Jedi Archive

Thread: Ranger Revamp

NikkiDial
Wed Jul 28, 2004 6:18 pm
#40

If you dont think that stealth gank squads will be the norm then you have never played in a game with stealth.


In Daoc where the stealth had many balances, one of them being on the weakest classes, but it also had countermeasures

and the inability for other classes to dabble in it.


Make it master ranger and every cambat profession can still get master of a combat profession and get stealth.


Dont believe me??? Just propose it on the GCW board and see how fast it gets shot down. There will be seriously guilds

of stealthers that do nothing but get in 20 man groups looking for people to kill.


So what stealth is removed on attack everyone is already dead by then. And soon after their bases and anything else in the way.

Stealth is just not a good idea, yet you cling to it as the savior of this class.


I dropped my ideas about the added skillpoints, so why you cant you see anything other than your own visions?



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Phenix1050
Wed Jul 28, 2004 7:05 pm
#41






NikkiDial wrote:

If you dont think that stealth gank squads will be the norm then you have never played in a game with stealth.


In Daoc where the stealth had many balances, one of them being on the weakest classes, but it also had countermeasures

and the inability for other classes to dabble in it.


Make it master ranger and every cambat profession can still get master of a combat profession and get stealth.

Yes but most WON'T since anybody without a bevy of combat skills doesn't fair very well in PvP. Don't believe me? Look at BH's. They were supposed to be the ultimate PvPers vs. Jedi and they had to have a skillpoint reduction so that they could get more combat skills. A decent level Jedi can take on a number of players, even those with multiple skilltrees.

Dont believe me??? Just propose it on the GCW board and see how fast it gets shot down. There will be seriously guilds

of stealthers that do nothing but get in 20 man groups looking for people to kill. That's the great thing about ST:G. You can't just kill someone. They have to be declared or have a TEF. gee...that means that the majority of people wouldn't be able to be attacked.


So what stealth is removed on attack everyone is already dead by then. ARE YOU KIDDING? Seriously, have you ever done PvP? A fully buffed/armored fight between high level toons takes a long time. What prof can one-shot kill? Even if a 20 man gank squad comes your way, the first round isn't likely to kill you unless they all happen to be the same combat prof. I hope you don't seriously think that a stealth skill that becomes useles in one shot can actually end a battle before it begins. I can use an LLC against an unarmored player and they won't go down in one shot. Even unbuffed it usually take 5-6 hits...and that's with them not firing back. (the person in question needed to be killed to accumulate BF to get ensure that the ent group he was part of could get XP faster. And soon after their bases and anything else in the way.Again...one shot ends stealth. After the first shot, the Ranger skill becomes useless and the primary combat prof becomes the only factor. Thus, a person who used stealth would be LESS effective, since a person with two combat classes can usually be more effective than a single. People stack combat profs for a reason. It's more effective. Take away the power of a second combat prof and people will be less effective in PvP and base assaults. Stealth would only be good for recon against a base. The second you break cover, you lose a PvP combat prof and you're screwed against combat stackers.

Stealth is just not a good idea, yet you cling to it as the savior of this class. No, I cling to it as a good idea. The savior of the class is a long and difficult process and cannot be fixed by a single idea, no matter how good it is. It is a combination of ideas.


I dropped my ideas about the added skillpoints, so why you cant you see anything other than your own visions?

This isn't my vision. This is Fred's vision. and NRass' vision and the vision of a bevy of Rangers, many of whom never took time off to go do other proffessions and stuck with it from the inception. This is merely an idea, and, thusfar it has recieved a lot of commentary from many Rangers. Good or bad, this idea has got people thinking outside the "but the devs said this" box. You dropped the idea about the added skills because the majority of posts said that your idea was headed the wrong direction. When the majority of the people go "no, stealth is wrong" and give a coherant argument against it, I'd be happy to revise my views. I may still think the idea is good, but if the majority of the Ranger population thinks it's wrong, then they're no point beating a dead horse, is there.


I apoplogize again to any Rangers out there who feel I am being callous. I don't mean to go for these tete a tete's with Nikki. Again, the posts on this thread are the worst side of me and I tend to be vicious when I sense that I am right and being slighted nonetheless. However, I'd again like to point out that NONE of these battles are important. You can read them and measure our arguments, but it is the opinion of the masses that matter. I am not the voice of the Ranger. I am merely one voice among many. I feel that Nikki has missed this important point. It's not about the one guy who disagrees with you. It's about the proffession as a whole. I have surely been vocal, since Nikki and i seem to be responding directly towards one another. But this isn't about me. and it isn't about him, though both of us are guilty of making it appear that way.


In the end, focusing our points towards one another takes away from this board. It's not about my voice dissenting, Nikki. It's not about my personal vision. It's about the desire of the proffession. Since I haven't seen many people agreeing with you and the Outdoorsman had page after page of support, I am led to believe that the outdoorsman is the will of the people. Again, I wish to end this post by proclaiming myself through. I don't want to battle your posts Nikki. I don't mean to antagonize and I apologize if that's how I came off. I'd love to discuss this with you. Perhaps through forum mail. But I dont want to post against your post time and time again, trying to get through my points over and over and over. Until you can show me that there is a large amount of support for your ideas among the Ranger community at large, there is nothing more to discuss. You can say that I'm being self-centered and see only my view, but you fail to see that people have agreed with what I'm saying. Meaning that's their vision too. How can it be "my" vision if it is shared by others.


Ranger as a proffession belongs to all of us. We cannot hold one another back, and the only way to move forward is together. Wherever this communtiy goes, I will follow. It may not always be the way I like, but I would hope that I would be able to handle it in a mature fashion.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
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.
NikkiDial
Wed Jul 28, 2004 8:51 pm
#42

The majority of posts????


Please you and nemo is the only ones directly against me.


Two others made no comment post, basically just saying nothing is easy


One didnt add any type of response other then I dont like it


One said I like it if atleast some of these ideas got in


and another pointed out that having the BE and CH additions wasnt a good idea.


So How does this make it some type of board backlash, unless this is all that left of the ranger community, if thats the

case then whats the point of saying anything??? The devs wont take time for us because there is no one here to

please for their time spent, when it can be spent elsewhere and be more highly rewarding for their time.



Obviously you havent been reading anything about the new combat balance and how our current system is jacked.

Supposedly, so I hear, they will make it much easier for people to be killed in pvp. Making it so there arent anymore

20 minute battles. Ofcourse that may all be just talk or whatever, cause I doubt SOE would make this game easier

than it already is to play. O wait PvP isnt easy because its near impossible to kill each other and there is no reward

for killing each other.


You really make my head hurt because its as if you have never read any other board other than this one. Please read

some other boards so you can get an idea of where the devs plan on taking this game. OO ya and reread what I had said

and take out CH and BE bonuses and see how different that is, then from what everyone else wants to see.



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NikkiDial
Thu Jul 29, 2004 11:53 am
#43

Im being civil, just a little sarcastic, because I have to explain things soo much



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Owen-Lars
Thu Jul 29, 2004 1:21 pm
#44


Dont believe me??? Just propose it on the GCW board and see how fast it gets shot down. There will be seriously guilds

of stealthers that do nothing but get in 20 man groups looking for people to kill.







Cant agree more with that statement.

