Jedi Archive
Thread: Ranger Revamp
JoBoFedderish wrote:
Why would rangers wanna make new monkeys?![]()
Because we've discovered that if we have a monkey or two on hand, owen-lars is sure to visit!
Iseult
Master Ranger / Mediocre Carbineer
Bloodfin
Few ponderings:
It said that terrain negotiation would be spread through the ranger trees. Would this still be over-50 crawl-speed TN? That would make more sense for a spy than the current ranger, at least in my opinion, but I dunno.
What happens to the ranger camps? I would like to see them stay in ranger, but only if the theme of ranger supports it, which I don't think the rogue/spy format really does. With that focus, I think it would make more sense to move them to SL, since cramming them all into scout wouldn't really work well.
What happens to current, throw-type traps? I assume that scouts get the ranger traps (works for me). But, how will it be determined what you can land a thrown trap on? Will the +trapping bonuses from ranger move to scout? Will a scout with trapping 4 be able to land traps on stuff of only level 20? On anything around or below their CL? On CL80's? On higher than CL80?
Why completely trash tracking? It can be a useful skill for CH and BH, enough so that a portion of those professions dabble in ranger currently to get it. Heck, make it a module that can be built into droids, and throw DE's a bone while allowing those that want it to be able to get it.
It's pointless post's like these that lead to garbage rumors being spread. Check the Dev tracker on the pvp element of "stealing". Do some reading before posting mindless crap like u have that can get a whole board in a up roar.
Here are facts for anyone that get's themselves worked up over garbage posts like this;
Once an attempt has been made on every bag, that enemy can't be stolen from any more. That way, stealing is just an additional little thing you can to try and get some extra rewards for facing enemies. You won't always get something amazing, but over time it could be fairly rewarding (of course you are also spending more time not killing enemies than you are killing them, so there is some additional tradeoff aside from having to spend skill points to get the ability)"
Grunzer wrote:
Meatpuppet1987 wrote:
Heh, they should rename Ranger class to "Ninja", because that's what it's turning into. 'Bout time Rangers got some lovin
"Rogue" class seems more like it.
I agree with LecheHombre. I don't want to knock the work put into the revamp but I can say this revamp don't feel anything like the Ranger prof I've come to know and enjoy. Perhaps it's useful to detail why I originally selected the Ranger profession before continuing my mourn.
Ranger was my first and only profession; I have never dabbled in another. My primary attraction to Ranger was that of being a self-sufficient big-game hunter and explorer. My secondary attraction was in providing organic resources to my guild and crafters. I dig that I can fly off to Dathomir, masksent and walk around killing Rancor or whatever other creature I feel like just to check hide/meat stats (when I don't feel like browsing asiabrothes). If I screw up and the critter gets the best of me, I pitch a tent to heal up and start afresh. I use my superior harvesting skills to earn cash to fund my hunting expeditions and I like that I'm valued for my ability to bring in large quantities of the organics crafters need. I particularly enjoy that I can do this without a Jedi spin group backing me up. I dig soloing Krayts and actually find it relaxing after a hard day in RL. That's what I do with my Ranger toon today and, sad though it may be, that's what I continue to enjoy. Heck I've had the FS tree open for a while now but I refuse to drop Master Ranger to continue filling boxes. If that don't say "I like playing my Ranger toon as is", nothing does. Oyeah, and I still have my respect ticket.
As for the revamp, I'm not terribly excited about it because hunting and resource gathering is demoted to Scout and the actual role Rangers are to play in the game remains unclear to me. Certainly that role is vastly different that our role today with an emphasis on PVP.
If demoting our harvesting bonus to Scout means most PVP templates have sufficient skill points pick up uber harvesting, organics become worthless and hunting expeditions with them. This may be a good thing for the economy and intentional but since hunting/gathering and PVE is what I enjoy doing it kinda sucks for me. On the other hand, if uber harvesting skills require Master Scout, those of us that like playing Ranger today can continue to do so as Master Scouts while remaining valuable to the crafter professions as the go-to-prof for large organic orders. Kind sucks TN is not part of the Scout package but o well.
For those Rangers that like the revamp, I do hope it turns out well. My only request is the devs leave a niche for those of us that don’t want to walk the PVP path in SWG.
--suntzu
Message Edited by nugman on 09-17-2005 02:04 AM
Message Edited by nugman on 09-17-2005 02:08 AM
Message Edited by nugman on 09-17-2005 02:09 AM
Sharky112 wrote:
It's pointless post's like these that lead to garbage rumors being spread. Check the Dev tracker on the pvp element of "stealing". Do some reading before posting mindless crap like u have that can get a whole board in a up roar.
Here are facts for anyone that get's themselves worked up over garbage posts like this;
1) "You won't be able to PvP steal from other players when the system launches. It is supported, but content hasn't been created to make us of this capability yet. If/When the content does go in, it will probably be more in the direction of the Bounty-Hunter/Jedi relationship - where someone (a smuggler, just for instance) would consent to carrying a stealable item (some illegal spice, just for instance), knowing another player will get a mission to tryand come steal it from them. It's almost like a game of capture the flag (gotta write that one down!). You won't, however,be able to take anything from anyone's normal inventory.
For now, though - it'sstrictly a PvE ability (with the possibility of a PvP component down the line)."
2) "Currently, Force Cloak is considered to be a mind-trick - hence it cannot be detected by someone trained to see inconsistencies in their surroundings (such as is the case with "Detect Camouflage"). Riflemen, on the other hand, will probably be vulunerable."
3) " Think of each enemyas having, potentially, several "bags" on them. Each bag has one thing in it (you can have this one thing, if you can grasp it). As you make your attempt to steal, you are given a random bag - you reach into the bag and try to grasp what is inside. If you succeed, you get to keep the prize. If you fail... well... Anyway - in either case, the bag you stuck you digits into gets taken away forever (until the enemy is slain). Now you (or someone else) can try again with the remaining bags. Success and failure depends on the camouflage skill of the thief and the detect camouflage skill of the mark (stealing can only be attempted whilst camouflaged/stealthed).
Once an attempt has been made on every bag, that enemy can't be stolen from any more. That way, stealing is just an additional little thing you can to try and get some extra rewards for facing enemies. You won't always get something amazing, but over time it could be fairly rewarding (of course you are also spending more time not killing enemies than you are killing them, so there is some additional tradeoff aside from having to spend skill points to get the ability)"
at the time of this post this was not said.