Ranger Archive
Thread: CU: Hunting Viability
- If we have limited health (word still pending from TH) how does that affect us. Are we able to compete against a stacker with full health?
- If we don't get added Creature Level, are we being hit for too much and doing too little damage? Does that affect people wanting to group with you, further reducing your ability to hunt large animals to collect resources?
- How effective are traps? Are they usefull for both melee and ranged Rangers? Do the action/mind costs restrict you from using them a lot?
- Are traps showing a noticable effect? Some traps like the A-Mesh don't appear to be doing anything, despite a succesful trapping message. Do you notice you or your group hitting more often when using darts that drop defences? Are states sticking properly?
- If we get certed for armor (confirmation pending), do you think the armor is the right choice? Does hinderance affect your hunting ability as you level up Ranger?
- How do the armors for the other species (Wookies in particular) work? Do they decay too fast since there are less pieces that cover multiple armor hit areas?
- How much faster can a stacker kill a creature? Using the harvesting formula, do you think scout stackers will out-harvest us again (before group bonus)
- Are creatures much tougher now with less armor/buffs, to the point where you're getting killed by animals you don't think you should lose to?
- Do you think it's fair for everyone to see creature level, or should that be tied to creature knowledge skill?
Now the toughest questions of all are going to be the next ones, because these are all based on your perceptions, not on any actual data. These to me, are actually the most important questions because they are what will determine whether Ranger and are the questions that must be answered. The others are good hard data to have, these are the core issues:
- Do you think adding Ranger to your template made you a more effective hunter?
- Will Ranger be the most viable option in regards to hunting in the new system
- Is it fun to play as a Ranger in the new system if you're a hunter?
That's it. I appreciate any help that the other focus threads can offer and I look forward to hearing what you guys think of the questions. Feel free to offer suggestions as to what I should add/take away.
LINKS: These are good referance threads for further reading:
Master Ranger with Minimal Combat
Broken /Conceal Skill
*edit note* added in commentary from DaveG about alien species with different armors. comment is in this color. *edit note* added in new problems that have been noted- they are in this color. *edit note* added link to related thread.
Message Edited by Phenix1050 on 04-10-2005 07:59 PM
Message Edited by Phenix1050 on 04-13-2005 12:50 PM
Phenix1050 wrote:
If we get certed for armor (confirmation pending), do you think the armor is the right choice? Does hinderance affect your hunting ability as you level up Ranger?
Powers wrote:It also appears that gloves and boots won't provide armor protection for anyone anymore, which equalizes the Trandoshans and Wookiees with the glove- and boot-wearing species.Powers &8^]
BUT, hands and feet aren't going to be able to be damaged, either. I am just clarifying that even though you won't be able to protect your hands an feet, you won't need to protect your hands or feet.
- You cantbe hurt on rori no matter what you shoot at
- All mobs just stare at you but do no damage
- No need to heal because of this so cant test healing as we get no xp
Mobs/lairs have too much ham:
- We were in a group andstill had to chip away at low level mobsfor ages to get anywhere, please adress this by reducing the ham they have
- We dont mind them being tough but not in a way that requires us to slave away for 8 people to be shooting a target for 2 mins for 100xp each.
- Lairs have too much HP, they take forever to take down. I can understand why they need to take longer times but this is ridiculous
Traps:
- Traps have no combat delay so you can spam off 5 uses of a trap in a second.
- Traps dont seem to have combat timers associated with them so they simply fire off as soon as you press the button regardless of how long ago you fired the last trap.
Mobs Run Too Much:
- Not NPCS, creatures, mobs seem to run far too much making it extremely hard for melee group members to opperate.
- May be related to creatures not attacking us (we take no damage).
Message Edited by Calculus_Entropy on 03-31-2005 01:31 PM