Stealth has been posted so many times before, mainly in the rifleman forums (before it got infected with powergamers). Its not that im against having it in one form or another and freds post is realy great, however stealth would be a super super powerfull ability that the devs have already said they will never implement, but the devs had said things the dont mean before



No one hates the radar more than me, it ruins pvp and the anticipation and suspense factor. Having stealth remove you from radar would be a very welcome change, and wouldnt be too empowering to the profession using it, especially because it would cost 140 skill points to get if at master ranger


Im not too keen on suporting visual stealth in this game, but im all for radar stealth, although that in itself brings up a whole deal of exploitable avenues.



THORTAC BALCOR
The Lost Ranger
RANGER
Zeilik
Fri Jul 30, 2004 9:04 pm
#45

Another thing would be to maybe get rid of the 'tab' function in pvp, or of least you can not target rangers with tab but you would have to either use /target or click on them
Zaldaran
Fri Sep 10, 2004 10:00 pm
#46

I like the idea of changing the ranger class so that other crafting classes can start to depend on them. I've always wanted a ranger, but never really felt like I'd have a lot of fun as I looked through the skill tree. I recently made one on the new TC server, just to see what i can do with one. But the thing I always loved about Galaxies was the interaction between the crafting classes and the fighting classes to create the economy of the game. The crafters making weapons, armor, and vehicles that everybody else uses, but they decay and must be repaired or a new one must be made. The harvesting must be done and factories and harvesters must be built. but the ranger class never really had much of a place in all this. So i really liked the idea of us finding special enhancing items, or being able to harvest better, or at least enhancing harvesters in some way. And I would love to see more ranger quests, like hunting special creatures on each planet, and maybe getting some kind of badge that says "yeah, i tracked and killed this thing". Even if there is no real reward besides bragging rights. I'd just like to see the stuff we make become useful for other classes, and to integrate us more into the galaxies economy, while still keeping the rangers sort of a class that goes out into the wilderness on our own, and brings back items nobody else can find. With the exception of hunting parties.
BlakkStar
Sat Sep 11, 2004 7:54 pm
#47

To Nikki: Your ideas are too self-serving. You want Ranger to benefit BE and be like CH too much.


To Phenix: Bows and Daggers step on the toes of Riflemen and Fencers.






Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
Phenix1050
Sun Sep 12, 2004 9:47 am
#48

Blakkstar, check out the full outdoorsman 2.1 proposal. It explains exactly why bows and daggers WON'T step on existing combat profs toes.

Basically, the idea is that bows and daggers deal a new type of damage, tenatively titled "piercing damage". Now creatures would have little to no resistance to this type of damage. All armors on the other hand would be 75-100% resistant, meaning that you can't use Ranger skill against players.


The limited range of the bow, as well as it's ability only to affect creatures, ensures that the two are not the same. Oftentimes, a Master Rifleman will find it faster to kill a creature with their rifle. A fencer may find that his or her specials are faster and more effective. Ranger bows and daggers will ensure that there is no creature a Ranger can't consider fighting. If the animal has low resists, Headshot3 will always be a smart choice. However, if a ranger finds themselves up against a creature with resists to traditional weapons, they can take out the bow and dagger and use them.


Rifleman are known for high damage, fencer forhigh resists. The Ranger wouldn't be able to deal the pure amount of damage a rifleman can (and can't do ANY damage to players in armor). Rangers wouldn't have the resists of a Fencer, but would have a "creature toughness" that ensured that our hunting knowledge is usefull, by making us more likely to block or avoid animal attacks. Again, these bonuses don't apply to PvP.


Thus Ranger weapons don't step on toes, if you look at it, they actually would be complementary to other weapons.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
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.
Rooks
Sun Sep 12, 2004 1:34 pm
#49






NikkiDial wrote:

Stealth will never be introduced. Not only has the devs said its too hard to code, but then you would have pvp templates picking up ranger just to get the skill. The way our skill sets are set up you will never see stealth because it is just to easy to abuse by adding other professions. I would like to see it also but its just not possible without allowing for alot of abuse. In other games it was good because it was limited and had counters. But in swg there is no way it can be limited and there are no counters for it.


You may not have read the latest threads on stealth so I will discuss our NEW DISCOVERY. Seems that Invisible CSRs show up ONLY on /areatrack. This means that they are invis to the eye, the map, AND the radar. THIS IS RANGER STEALTH! It IS coded and it can easily be added to the MASTER RANGER title. Now, as for balance everyone knows that a MAster Ranger can only Master 1 other profession and since we have zero co0mbat abilities right now most likely it is a combat one. So a 1 combat master/Master Ranger with Stealth is NOT unbalancing cause RANGERS have the counter balance to stealth already, /areatrack. With a tweak or two /areatrack could have a chance to reveal a stealthed ranger dependant on whatever crazy formula the devs want to create. So, STEALTH IS IN GAME AND IS A POSSIBILITY!


Modular camps is a start but none of them add any real benifit except the shuttle camp, everything else is just plain nullified by gameplay. Really though just give us mission terms in our camps and make it so they dont break when we aggro and give us unique ranger houses and thats all we need.


I'll agree with this, but would still like modular camps if given an option.



Just because TH has said something doesnt make it fact. You may want a skill a certain way, but the truth is the devs WILL NOT give you quick and easy access to huge loot dropping mobs. Its as simple as that. You have to sacrifice something or you wont get anything.


How is enhancing ranger templates that are popular taking away from 1 profession? I make tissues for food and clothes but im not taking away from the chef or the tailor I only enhance their gameplay while adding to my own. If you dont want to take advantage of those skills then dont, because you dont have to. Ranger from the beggining has been stated to be a support profession and not a standalone profession. You want a standalone profession but the fact is it HAS to be a support profession because it has too many support features that would break it if is was added to other professions. Just like CH used to be ranger will be nerfed back to beta if they added what you wanted in.


Support is alot of neat skills that add to other professions and compliment them in ways that can add diversity to the game. This is what rangers will become in the future just as they are now.


I also want Mountedf Combat for Rangers and a Ranger weapon or ranger combat abilities. Just my 2 creds











--------------------------------------------------------------------------------------
Rooks (the non-famous one)
Rooks - Master Ranger / Master Creature Handler
"Ranger is a Lifestyle, not a Profession"
Veteran of the Great Melon Nerf War of '03
An Amatuer built the Ark, Professionals built the Titanic
--------------------------------------------------------------------------------------
BlakkStar
Sun Sep 12, 2004 3:45 pm
#50






Phenix1050 wrote:

Blakkstar, check out the full outdoorsman 2.1 proposal. It explains exactly why bows and daggers WON'T step on existing combat profs toes.


It did read it in its entirety several times. Great post. Great ideas overall.My only issueis the ranger weapon. There was a point and time when I wanted a bow but now I'm totally against it. Quite simply I think it goes totally against our role. Damage-dealing belongs in the realm of professions needing marksman or brawler as a prerequisite (and of course Jedi).


Basically, the idea is that bows and daggers deal a new type of damage, tenatively titled "piercing damage". Now creatures would have little to no resistance to this type of damage. All armors on the other hand would be 75-100% resistant, meaning that you can't use Ranger skill against players.


Adding a damage type for rangers just seems highly unlikely and poorly justifiable in my opinion. We are combat support. Our skills in terms of combat, should enhance our chances of success such as debuffing creatures or by adding a critical hit mod to our combat profession of choice. The whole concept of "piercing" sounds to me that you want to express that an increase of creature knowledge arms the ranger with a better understanding of a creature's weakpoints. Therefore they know exactly where to hit the creature in order to do the most damage. If that is the case then I think a critical hit mod would best exemplify "knowledge of a creature's weakness." Otherwise how does an arrowor dagger do piercing damage but fencer weapons (including any other weapon)do not?


