me and harvest faster is in my opinion an imbalance that I would like looked at. Ranger should include finesse and skill and not just competition with a high damage output.
1. Increase by a factor of 4 the materials needed for each individual spice item.
2. Add one 'optional component' slot to each spice recipie.
3. Allow spice expermentation, to give spice 'charges'. (the reason for the 4x increase). This also gives us a reason (finally) to find quality materials.
4. Allow spices to be affected by the Bio Engineer made food additives... increasing Percentages of effects, duration of effect, or increasing the number of charges. Of course the 'filling' abilities will be useless. (the reason for #2). This eliminates the 'one spices IV smuggler is as good as another', and gives those that would go out looking for the right stuff an edge.
5. In addition to Bio Engineered food additives, allow us to try various other materials in the optional slot to 'cut' our spices with, for varying effects... Including other spices, though the effects of 'mixing spices' should be somewhat unpredictable, and should also be undocumented by SoE (let the smugglers find out themselves), perhaps giggledust mixed into Neutron pixie lowers it's downer, while mixing giggledust and muon gold produces radically different buff numbers (-400 mind, +1000 focus and willpower, with a double duration downer). In some cases mixing generic materials (such as flower fruits) may have a minor benificial or detrimental effect... by making all sorts of combinations, you give the tree a very 'shadowy, illegal, underground' profession kind of feel... and perhaps the guy who finds adding combat medic mind poison units to his muon gold doubles the buff in exchange for a much longer downer might just keep it his little personal secret, so his customers have to come to him.
6. List downer times and effects on the spice. Necessary if you are going to affect them with different materials.
7. Add three spices to master smuggler. Make at least one of them something 'exotic'.
I have but ONE request... Let us stack factory crates to 1000.
I have 12 types of ABPH's and it's very difficult to know exactly how many I have left, and which crates are what serials... I have 7 crates of same serial with various numbers in them.. i.e. a crate of 12, crate of 3, item out of the crate, crate of 5, crate of 20. Crafting is already frustrating enough as it is... I'm already using 2 houses to hold the resources, 1 to hold the looted components, 4 to hold the factory crates, and 4 factories, I craft 30 crates of stuff a week... this is nuts.
Also, Why is it that Rocket launchers, LBC's, HPBC's, and ABC's only come out in crates of 7? We can split the crates, why can't we restack them?
Master Ranger/Master Rifleman
Eclipse Server
MUSIC AND SOUND EFFECTS!
these can contribute to starwarsiness greatly. Just go to www.livethesaga.com. It feels so starwarsy because of the music, doesn't it?