Jedi Archive

Thread: Ranger Revamp

Owen-Lars
Mon Sep 13, 2004 2:50 am
#53

Man you guys make my eyes bleed with your quoting of quotes lol



THORTAC BALCOR
The Lost Ranger
RANGER
DesktopSaki
Mon Sep 13, 2004 5:20 am
#54






Ranger_Nizzle wrote:


"keep range on tracking the same"


we definitely need a larger tracking radius.. a lot larger.








I would forgo a larger tracking range for genuine tracking. Either EQ-style spammage telling us which way to turn, or a waypoint, or better yet one of those zig-zaggy yellow paths you get when you do a /find in a city.


What we have now is the cowboy stopping, looking at the poop on the ground and going, "Yeah, there was a cow here." Or sitting on a ridge going, "Hey, I saw a cow." What we need is the cowboy stopping and going, "There was a cow here. These tracks lead east, and the broken branches show he turned slightlynorth. Let's follow the trail until we find him."




Once a Ranger... Always a Ranger.
IGN: Stof - Parsec Armor, Mos Omenos, Tatooine, 23 Jump Street -2929 -6677
Home of the Amazin' Flamin' Bothan Crotch
- /salute Phe'nix, Eclipse's only real life Bothan Marine Ranger. Oorah!
Master Ranger and proud of it.
That which does not kill me... Will make someone a really nice coat.

Aileili
Mon Sep 13, 2004 6:19 am
#55


Personally, I feel that /areatracking is perfectly fine, as is. What we NEED is the true /tracking ability that was promised to us so many moons ago.


Here is how I see /track working:


  1. /Track.

  2. Choose desired creature from a list of regional natives.

  3. Receive a waypoint to a location.

  4. Arrive at location and receive another waypoint.

  5. Repeat step 4 several times depending on the Rangers skill.

  6. At the last waypoint, youreceive a message stating that the creatures you seek are in the area.

  7. /Areatrack to find a natural lair spawned by /track ability on a successfull "roll"... or

  8. Possibly be ambushed by a dangerous beast or other hazard on a critical failure.

Sure /areatrack could use a larger range, but /areatrack was only meant to be a precursor to tide us over until /track was implemented and it is long overdue!

Message Edited by Aileili on 09-13-2004 06:19 AM



Jace Rolo
Master Ranger of the Galactic Pest Authority
Professional Hunter for Hire
Owen-Lars
Mon Sep 13, 2004 6:30 am
#56

There are two key points of what /track should be used for:


Function 1: This should be for pathfinders/hunting guides to get a group and seek out the high level beasts in the game for good hunting trips and loot. They should be able to select what high level/'boss' creature they want and through a series of mini quest style objectives, find the creature and ultimatly reep the rewards.


Function 2: Allowing hunters to rely on their skills rather than mission terminals or spawn rates to hunt a specific type of organic. Rangers should not have to resort to taking missions to get the meat/hide/bone they wish, they should be able to select what creature they want then be directed towards a 'track_mission' lair. This lair should spawn like any other mission spawn but instead of providing mission payout, have a high spawn count and ultimatly a high harvest yeild per lair. This would help reduce money coming into the economy and instead allow rangers to be rangers and still be effective hunters.


Shameless i know but: /TRACK



THORTAC BALCOR
The Lost Ranger
RANGER
FuzzyDustBall
Mon Sep 13, 2004 6:38 am
#57



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.


I disagree with this for several reasons:
1. devs say its hard to code: We have already seen a limited version of this given to customer support
2. templates picking up ranger just to get the skill: If it was a master ranger skill it would not be worth it for others to get ranger for that sole reason.
3. But in swg there is no way it can be limited and there are no counters for it: Sure it can be limited and counters can easily be added.
Rhyeal
Mon Sep 13, 2004 6:23 pm
#58






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. First off, BS. Stealth is IN GAME ALREADY! The CSRs have been using it to cloak themselves. As Rangers, we can see then using /ar. They appear as yellow. Now, all the Devs need to do is transfer some code form one part to another, and modify the color. They already have the skill, most likely the activation, and the counter dectection in game and ready for use. If Rangers leak this secret, which the CSRs know we know about and have asked us to keep quite about, we can and WILL get this skill as the ONLY argument the Devs have will be rendered null and void.