The limited range of the bow, as well as it's ability only to affect creatures, ensures that the two are not the same.


I should have said Wookiee riflemen in reference to their bowcasters.


Oftentimes, a Master Rifleman will find it faster to kill a creature with their rifle. A fencer may find that his or her specials are faster and more effective. Ranger bows and daggers will ensure that there is no creature a Ranger can't consider fighting. If the animal has low resists, Headshot3 will always be a smart choice. However, if a ranger finds themselves up against a creature with resists to traditional weapons, they can take out the bow and dagger and use them.


Rifleman are known for high damage, fencer forhigh resists. The Ranger wouldn't be able to deal the pure amount of damage a rifleman can (and can't do ANY damage to players in armor). Rangers wouldn't have the resists of a Fencer, but would have a "creature toughness" that ensured that our hunting knowledge is usefull, by making us more likely to block or avoid animal attacks. Again, these bonuses don't apply to PvP.


Either though the ranger weapons idea is totally unappliable to PVP it still is combat-related. I discussed my views roles in the Defining Ranger thread. But briefly stated, Ranger is a combat supporting profession, not adirect combat profession. While pure combat professions are solely dedicated to combat (minus TKA meditation line), Ranger is geared towards overall supportin the wilderness, healing and combat. In many other games the Ranger is a combatclass, in SWG its not.


I do like the idea of being able to kill any and all creatures despite mycombat profession's damage limitations butagain I can't support the idea since it goes against(what I perceive to be) SWG'sunderlying concept of the ranger and scout. Believe I'm a TKM and so when I say I would love to have an all-creature killing weapon I'm serious.



Thus Ranger weapons don't step on toes, if you look at it, they actually would be complementary to other weapons.


It would be anything but complementary to other weapons. More specifically it would supplement one's combat profession. As u stated above: "However, if a ranger finds themselves up against a creature with resists to traditional weapons, they can take out the bow and dagger and use them." This statement indicates that the ranger weapon wouldn't complement other weapons but would instead substitute them, thus supplementing a limited combat profession.









Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
Shflow
Sun Sep 12, 2004 6:39 pm
#51






NikkiDial wrote:



Oki I have done alot of reading on these boards and have come up with these ideas on how to easily fix ranger.


The first thing that came to mind is that ranger is a support class and as such should have many levels of depth and dependencies so that we can all find out how we would like to play our ranger individually. This brings me to 3 areas I would like to focus on. Right now Crafters, Bioengineers, Creature Handlers and all aroundBig game huntersuse us or could use our skills to complement their own professions.


CRAFTERS


This is how crafters can take advantage of us and how we can compliment crafters. At present their are many recipes that are underutilized because of how hard certain ingrediants are to harvest.


The architect could quest for a few different new type of schematics. These being the Fish&Shellfish farm, the Eggs&Dairy Farm, and the Hide,Bone,and Meat Farm. Yes these could be better named EachFarm takes up 4 lots. Also each farm has an extra requirement of special Biotissue I will talk about later and instead of power cost we have food costs to go along with regular costs. These farms can also be tied to a Ranger camp which I will talk about later when I mention the new camps. To find these new types of resource spawns we would get some similiar to the artisan survey line but only usuable by rangers so basically a ranger survey line. This would come with a few quests also to find the 3 new survey tools that we could use. These new farms would allow many of the under used schematics to become popular because the ability to gain resources in real numbers instead of 3 and 4 unit lots you find on the bazaar.

Many people have been begging for farms. I know how hard it is not only to gather these items in quantity, but also how hard it is to get anyone to do it for you. Right now on the Eclipse boards 5k milk is at 150cpu. Do you know how often these auctions come along???? Hardly ever, and thats even with those inflated prices. I dont see why we cant add ways to harvest more of these items and just make new schematics be more resource specific to add the variety. BTW when is the last time you saw someone selling fish???????


Second is our own natural ability to harvestsome of theseresources. As it stands we have a total of +50 to harvesting once we reach master. I say remove the bonuses we get throughout the harvesting line and instead distrubute it like this. +50 at camping4 +50 at wayfering4 +50 at harvesting4 +50 at trapping4 and +50 at master level. This would give us an additional +200 to our harvesting skills and would allow us to be the true kings of harvesting.

This here maybe a little too high but as it stands we really arent that different from a regular scout with Harvest4 except they have 63 more skill points than us at ranger harvest4. So why not give us huge bonuses at the top of each line so it cant really be exploited.


Again the forage skill should allow us to forage for the special reasearch data that goes into certain schematics. Forage always had the tag that specials items could be found, why not tie it into here to make it atleast somewhat useful Its not like its easy to forage and can be abused. Give us a chance to make loot an item that doubles or triples the effect of brandy Since it can be only used on 1 brandy it wount be too powerful. Heck any combination could be used here, like tripleing time which could be used in the low time schems or reducing filling. or whatever!

HEHEHE I want the forage skill useful for once. Every since beta I have been dreaming this skill would help me find great treasures. SO far though it has been nothing more than a nuisance. I would love to pull up a nice little item that could be added to something to make it a little better


Bio-Engineers


Many bio-engineers would like to become a ranger but it has no real use to them as it stands. They would like it if they could sample without maskscent breaking but camo offers nothing additional other than letting the ranger give the max maskscent bonus to another player. My idea is to allow Camo to be unbreakable by creaturesat master level. Right now there are no real advantages to having unbreakable camo so why keep us from having it when it would add depth to the profession?


Hey, I am a Bio-engineer and was the 2nd CHmaster on eclipse. So I know exactly what mask scent is good for and what its not. Having it not break only helps shave a little time of of taming and sampling. You can still be aggroed from taming and sampling so their is risk enough. And really their is no risk now considering it breaks at 60m and you have plenty of time to turn around out of range before they aggro.


Master Bio-engineers that are also master rangers can quest for special schematic/s that will allow them to make a special biotissue that supplies the farms with specific types of resources/creatures to compliment the new farm idea. you would need the Bio-engineer to sample the creature and the ranger part to make the schematic. Heck you could also do this without the req of being master bio-engineer, since they can just supply the ranger with the tissues. But I always tend to keep things harder to obtain Also these tissues can fuel the harvestors for 30-days at a time before they need replaced.

This just adds depth to the profession and also adds worth to another profession, how can that be bad


Lastly you would add more effectiveness to the Bioengineers sampling ability by adding in +5 to the top of all four branches of ranger and to master ranger giving the Bio-engineer a +25 to sampling. This would allow a bio-engineer who specialized this way to sample faster and sample higher level creatures so that they could be a little bit ahead of other bio-engineers. This goes good with the rangers superior animal knowledge and makes sense a master ranger could have a little info on helping make creatures

Im a bioengineer, so I know this added effect wont really help us. As it stands right now most bioengineers NEVER sample because its not worth it unless you are one dedicated sucker. There is nothing I can think of that would be new to us that would make these skills unbalanced. It would only decrease our sample time which would be a godsend. And maybe allow the devs to add in special sample quests and things of that nature now or later on.


Creature Handler


Well many creature handlers would like to be a ranger but adds nothing to them even though it should. The camo idea would help them in taming since they have the same troubles in taming in certain areas. And really who cares if a creature handler can tame without a chance of maskscent breaking normally on its own. Heck I think the fact a creature has the ability to randomly attack you on a fail is resistence enough to any abuses.

