Ranger Archive

Thread: No one noticed the changes to examine?

DeltaXi65
Thu Sep 04, 2003 10:24 pm
#1

Guys,


Examine not only is working correctly - they've made it a lot easier to understand. Killer is now "Deathblows: Y/N", the specials that the critters use are correctly being displayed now, and the numbers next to the "meat/hide" type are gone - why, I'm not sure.


So this makes examine a lot more useful.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Dioxin
Thu Sep 04, 2003 10:25 pm
#2

Hah-HAH! I completely forgot to check that out.


*drool* I love this stuff.


Meng-Tzu - Lowca

JonSee
Thu Sep 04, 2003 10:30 pm
#3

The information I need from examine is resource type ( we have , but now numbers are missing ) strengths / weaknesses ( we have and works flawlessly - no changes needed ) and most importantly the damage the animal will do ( roughly ) and wether or not the animal is group aggro or not .



Those last two vital parts are missing and need to be implemented in order to make the examine function worthwhile to me as a hunter .



Peace all and good hunting



Max

DeltaXi65
Thu Sep 04, 2003 10:35 pm
#4

Jon,


Those last two things are issues that are my list to present to the Devs when I give them my next list of things we want (Scouts and Rangers).


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Zip_Moonblast
Thu Sep 04, 2003 11:21 pm
#5

Still need bones listed, I believe. Good to see the special attacks now.
WesleyJanson
Fri Sep 05, 2003 2:10 am
#6

I miss the numbers. I got used to the idea of seeing how much of what I could harvest from any given creature...

Ah well.

I'm just praying the major Ranger breaks get fixed soon.



_________________________________________________________

Uh . . . Signature?
TheRealSadisto
Fri Sep 05, 2003 2:21 am
#7

one thing that would probably prove useful in the examine window (to me anyway) would be the attack speed of the mob. i can see that the plains hunter cat does 120-184 dmg, but how fast does it hit? if it's attack speed is 4 or something (hehe i dont think ANY creatures actually attack that slow) then i'll probably be a lot more likely to attack it than if it had a speed of 1. just my little thought on what would be useful.


as far as the changes in this patch go, i'm very happy with them. things WILL get better and get fixed as the game progresses. as far as the requirements for the conceal kits go (wrong thread, i know), this is obviously an incentive for rangers to interact with other players, thus enhancing the community aspect of SWG, which is what the devs wanted to do in the first place. i dont mind it that much, as i have friends in game and PA mates who will happily help me collect these resources in exchange for being invisible to mobs on hunting trips and such.


i'm one happy master ranger at this point, and i'm looking forward to the next few weeks




--------------------------------------------------------------------------------------
"I am just an atom in an ectoplasmic sea, no direction or reason to exist. The anacoluthic nebulae rotating in my brain is persuading me contritely to persist." - Bad Religion
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"I AHM ZE UBER" Cane mumbles, clearly belligerent.
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WesleyJanson
Fri Sep 05, 2003 2:26 am
#8

I'll have to disagree with you on the interaction part for the camo kits. To me, it seems as if camo kits SHOULD be something that every Ranger should know how to build, and where to get the resources.

The resources are all organic -- wood and flora and such... I don't see why the devs can't add these items to the list of foragable items.

A master Ranger can thrive off the land itself. The supplies for the kits come from the land. Why rely on artisan skills to find something Rangers should already know how to get?



_________________________________________________________

Uh . . . Signature?
Ypiana
Fri Sep 05, 2003 3:37 am
#9

Yes I saw that. Excellent change.


-- YP




I killed my parents... You're next!
/godmode 1
Pwa
Fri Sep 05, 2003 5:16 am
#10

Works like a charm. It now lets me know the creature's specials and what to expect if I aggro it.
Flynn_Nomad
Fri Sep 05, 2003 6:18 am
#11

We still need to know if they pack or assist attack with examine.


I would also like to see a notepad of sorts under examine.


The areas would be blank until you harvest a creature...


Then after harvesting the specific resource (hide lets say from a BAz) next time you examined a Baz you would see the name of the hide and all of it's stats.


Because you had just previously "learned" about that hide.




--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
LastEE
Fri Sep 05, 2003 6:46 am
#12

When I first logged-on on Yavin4, I was not getting the type of hide/meat off of anything and I thought they took it away. When I got to Dantooine, it seemed to be working properly. I like it excpet for a few minor tweaks (mentioned above).



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
Timotheous10
Fri Sep 05, 2003 7:29 am
#13

My other character is an almost master ranger. I noticed with my CM when i do examine i no longer see what type of hide meat an animal drops anymore or any of the killer ferocity stuff.



Timotheous - Eclipse
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