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. We need AN IDENTITY. We need to me MORE THAN SUPER SCOUTS.



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. TH is the Community Relations Manager. R-E-L-A-T-I-O-N-S. How one person relates/acts with another. If we cant trust him, WHY IS HE IN THAT SPOT?!?!


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. First off, we DO NOT want a standalone profession. We realize that if we ask for that, the Devs will never implement it (mainly because they have already done so for the Jedi). We want to be able to hunt for weeks on end, but have to come back into town for supplies. We dont want to be able to craft Power-ups, Brandy, and heal our BF on the go. Well, some may want to, but it won't be implemented. It steps on the toes of Entertainers, Weaponsmiths, and Chefs. We want to be more than just "The Resource Guy" to crafting professions. We are tired of selling TONs of organics to crafters for 20 cpu, only for them to craft 30 200k Composite Armor Suits. What we are asking for is the ability to perfom our job, and enhance our profession, by fixing the features that dont work, and BY ADDING THE PROMISED UPDATE SKILLS. If you look into waht was originally promised, it is much like what we are asking for. However, we have taken those ideas, and have molded them to fit the needs of our profession as we see it; as we THE PLAYERS see it, NOT THE DEVS.


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.

Ok, how are we support right now? We can camo people, we can perform recon SOMEWHAT. Doctor is a support profession. THEREFORE, they should OBVIOUSLY get +35 to Harvesting, and a +25 to Squad Leadership. Oh, and dont forget, since they are a SUPPORT PROFESSION, they NEED their +60 Ranged/Melee Damage. Umm, NO! It not only doesnt fit in with the DOC profession, but IT MAJORLY steps on the toes of other professions. RANGERS DONT NEED CH mods, they DONT NEED BE mods. What we need is what makes sense. Though some could argue that since the Ranger has been in the wild so long, he should be able to tame the animals better. Again, umm, NO! Rangers are hunters. WE KILL STUFF. We dont run up to it and pet it. That's what CHs do (No offense to any CHs who read this. I was a CH and i pet my animals every day). We dont CARE about the genetics of the animal, all we care about is getting the most out of the carcass as we can. This is the argument for the multiple resource harvesting. In real life (that's not SWG for clarification), hunters learn how to USE EVERY PART of the deer they kill. THIS IS WHY WE WANT THE MULTIPLE RESOURCE HARVESTING!


WE WILL BECOME THE ULTIMATE HUNTERS!







thank you, that is all.





Rhyeal Shadowblade :: Egone Thale :::: Riflemen :: Rangers :::: Ranger is a Lifestyle, Live it!
"No, I'm not a combat profession, I don't do that anymore."
BlakkStar
Mon Sep 13, 2004 10:00 pm
#59

We are a support group. Doesn't mean we necessarily have to support "other players" but we are combat support. Some of our skills enable our combat profession of choice to perform more effectively. Harvesting is an economical skill having nothing to do with direct or indirect combat ability. It exists to allow crafting to occur via a non-crafting skill. If Crafters could generate all of their own resources thru the crafting professions alone then the economy would be seriously imbalanced, with scout professions (excluding BE) having no way to generate reliable income. See the thread "Defining Ranger" in this board (yes I'm plugging my own post but I'm too lazy to clicky it :smileysad.



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
mintas
Tue Sep 14, 2004 6:54 pm
#60




Capt. Mintas Friesh
Ranger in the Rebel Alliance
NURV Shipyards Coronet 616, -5503


KammaRocca
Thu Sep 16, 2004 5:59 pm
#61

Did you read the whole thing?


"PvP stealing is supported by the system, but it is limited to only specially marked "steal-able" items. Steal-able items are clearly marked and currently only take the form of special mission and/or event objects. Steal-able objects are issued to players under the similar circumstances as other PvP events/missions/quests. PvP stealing is only possible versus players that one could already attack (factional enemies for instance) under existing rules."


As for cloaking, deal with it. Bounty hunters have it happen all the time. It's part of the game.