Hey, I am a Bio-engineer and was the 2nd CHmaster on eclipse. So I know exactly what mask scent is good for and what its not. Having it not break only helps shave a little time of of taming and sampling. You can still be aggroed from taming and sampling so their is risk enough. And really their is no risk now considering it breaks at 60m and you have plenty of time to turn around out of range before they aggro.


Rangers have often had trouble with being a class without a weapon. So my idea is to add +5 to the top of all 4 trees and +10 at master to maximum creature levels for a total of +30. This would allow Master rangers to have a +40 creature out and give a creature handler the ability to have and TAME a +100 creature or have 3 good creatures out at Master level. Right now there are no game breaking critters that a creature handler could get out or tame given the fact that they would have to invest so heavily into this template. It would also open up a new range of rare creatures to collect for those rare creature handlers that would like it this way.

Oki reason for this is because many rangers have stated we need some type of weapon. By adding this we gt an equivilant of a weapon that suits us and wont make us anymore powerful than a creature handler with two lines of CH and the harvesting line in ranger. Which happens to be the only used line in ranger right now Giving creature handlers +30 levels really doesnt change them much. There are no huge creatures above level 70 that can be tamed and any made available in the future will be controlled by SOE. Also at present CHers can have 3 awesome level 23 creatures or they could have 3 creatures at level 33 with basically the same stats from a bioengineer. So really all this does is open up more content for both professions.


Lastly I think two new skills should be added into the Rangers old harvesting line. First one you get at harvest2 which gives you the ability to gallop with your mount non-stop. It may not seem like it makes sense that a creature can gallop forever but we dont see vehicles able to drive nonstop without refueling. Basically adding functionality to mounts that doesnt exist now. Next would be adding in Animal Calm in at harvesting4. I dont know if this should be tied to any skills to effect how likely you are to fail or not though. But I think this skill is needed generally and is very useful when trying to tame a rare baby thats attacking you Basically just giving a 25% chance to fail is all it really needs to be useful and wont allow you to abuse the command.

The reasoning for adding perma-gallop is basically I want to see dang mounts again and adding this feature would make this happen. As long as vehicles are so much more better no one will really take the mount option except the rare occasions. A basic calm with a 60sec timer and 25% chance of fail would offer us just the right balance for this new skill and cant really be abused.


Big Game Hunters


First Tracking needs to be updated. As it stands now it is incredibly hard to find what you are looking for. First I would keep the range of the skill as it is. After that the next item I would change is the way you are directed to creatures. i would instead of listing everything in the area I would List the type of each one then you can click on it to be given a waypoint to that creature.

I hate general directions cause its just lame. With the limit on range I think that giving waypoints wont be harmful. You still have to be withen like 250meters of the thing.


Next we get to quest for a special tool on everyplanet that allows us to track that planets big game. Yes I know I am adding in a ton of quests here But rangers are just that type of people, we want to hunt down our special items and not just have them all handed to us. These tools point us in a general direction and are tied to our ranger survey skill on how wide of a range they will allow us to see. We pick our game then follow the tool until we find a high scent of the creature and then use our FORAGE skill to see if we can dig up any clues on how close the creature is. If we are lucky will will forage a special item that we can add to the tool, then have it point us in a new direction where it might possible be. This happens a few times depending on how lucky we get and how tough the creature is to find in the wild. Basically making the hunt 15-30minutes long to have it special spawn the creature or npcs we are looking for.

This opens up new content to regular players and guilds that dont want to have their fun ruined by spawn campers. I cant see the harm in investing 15-30mins time to get a spawn you and your guild/friends would enjoy killing. it just adds a funfactor back to the game and that is never bad, even if krayt tissue drops.


Lastly Traps should benefit us more. Ideas such as multi-state effects such as a blind/stun trap and other combinations. Make some true AOEs like the brawler spin attacks. Have them effect all types of creatures,NPC, and PCs. There should be some that reduce the resists on something by 20-50% of a specific resistance. There should be agression traps so that animals dont try to run and warp when they get close to death. Heck just so many things that can be added here that would make traps useful.

Hey everyother profession gets state effects why not us. Not only that we want good traps that justifies our skillpoint expenditure. I cant see how this would effect anyoen negitively.


One Last Thing


There should be special Camps that act as houses for rangers, Just like merchant tents. They take 2 lots just like a normal house and can store 150items just like a regular house. Only rangers can make these houses and as you guessed it only from a quest. There are different house types can can get also. These are tied into the new farm idea because sme of these houses create a 100% spot withen a certain radius of a camp making each farm able to produce more. These camps should be able to encompass 10 farms withen its radius. I dont know how you would do this either by a true radius effect like a city with a bonus or have each farm able to tie into the house with a manual command. There would be different types of houses for each type of farm giving a good deal of questing for us

This gives our special housing and adds a new depth to the farming system if it was added also. Depth it what drives a game.


OOOO Ya, forgot about this....


Wayfering really has no use. not unless you either upp the cap on run speed, or give us a perma sprint button along with a bonus to our vehicle and creature terrain negotiation. Or something along those lines. You did it for jedi so why not us




So everyone what do you think????



Message Edited by NikkiDial on 07-25-2004 07:59 PM



Hm, interesting, valid points, hurrah hurrah hurrah. Rangers ftw!



|Go with the Flizow|
Shflow
Sun Sep 12, 2004 6:40 pm
#52






Shflow wrote:





NikkiDial wrote:



Oki I have done alot of reading on these boards and have come up with these ideas on how to easily fix ranger.


The first thing that came to mind is that ranger is a support class and as such should have many levels of depth and dependencies so that we can all find out how we would like to play our ranger individually. This brings me to 3 areas I would like to focus on. Right now Crafters, Bioengineers, Creature Handlers and all aroundBig game huntersuse us or could use our skills to complement their own professions.


CRAFTERS


This is how crafters can take advantage of us and how we can compliment crafters. At present their are many recipes that are underutilized because of how hard certain ingrediants are to harvest.


The architect could quest for a few different new type of schematics. These being the Fish&Shellfish farm, the Eggs&Dairy Farm, and the Hide,Bone,and Meat Farm. Yes these could be better named EachFarm takes up 4 lots. Also each farm has an extra requirement of special Biotissue I will talk about later and instead of power cost we have food costs to go along with regular costs. These farms can also be tied to a Ranger camp which I will talk about later when I mention the new camps. To find these new types of resource spawns we would get some similiar to the artisan survey line but only usuable by rangers so basically a ranger survey line. This would come with a few quests also to find the 3 new survey tools that we could use. These new farms would allow many of the under used schematics to become popular because the ability to gain resources in real numbers instead of 3 and 4 unit lots you find on the bazaar.

Many people have been begging for farms. I know how hard it is not only to gather these items in quantity, but also how hard it is to get anyone to do it for you. Right now on the Eclipse boards 5k milk is at 150cpu. Do you know how often these auctions come along???? Hardly ever, and thats even with those inflated prices. I dont see why we cant add ways to harvest more of these items and just make new schematics be more resource specific to add the variety. BTW when is the last time you saw someone selling fish???????


