Ranger Archive
Thread: No one noticed the changes to examine?
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
Hah-HAH! I completely forgot to check that out.
*drool* I love this stuff.
Meng-Tzu - Lowca
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
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
Ah well.
I'm just praying the major Ranger breaks get fixed soon.
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
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?
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.