If someone chooses to go the MBH/Ranger route, they have to give up other skills that would be more beneficial in combat.
RedEyeJack
Fri Nov 05, 2004 6:50 pm
#62

Ideas in a pool of Mass picking out the rightatom makes life pick out the wrong atoms makes death.

I beleave ranger was supose to be a suport class and should remain a suport class to GOUPS AND CRAFTERS

Whats the point in being a lone hunter? Ok big tought and rugged and ya chicks may dig that....not any i know sadly sigh...

Getting off subject you DO have 250 skill points lol Making the ranger Class camo unbreakable.... no thanks

Mask scent unbreakable Nope what needs to be done with this is a counter Roll per Mob level Like atm Krayts Well mask dont work at all... and i for one like that lol YES we do need a higher Harvesting Rait BADLY gahhh i still get the nightmares of the 100cpu Wooly durni Hide <shivers> try filling a 50k hide order when all your getting is 1-25 hide per Durni not cool. Also Umm ranger houses? Not a good idea!

Dont make the ranger too Suportive so no crafting harvesters what do I look like? a Crafter? A house Maid? No i am a rugged loner But with a willingness to help people out but not with out a price. the whole BE tissue thing seems crazy the CH tame ablity? mm i dont know maybe having a lvl 15-20 pet ya cool little stronger mount for Rolplaying. Umm unlimited Gallop..... NOT on your life!

A faster Rait in with your mount Gallops ya sure that might be do able We need better to hit bonuses its at what 25-30 for a creature to hit?

needs to be at least 45. As a ranger i should now the creatures Vital points! Maybe a crit Hit chance with melee Weapons? and a Burn chance with ranged? or some sort of Weak but efftive Dot ablity After all smugger has a unarmed attack leg hit 2 lol worthless but its funny when your at unarmed 4 and bust that out. Now for our own ablitys Traping !! PC traping would Be nice But whats the point in doing that? maybe if traps lowed the Base mods of Melle Def ranged Def or Raise the attack speed of a ranged or melee weapon unarmed as well with no weapon in hand! Now as for tracking.

Yes we need a better UI or side panle that shows distance movment and updates north east west south as we move on the slected target and disapears after we are out of range what ever thay maybe.

Mission Terms are a Must IMO for ranger Explore Missions are a JOKE as all ways have been. Come on SOE GET with it.

Its ok I under stand they Droped the ball Sort of speaking...they do it oftin.. But usaly they make pains to prevent this sort of thing

...like atm JTLS is out and yet the besrker Rife still isnt player craft able Well expoler missions need to be fixed updated or somthing !



Now i am all done one thing left to say Combat upgrade is coming

Dont for get to back up your computers Just incase the Botch the Coding that bad


With Love to SOE

Orituss


EQ i was there for 5 years of simple yet good times

SWG been here for over a year and i am still pulling my hair out arrrg Hotfix hot fix HOT FIX 0.o

I am clinging by a thead SOE I can for see great things for SWG it is just going to take time.

Been waiting a year for a Fully working game And i am still waiting.

WHY? Maybe my intelgence Check when i 1st loged in was a low Roll <rolls a 20 side dice> DAMN rolled a ONE!!




MMOs save peoples lives from people like meh
Orituss GANKED!
Phenix1050
Fri Nov 05, 2004 9:44 pm
#63

a word you need to learn--


Paragraphs.


use them, love them.



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.
Almagill
Sat Nov 06, 2004 7:15 am
#64



Phenix1050 wrote:
a word you need to learn--
Paragraphs.
use them, love them.





And maybe a tiny visit to spellcheck corner? (If English isn't your first language, please, accept my apologies )



New HOWTO: Gather Milk, Fish, Mollusk, etc.
Remember Rangers. Broke camp and took the Long Walk 15/11/05
Keeping it Real, Ranger Style
Yivvits and MrBubble - THE podcast


\\\\\\MY OTHER SIG IS A BUMPER STICKER\\\\\\
Cauil
Tue Apr 12, 2005 4:50 am
#65


Immediate Fixes:


Master Ranger needs to count toward the HAM of a player just like any other combat class.



A Ranger needs some general accuracy and speed modifiers. Not as high as a pure combat class, but at least equal to a Smuggler.