Second is our own natural ability to harvestsome of theseresources. As it stands we have a total of +50 to harvesting once we reach master. I say remove the bonuses we get throughout the harvesting line and instead distrubute it like this. +50 at camping4 +50 at wayfering4 +50 at harvesting4 +50 at trapping4 and +50 at master level. This would give us an additional +200 to our harvesting skills and would allow us to be the true kings of harvesting.

This here maybe a little too high but as it stands we really arent that different from a regular scout with Harvest4 except they have 63 more skill points than us at ranger harvest4. So why not give us huge bonuses at the top of each line so it cant really be exploited.


Again the forage skill should allow us to forage for the special reasearch data that goes into certain schematics. Forage always had the tag that specials items could be found, why not tie it into here to make it atleast somewhat useful Its not like its easy to forage and can be abused. Give us a chance to make loot an item that doubles or triples the effect of brandy Since it can be only used on 1 brandy it wount be too powerful. Heck any combination could be used here, like tripleing time which could be used in the low time schems or reducing filling. or whatever!

HEHEHE I want the forage skill useful for once. Every since beta I have been dreaming this skill would help me find great treasures. SO far though it has been nothing more than a nuisance. I would love to pull up a nice little item that could be added to something to make it a little better


Bio-Engineers


Many bio-engineers would like to become a ranger but it has no real use to them as it stands. They would like it if they could sample without maskscent breaking but camo offers nothing additional other than letting the ranger give the max maskscent bonus to another player. My idea is to allow Camo to be unbreakable by creaturesat master level. Right now there are no real advantages to having unbreakable camo so why keep us from having it when it would add depth to the profession?


Hey, I am a Bio-engineer and was the 2nd CHmaster on eclipse. So I know exactly what mask scent is good for and what its not. Having it not break only helps shave a little time of of taming and sampling. You can still be aggroed from taming and sampling so their is risk enough. And really their is no risk now considering it breaks at 60m and you have plenty of time to turn around out of range before they aggro.


Master Bio-engineers that are also master rangers can quest for special schematic/s that will allow them to make a special biotissue that supplies the farms with specific types of resources/creatures to compliment the new farm idea. you would need the Bio-engineer to sample the creature and the ranger part to make the schematic. Heck you could also do this without the req of being master bio-engineer, since they can just supply the ranger with the tissues. But I always tend to keep things harder to obtain Also these tissues can fuel the harvestors for 30-days at a time before they need replaced.

This just adds depth to the profession and also adds worth to another profession, how can that be bad


Lastly you would add more effectiveness to the Bioengineers sampling ability by adding in +5 to the top of all four branches of ranger and to master ranger giving the Bio-engineer a +25 to sampling. This would allow a bio-engineer who specialized this way to sample faster and sample higher level creatures so that they could be a little bit ahead of other bio-engineers. This goes good with the rangers superior animal knowledge and makes sense a master ranger could have a little info on helping make creatures

Im a bioengineer, so I know this added effect wont really help us. As it stands right now most bioengineers NEVER sample because its not worth it unless you are one dedicated sucker. There is nothing I can think of that would be new to us that would make these skills unbalanced. It would only decrease our sample time which would be a godsend. And maybe allow the devs to add in special sample quests and things of that nature now or later on.


Creature Handler


Well many creature handlers would like to be a ranger but adds nothing to them even though it should. The camo idea would help them in taming since they have the same troubles in taming in certain areas. And really who cares if a creature handler can tame without a chance of maskscent breaking normally on its own. Heck I think the fact a creature has the ability to randomly attack you on a fail is resistence enough to any abuses.

Hey, I am a Bio-engineer and was the 2nd CHmaster on eclipse. So I know exactly what mask scent is good for and what its not. Having it not break only helps shave a little time of of taming and sampling. You can still be aggroed from taming and sampling so their is risk enough. And really their is no risk now considering it breaks at 60m and you have plenty of time to turn around out of range before they aggro.


Rangers have often had trouble with being a class without a weapon. So my idea is to add +5 to the top of all 4 trees and +10 at master to maximum creature levels for a total of +30. This would allow Master rangers to have a +40 creature out and give a creature handler the ability to have and TAME a +100 creature or have 3 good creatures out at Master level. Right now there are no game breaking critters that a creature handler could get out or tame given the fact that they would have to invest so heavily into this template. It would also open up a new range of rare creatures to collect for those rare creature handlers that would like it this way.

Oki reason for this is because many rangers have stated we need some type of weapon. By adding this we gt an equivilant of a weapon that suits us and wont make us anymore powerful than a creature handler with two lines of CH and the harvesting line in ranger. Which happens to be the only used line in ranger right now Giving creature handlers +30 levels really doesnt change them much. There are no huge creatures above level 70 that can be tamed and any made available in the future will be controlled by SOE. Also at present CHers can have 3 awesome level 23 creatures or they could have 3 creatures at level 33 with basically the same stats from a bioengineer. So really all this does is open up more content for both professions.


Lastly I think two new skills should be added into the Rangers old harvesting line. First one you get at harvest2 which gives you the ability to gallop with your mount non-stop. It may not seem like it makes sense that a creature can gallop forever but we dont see vehicles able to drive nonstop without refueling. Basically adding functionality to mounts that doesnt exist now. Next would be adding in Animal Calm in at harvesting4. I dont know if this should be tied to any skills to effect how likely you are to fail or not though. But I think this skill is needed generally and is very useful when trying to tame a rare baby thats attacking you Basically just giving a 25% chance to fail is all it really needs to be useful and wont allow you to abuse the command.

The reasoning for adding perma-gallop is basically I want to see dang mounts again and adding this feature would make this happen. As long as vehicles are so much more better no one will really take the mount option except the rare occasions. A basic calm with a 60sec timer and 25% chance of fail would offer us just the right balance for this new skill and cant really be abused.


Big Game Hunters


First Tracking needs to be updated. As it stands now it is incredibly hard to find what you are looking for. First I would keep the range of the skill as it is. After that the next item I would change is the way you are directed to creatures. i would instead of listing everything in the area I would List the type of each one then you can click on it to be given a waypoint to that creature.

I hate general directions cause its just lame. With the limit on range I think that giving waypoints wont be harmful. You still have to be withen like 250meters of the thing.


Next we get to quest for a special tool on everyplanet that allows us to track that planets big game. Yes I know I am adding in a ton of quests here But rangers are just that type of people, we want to hunt down our special items and not just have them all handed to us. These tools point us in a general direction and are tied to our ranger survey skill on how wide of a range they will allow us to see. We pick our game then follow the tool until we find a high scent of the creature and then use our FORAGE skill to see if we can dig up any clues on how close the creature is. If we are lucky will will forage a special item that we can add to the tool, then have it point us in a new direction where it might possible be. This happens a few times depending on how lucky we get and how tough the creature is to find in the wild. Basically making the hunt 15-30minutes long to have it special spawn the creature or npcs we are looking for.

This opens up new content to regular players and guilds that dont want to have their fun ruined by spawn campers. I cant see the harm in investing 15-30mins time to get a spawn you and your guild/friends would enjoy killing. it just adds a funfactor back to the game and that is never bad, even if krayt tissue drops.


Lastly Traps should benefit us more. Ideas such as multi-state effects such as a blind/stun trap and other combinations. Make some true AOEs like the brawler spin attacks. Have them effect all types of creatures,NPC, and PCs. There should be some that reduce the resists on something by 20-50% of a specific resistance. There should be agression traps so that animals dont try to run and warp when they get close to death. Heck just so many things that can be added here that would make traps useful.

Hey everyother profession gets state effects why not us. Not only that we want good traps that justifies our skillpoint expenditure. I cant see how this would effect anyoen negitively.


One Last Thing


There should be special Camps that act as houses for rangers, Just like merchant tents. They take 2 lots just like a normal house and can store 150items just like a regular house. Only rangers can make these houses and as you guessed it only from a quest. There are different house types can can get also. These are tied into the new farm idea because sme of these houses create a 100% spot withen a certain radius of a camp making each farm able to produce more. These camps should be able to encompass 10 farms withen its radius. I dont know how you would do this either by a true radius effect like a city with a bonus or have each farm able to tie into the house with a manual command. There would be different types of houses for each type of farm giving a good deal of questing for us

This gives our special housing and adds a new depth to the farming system if it was added also. Depth it what drives a game.


OOOO Ya, forgot about this....


Wayfering really has no use. not unless you either upp the cap on run speed, or give us a perma sprint button along with a bonus to our vehicle and creature terrain negotiation. Or something along those lines. You did it for jedi so why not us




So everyone what do you think????



Message Edited by NikkiDial on 07-25-2004 07:59 PM



Hm, interesting, valid points, hurrah hurrah hurrah. Rangers ftw!









Shflow wrote:





NikkiDial wrote:



Oki I have done alot of reading on these boards and have come up with these ideas on how to easily fix ranger.


The first thing that came to mind is that ranger is a support class and as such should have many levels of depth and dependencies so that we can all find out how we would like to play our ranger individually. This brings me to 3 areas I would like to focus on. Right now Crafters, Bioengineers, Creature Handlers and all aroundBig game huntersuse us or could use our skills to complement their own professions.


CRAFTERS


This is how crafters can take advantage of us and how we can compliment crafters. At present their are many recipes that are underutilized because of how hard certain ingrediants are to harvest.


The architect could quest for a few different new type of schematics. These being the Fish&Shellfish farm, the Eggs&Dairy Farm, and the Hide,Bone,and Meat Farm. Yes these could be better named EachFarm takes up 4 lots. Also each farm has an extra requirement of special Biotissue I will talk about later and instead of power cost we have food costs to go along with regular costs. These farms can also be tied to a Ranger camp which I will talk about later when I mention the new camps. To find these new types of resource spawns we would get some similiar to the artisan survey line but only usuable by rangers so basically a ranger survey line. This would come with a few quests also to find the 3 new survey tools that we could use. These new farms would allow many of the under used schematics to become popular because the ability to gain resources in real numbers instead of 3 and 4 unit lots you find on the bazaar.

Many people have been begging for farms. I know how hard it is not only to gather these items in quantity, but also how hard it is to get anyone to do it for you. Right now on the Eclipse boards 5k milk is at 150cpu. Do you know how often these auctions come along???? Hardly ever, and thats even with those inflated prices. I dont see why we cant add ways to harvest more of these items and just make new schematics be more resource specific to add the variety. BTW when is the last time you saw someone selling fish???????


Second is our own natural ability to harvestsome of theseresources. As it stands we have a total of +50 to harvesting once we reach master. I say remove the bonuses we get throughout the harvesting line and instead distrubute it like this. +50 at camping4 +50 at wayfering4 +50 at harvesting4 +50 at trapping4 and +50 at master level. This would give us an additional +200 to our harvesting skills and would allow us to be the true kings of harvesting.

This here maybe a little too high but as it stands we really arent that different from a regular scout with Harvest4 except they have 63 more skill points than us at ranger harvest4. So why not give us huge bonuses at the top of each line so it cant really be exploited.


Again the forage skill should allow us to forage for the special reasearch data that goes into certain schematics. Forage always had the tag that specials items could be found, why not tie it into here to make it atleast somewhat useful Its not like its easy to forage and can be abused. Give us a chance to make loot an item that doubles or triples the effect of brandy Since it can be only used on 1 brandy it wount be too powerful. Heck any combination could be used here, like tripleing time which could be used in the low time schems or reducing filling. or whatever!

HEHEHE I want the forage skill useful for once. Every since beta I have been dreaming this skill would help me find great treasures. SO far though it has been nothing more than a nuisance. I would love to pull up a nice little item that could be added to something to make it a little better


Bio-Engineers


Many bio-engineers would like to become a ranger but it has no real use to them as it stands. They would like it if they could sample without maskscent breaking but camo offers nothing additional other than letting the ranger give the max maskscent bonus to another player. My idea is to allow Camo to be unbreakable by creaturesat master level. Right now there are no real advantages to having unbreakable camo so why keep us from having it when it would add depth to the profession?


Hey, I am a Bio-engineer and was the 2nd CHmaster on eclipse. So I know exactly what mask scent is good for and what its not. Having it not break only helps shave a little time of of taming and sampling. You can still be aggroed from taming and sampling so their is risk enough. And really their is no risk now considering it breaks at 60m and you have plenty of time to turn around out of range before they aggro.


Master Bio-engineers that are also master rangers can quest for special schematic/s that will allow them to make a special biotissue that supplies the farms with specific types of resources/creatures to compliment the new farm idea. you would need the Bio-engineer to sample the creature and the ranger part to make the schematic. Heck you could also do this without the req of being master bio-engineer, since they can just supply the ranger with the tissues. But I always tend to keep things harder to obtain Also these tissues can fuel the harvestors for 30-days at a time before they need replaced.

This just adds depth to the profession and also adds worth to another profession, how can that be bad


Lastly you would add more effectiveness to the Bioengineers sampling ability by adding in +5 to the top of all four branches of ranger and to master ranger giving the Bio-engineer a +25 to sampling. This would allow a bio-engineer who specialized this way to sample faster and sample higher level creatures so that they could be a little bit ahead of other bio-engineers. This goes good with the rangers superior animal knowledge and makes sense a master ranger could have a little info on helping make creatures

Im a bioengineer, so I know this added effect wont really help us. As it stands right now most bioengineers NEVER sample because its not worth it unless you are one dedicated sucker. There is nothing I can think of that would be new to us that would make these skills unbalanced. It would only decrease our sample time which would be a godsend. And maybe allow the devs to add in special sample quests and things of that nature now or later on.


Creature Handler


Well many creature handlers would like to be a ranger but adds nothing to them even though it should. The camo idea would help them in taming since they have the same troubles in taming in certain areas. And really who cares if a creature handler can tame without a chance of maskscent breaking normally on its own. Heck I think the fact a creature has the ability to randomly attack you on a fail is resistence enough to any abuses.

Hey, I am a Bio-engineer and was the 2nd CHmaster on eclipse. So I know exactly what mask scent is good for and what its not. Having it not break only helps shave a little time of of taming and sampling. You can still be aggroed from taming and sampling so their is risk enough. And really their is no risk now considering it breaks at 60m and you have plenty of time to turn around out of range before they aggro.


Rangers have often had trouble with being a class without a weapon. So my idea is to add +5 to the top of all 4 trees and +10 at master to maximum creature levels for a total of +30. This would allow Master rangers to have a +40 creature out and give a creature handler the ability to have and TAME a +100 creature or have 3 good creatures out at Master level. Right now there are no game breaking critters that a creature handler could get out or tame given the fact that they would have to invest so heavily into this template. It would also open up a new range of rare creatures to collect for those rare creature handlers that would like it this way.