Long Term:


Conceal: Camo kits need to do three important things; Remove the player from radar until he attacks, change the outward appearance of the Ranger, and improve the cover modifiers of a Rifleman using Cover Up.



Camps: Currently we have no real reason to use camps, this needs to change. There are two ways this should be addressed.


The first is to look at it in terms of the GCW by allowing a Ranger to buy a schematic for a faction camp from a recruiter, and put it together with normal camp items (bone, hide, metal). This would then offer some minor defensive benefits to players in the camp and allow special weapons to be added. My suggestion would be emplacements for special heavy weapons (the E-Web Blaster for example) that a Commando could place. Additionally, a holonet terminal that allows players to change their status (Special Forces to Combatant) or purchase faction supplies.


The camp should become more advanced at different levels, the highest at Master Ranger which offers a tiny bunker to hide in, barbed wire type traps around its perimeter to prevent enemies from getting into the camp without breaking down the defenses and multiple weapon emplacements.


The second would come into play outside of the GCW. Being able to call vehicles and pets with waiting fifteen seconds is not enough of a benefit to make a camp. A camp should provide benefits to a group and therefore add a modifier benefit to all players while inside the camp that relates to their profession and is adjusted by the Ranger level. It might be healing, entertainment, buffs, Squad Leader, etc.



Creature Knowledge: As this skill increases, the resistance of creatures should go down. It is not enough to simply give us more information when we view a creature, but show us that we actually know more by letting us target a creature for higher effectiveness. It should be a small benefit, but against a Ranger a creature’s defenses should be less formidable.



Foraging: Currently this system is broken. By that I mean, there really is no reason a Ranger would spend much time doing this. About the best thing we can get is bait, which if we’re lucky sells on the bazaar for a tiny bit of money. Make the forage skill not only increase the chance of being successful, but open new levels of foraged items at higher levels. Include some rare items that are actually useful.



Harvesting: At higher levels a Ranger should have an additional option other than simply bones, hide or meat. It would be cool if instead we could decide to "open" a creature and in this examine the contents of an animal’s stomach for something they might have eaten. We should face a rare chance that the creature ate someone or something that had a valuable item on it (a hunter’s gun, a piece of jewelry) and we can then get it. These should be items that cannot be looted.



Defenses: A Ranger should have pretty good defenses against an animal. Someone who makes a living dealing with creatures is less likely to be bit by a snake or sprayed by a skunk. Taking this into account, give Rangers a slightly higher chance to avoid attacks by creatures, and to resist special effects inflicted by animals.



New Weapons: A lot of professions are getting fancy new weapons, don’t leave out the Ranger. At Master I’d like to see Ranger with some nice new hunting weapons and maybe a few specials scattered throughout to go with them. I suggest a hunting rifle with specials designed to work against creatures.



Traps: Traps need a lot of work. Currently they are lacking in usefulness and need to be updated, but most importantly I think of traps not simply as things that are meant to be thrown at a creature, but things that are left to catch creatures like, well, traps.


Snares or something like them that a Ranger can put down someplace and which last for a set period of time, either a few hours or days. Each trap has a chance to catch creatures, the probability and level all varying based on the type of trap and the level of the Ranger. If say for example I place on Naboo, I might come back to find a list of creatures inside it I can then harvest.



Tracking: Tracking as it is is okay, but really nothing special. Personally, I think that at the Master level a Ranger should be able to narrow down the list of things he looks for and track while moving on foot. This would work by bringing up a new option that lets us select a creature, and it then makes this the set of tracks we are looking for. If while we are moving we come across its tracks a window pops up and tells us.



Animal Companions and Mounts: A Ranger should get the option of using creature pets and mounts that are just a little bit above normal. Specifically mounts that make use of enhanced terrain negotiation, move at a higher speed (somewhere between normal and gallop) such that they are a viable option for using as transportation and can be equipped with packs, like saddle bags.



Anyway, that’s just my two cents. I don’t mind that Ranger will cost the highest number of skill points, lets just make it worth it, and give us a profession that has a wide variety of fun and useful skills that work both while we are solo, and make us useful in a group.




Cauil
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