Oki reason for this is because many rangers have stated we need some type of weapon. By adding this we gt an equivilant of a weapon that suits us and wont make us anymore powerful than a creature handler with two lines of CH and the harvesting line in ranger. Which happens to be the only used line in ranger right now Giving creature handlers +30 levels really doesnt change them much. There are no huge creatures above level 70 that can be tamed and any made available in the future will be controlled by SOE. Also at present CHers can have 3 awesome level 23 creatures or they could have 3 creatures at level 33 with basically the same stats from a bioengineer. So really all this does is open up more content for both professions.


Lastly I think two new skills should be added into the Rangers old harvesting line. First one you get at harvest2 which gives you the ability to gallop with your mount non-stop. It may not seem like it makes sense that a creature can gallop forever but we dont see vehicles able to drive nonstop without refueling. Basically adding functionality to mounts that doesnt exist now. Next would be adding in Animal Calm in at harvesting4. I dont know if this should be tied to any skills to effect how likely you are to fail or not though. But I think this skill is needed generally and is very useful when trying to tame a rare baby thats attacking you Basically just giving a 25% chance to fail is all it really needs to be useful and wont allow you to abuse the command.

The reasoning for adding perma-gallop is basically I want to see dang mounts again and adding this feature would make this happen. As long as vehicles are so much more better no one will really take the mount option except the rare occasions. A basic calm with a 60sec timer and 25% chance of fail would offer us just the right balance for this new skill and cant really be abused.


Big Game Hunters


First Tracking needs to be updated. As it stands now it is incredibly hard to find what you are looking for. First I would keep the range of the skill as it is. After that the next item I would change is the way you are directed to creatures. i would instead of listing everything in the area I would List the type of each one then you can click on it to be given a waypoint to that creature.

I hate general directions cause its just lame. With the limit on range I think that giving waypoints wont be harmful. You still have to be withen like 250meters of the thing.


Next we get to quest for a special tool on everyplanet that allows us to track that planets big game. Yes I know I am adding in a ton of quests here But rangers are just that type of people, we want to hunt down our special items and not just have them all handed to us. These tools point us in a general direction and are tied to our ranger survey skill on how wide of a range they will allow us to see. We pick our game then follow the tool until we find a high scent of the creature and then use our FORAGE skill to see if we can dig up any clues on how close the creature is. If we are lucky will will forage a special item that we can add to the tool, then have it point us in a new direction where it might possible be. This happens a few times depending on how lucky we get and how tough the creature is to find in the wild. Basically making the hunt 15-30minutes long to have it special spawn the creature or npcs we are looking for.

This opens up new content to regular players and guilds that dont want to have their fun ruined by spawn campers. I cant see the harm in investing 15-30mins time to get a spawn you and your guild/friends would enjoy killing. it just adds a funfactor back to the game and that is never bad, even if krayt tissue drops.


Lastly Traps should benefit us more. Ideas such as multi-state effects such as a blind/stun trap and other combinations. Make some true AOEs like the brawler spin attacks. Have them effect all types of creatures,NPC, and PCs. There should be some that reduce the resists on something by 20-50% of a specific resistance. There should be agression traps so that animals dont try to run and warp when they get close to death. Heck just so many things that can be added here that would make traps useful.

Hey everyother profession gets state effects why not us. Not only that we want good traps that justifies our skillpoint expenditure. I cant see how this would effect anyoen negitively.


One Last Thing


There should be special Camps that act as houses for rangers, Just like merchant tents. They take 2 lots just like a normal house and can store 150items just like a regular house. Only rangers can make these houses and as you guessed it only from a quest. There are different house types can can get also. These are tied into the new farm idea because sme of these houses create a 100% spot withen a certain radius of a camp making each farm able to produce more. These camps should be able to encompass 10 farms withen its radius. I dont know how you would do this either by a true radius effect like a city with a bonus or have each farm able to tie into the house with a manual command. There would be different types of houses for each type of farm giving a good deal of questing for us

This gives our special housing and adds a new depth to the farming system if it was added also. Depth it what drives a game.


OOOO Ya, forgot about this....


Wayfering really has no use. not unless you either upp the cap on run speed, or give us a perma sprint button along with a bonus to our vehicle and creature terrain negotiation. Or something along those lines. You did it for jedi so why not us




So everyone what do you think????



Message Edited by NikkiDial on 07-25-2004 07:59 PM



Hm, interesting, valid points, hurrah hurrah hurrah. Rangers ftw!









Shflow wrote:





NikkiDial wrote:



Oki I have done alot of reading on these boards and have come up with these ideas on how to easily fix ranger.


The first thing that came to mind is that ranger is a support class and as such should have many levels of depth and dependencies so that we can all find out how we would like to play our ranger individually. This brings me to 3 areas I would like to focus on. Right now Crafters, Bioengineers, Creature Handlers and all aroundBig game huntersuse us or could use our skills to complement their own professions.


CRAFTERS


This is how crafters can take advantage of us and how we can compliment crafters. At present their are many recipes that are underutilized because of how hard certain ingrediants are to harvest.


The architect could quest for a few different new type of schematics. These being the Fish&Shellfish farm, the Eggs&Dairy Farm, and the Hide,Bone,and Meat Farm. Yes these could be better named EachFarm takes up 4 lots. Also each farm has an extra requirement of special Biotissue I will talk about later and instead of power cost we have food costs to go along with regular costs. These farms can also be tied to a Ranger camp which I will talk about later when I mention the new camps. To find these new types of resource spawns we would get some similiar to the artisan survey line but only usuable by rangers so basically a ranger survey line. This would come with a few quests also to find the 3 new survey tools that we could use. These new farms would allow many of the under used schematics to become popular because the ability to gain resources in real numbers instead of 3 and 4 unit lots you find on the bazaar.

Many people have been begging for farms. I know how hard it is not only to gather these items in quantity, but also how hard it is to get anyone to do it for you. Right now on the Eclipse boards 5k milk is at 150cpu. Do you know how often these auctions come along???? Hardly ever, and thats even with those inflated prices. I dont see why we cant add ways to harvest more of these items and just make new schematics be more resource specific to add the variety. BTW when is the last time you saw someone selling fish???????


Second is our own natural ability to harvestsome of theseresources. As it stands we have a total of +50 to harvesting once we reach master. I say remove the bonuses we get throughout the harvesting line and instead distrubute it like this. +50 at camping4 +50 at wayfering4 +50 at harvesting4 +50 at trapping4 and +50 at master level. This would give us an additional +200 to our harvesting skills and would allow us to be the true kings of harvesting.

This here maybe a little too high but as it stands we really arent that different from a regular scout with Harvest4 except they have 63 more skill points than us at ranger harvest4. So why not give us huge bonuses at the top of each line so it cant really be exploited.


Again the forage skill should allow us to forage for the special reasearch data that goes into certain schematics. Forage always had the tag that specials items could be found, why not tie it into here to make it atleast somewhat useful Its not like its easy to forage and can be abused. Give us a chance to make loot an item that doubles or triples the effect of brandy Since it can be only used on 1 brandy it wount be too powerful. Heck any combination could be used here, like tripleing time which could be used in the low time schems or reducing filling. or whatever!

HEHEHE I want the forage skill useful for once. Every since beta I have been dreaming this skill would help me find great treasures. SO far though it has been nothing more than a nuisance. I would love to pull up a nice little item that could be added to something to make it a little better


Bio-Engineers


Many bio-engineers would like to become a ranger but it has no real use to them as it stands. They would like it if they could sample without maskscent breaking but camo offers nothing additional other than letting the ranger give the max maskscent bonus to another player. My idea is to allow Camo to be unbreakable by creaturesat master level. Right now there are no real advantages to having unbreakable camo so why keep us from having it when it would add depth to the profession?


Hey, I am a Bio-engineer and was the 2nd CHmaster on eclipse. So I know exactly what mask scent is good for and what its not. Having it not break only helps shave a little time of of taming and sampling. You can still be aggroed from taming and sampling so their is risk enough. And really their is no risk now considering it breaks at 60m and you have plenty of time to turn around out of range before they aggro.


Master Bio-engineers that are also master rangers can quest for special schematic/s that will allow them to make a special biotissue that supplies the farms with specific types of resources/creatures to compliment the new farm idea. you would need the Bio-engineer to sample the creature and the ranger part to make the schematic. Heck you could also do this without the req of being master bio-engineer, since they can just supply the ranger with the tissues. But I always tend to keep things harder to obtain Also these tissues can fuel the harvestors for 30-days at a time before they need replaced.

This just adds depth to the profession and also adds worth to another profession, how can that be bad


Lastly you would add more effectiveness to the Bioengineers sampling ability by adding in +5 to the top of all four branches of ranger and to master ranger giving the Bio-engineer a +25 to sampling. This would allow a bio-engineer who specialized this way to sample faster and sample higher level creatures so that they could be a little bit ahead of other bio-engineers. This goes good with the rangers superior animal knowledge and makes sense a master ranger could have a little info on helping make creatures

Im a bioengineer, so I know this added effect wont really help us. As it stands right now most bioengineers NEVER sample because its not worth it unless you are one dedicated sucker. There is nothing I can think of that would be new to us that would make these skills unbalanced. It would only decrease our sample time which would be a godsend. And maybe allow the devs to add in special sample quests and things of that nature now or later on.


Creature Handler


Well many creature handlers would like to be a ranger but adds nothing to them even though it should. The camo idea would help them in taming since they have the same troubles in taming in certain areas. And really who cares if a creature handler can tame without a chance of maskscent breaking normally on its own. Heck I think the fact a creature has the ability to randomly attack you on a fail is resistence enough to any abuses.

Hey, I am a Bio-engineer and was the 2nd CHmaster on eclipse. So I know exactly what mask scent is good for and what its not. Having it not break only helps shave a little time of of taming and sampling. You can still be aggroed from taming and sampling so their is risk enough. And really their is no risk now considering it breaks at 60m and you have plenty of time to turn around out of range before they aggro.


Rangers have often had trouble with being a class without a weapon. So my idea is to add +5 to the top of all 4 trees and +10 at master to maximum creature levels for a total of +30. This would allow Master rangers to have a +40 creature out and give a creature handler the ability to have and TAME a +100 creature or have 3 good creatures out at Master level. Right now there are no game breaking critters that a creature handler could get out or tame given the fact that they would have to invest so heavily into this template. It would also open up a new range of rare creatures to collect for those rare creature handlers that would like it this way.

Oki reason for this is because many rangers have stated we need some type of weapon. By adding this we gt an equivilant of a weapon that suits us and wont make us anymore powerful than a creature handler with two lines of CH and the harvesting line in ranger. Which happens to be the only used line in ranger right now Giving creature handlers +30 levels really doesnt change them much. There are no huge creatures above level 70 that can be tamed and any made available in the future will be controlled by SOE. Also at present CHers can have 3 awesome level 23 creatures or they could have 3 creatures at level 33 with basically the same stats from a bioengineer. So really all this does is open up more content for both professions.


Lastly I think two new skills should be added into the Rangers old harvesting line. First one you get at harvest2 which gives you the ability to gallop with your mount non-stop. It may not seem like it makes sense that a creature can gallop forever but we dont see vehicles able to drive nonstop without refueling. Basically adding functionality to mounts that doesnt exist now. Next would be adding in Animal Calm in at harvesting4. I dont know if this should be tied to any skills to effect how likely you are to fail or not though. But I think this skill is needed generally and is very useful when trying to tame a rare baby thats attacking you Basically just giving a 25% chance to fail is all it really needs to be useful and wont allow you to abuse the command.

The reasoning for adding perma-gallop is basically I want to see dang mounts again and adding this feature would make this happen. As long as vehicles are so much more better no one will really take the mount option except the rare occasions. A basic calm with a 60sec timer and 25% chance of fail would offer us just the right balance for this new skill and cant really be abused.


Big Game Hunters


First Tracking needs to be updated. As it stands now it is incredibly hard to find what you are looking for. First I would keep the range of the skill as it is. After that the next item I would change is the way you are directed to creatures. i would instead of listing everything in the area I would List the type of each one then you can click on it to be given a waypoint to that creature.

I hate general directions cause its just lame. With the limit on range I think that giving waypoints wont be harmful. You still have to be withen like 250meters of the thing.


Next we get to quest for a special tool on everyplanet that allows us to track that planets big game. Yes I know I am adding in a ton of quests here But rangers are just that type of people, we want to hunt down our special items and not just have them all handed to us. These tools point us in a general direction and are tied to our ranger survey skill on how wide of a range they will allow us to see. We pick our game then follow the tool until we find a high scent of the creature and then use our FORAGE skill to see if we can dig up any clues on how close the creature is. If we are lucky will will forage a special item that we can add to the tool, then have it point us in a new direction where it might possible be. This happens a few times depending on how lucky we get and how tough the creature is to find in the wild. Basically making the hunt 15-30minutes long to have it special spawn the creature or npcs we are looking for.

This opens up new content to regular players and guilds that dont want to have their fun ruined by spawn campers. I cant see the harm in investing 15-30mins time to get a spawn you and your guild/friends would enjoy killing. it just adds a funfactor back to the game and that is never bad, even if krayt tissue drops.


Lastly Traps should benefit us more. Ideas such as multi-state effects such as a blind/stun trap and other combinations. Make some true AOEs like the brawler spin attacks. Have them effect all types of creatures,NPC, and PCs. There should be some that reduce the resists on something by 20-50% of a specific resistance. There should be agression traps so that animals dont try to run and warp when they get close to death. Heck just so many things that can be added here that would make traps useful.

Hey everyother profession gets state effects why not us. Not only that we want good traps that justifies our skillpoint expenditure. I cant see how this would effect anyoen negitively.


One Last Thing


There should be special Camps that act as houses for rangers, Just like merchant tents. They take 2 lots just like a normal house and can store 150items just like a regular house. Only rangers can make these houses and as you guessed it only from a quest. There are different house types can can get also. These are tied into the new farm idea because sme of these houses create a 100% spot withen a certain radius of a camp making each farm able to produce more. These camps should be able to encompass 10 farms withen its radius. I dont know how you would do this either by a true radius effect like a city with a bonus or have each farm able to tie into the house with a manual command. There would be different types of houses for each type of farm giving a good deal of questing for us

This gives our special housing and adds a new depth to the farming system if it was added also. Depth it what drives a game.


OOOO Ya, forgot about this....


Wayfering really has no use. not unless you either upp the cap on run speed, or give us a perma sprint button along with a bonus to our vehicle and creature terrain negotiation. Or something along those lines. You did it for jedi so why not us




So everyone what do you think????



Message Edited by NikkiDial on 07-25-2004 07:59 PM



Hm, interesting, valid points, hurrah hurrah hurrah. Rangers ftw!



huh?




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