Ranger Archive

Thread: Current List of Ranger Bugs (Post 8/12 patch)

XionLion
Sat Aug 16, 2003 2:37 pm
#1

Here's a list of bugs/problems I've noticed for Rangers since the patch. Please try to keep these to legit problems and not suggestions. I'm making my best guess on some of these and I may be wrong.. but this is my impression of whats not working.


RANGER BUGS



  • During character creation Bothans are given +10 conceal +10 cover butthese skills were removed from the Ranger line at end of beta

  • Foraging does not yield rare finds.. and you frequently receive the "your pack is too big to hold so discard what you just found" bug.

  • Bonuses to Creature Harvesting does not seem to apply to Bone (and possibly meat) but only to Hides. For example if you examine a critter and it says it gives up 11 hides/11 meat, with bonuses you can actually harvest closer to 19 hides, etc... yet you will still only harvest 11 bone.

  • Helper Transition Screens as well as manuals and holocron describe groups of Scouts/Rangers being able to each Harvest One Item from kills... yet only one Ranger may harvest. There is no documentation on if this is a group setting or what needs to happen to fix this.

  • /Maskscent no longer provides scouting XP (no notes on if thisis a legit change from SOE) and does not seem to give any indication whether or not your /maskscent is working. If anything /maskscent may be working perfectly but we are generally unaware of it because there is no notification if its doing anything other than attacking a mob and seeing if it wavers before attacking.

  • High Tech Field Bases no longer stay on the map if you are in combat and fold up (this change was not noted in any patch notes).

  • Sitting in chairs eventually leads to the character bumping off the chair and sitting 5 feet away in thin air. (a general bug that effects more chairs including those in camps)

  • Increased BurstRun has absolutely no visible difference from someone who has no bonuses to the skill. The Ham cost is almost impossible to note as you instantly start regenerating the ham anyway.

  • High Tech Field Base laser fence does not repel nor fry critters.. (although the hologame table doesn't work either so maybe this is purely asthetic?)

  • Creature To Hit Bonus only applies to Ranged Combat when it should apply to All Combat

  • A Master Trapper has nearly a 50% fail rate throwing the Wire Trap (most basic) trap. This is ridiculous and doesn't seem right. Please investigate all trap fail rates in relation to trapping skill.

  • Ranger Traps (Sonic Pulse & Flash Bomb) only notify that they've "struck" if you are within their AOE blast radius.. and even then... you get notice that the trap has gone off.. but no effect is seen on the critter. (this may also be in relation to how close you are to the mob) but in general the effect seems to be not working and at the very least LESS effective than the Scout version of the traps.

  • Traps do not work versus pets in PVP. Is this intentional? No SOE notes on this.

  • New Movement Stuttering when running (warping back) has rendered Burst Run / Terrain Negotiation less effective as you tend to warp backwards when running at speed thus negating your running advantage

  • There is a general bug of using Take Cover and going Prone that takes a characters movement rate down to nearly zero until you log... thus negating any Terrain Neg. bonuses.

  • /Rescue does not allow you to save NPCs or critters that are fighting each other. (ie you can't /Rescue a gubber being attacked by a butterfly)... but this would be useful on static battlegrounds where Rebs and Imperials are fighting but you can't /rescue or heal NPCs you are aligned with (even if you are covert)

  • /Rescue has a heavy timer on it before it fires usually negating the reason to even /Rescue someone in the first place. This should fire instantly as it is a saving move. There shouldn't be a second or two delay.

  • Camp/Trap experimentation/quality yields little to no effect in how the trap/camp performs. There is no documentation on this nor is there a benefit to trying to make "higher quality" traps/camps.

  • Examining a creature seems bugged and doesn't provide all the information it should. At Master Ranger I should be able to see ALL critter examine info... but it just doesn't appear legit.. there is missing info and 1s and 0s that don't relate to anything obvious. (for example you never see how much bone you'll harvest... nor does a critters kill/ferocity number mean anything obvious)


rek17
Sat Aug 16, 2003 2:44 pm
#2

Nice list, please add the following. I cut and paste from the thread I started:

I have macros set up to /harvest bone and /harvest hide. Certain creatures only have, say hide for example, like rockmites on Tat. If I hit /harvest bone, of course I don't get any. However, that just ruined my chance to harvest anything for some reason. If I go back to try and get the hides, I can not. Doesn't even come up in radial menu.


Thanks,



Padain Fain
Master Ranger / Fencer (1-1-1-1) / Novice Artisan (2-0-0-4)
Flurry Server
Thread killer "If I post a thread, no one responds, if I respond to yours, it WILL die, 100% money back guarantee!"
ChunkyMunky
Sat Aug 16, 2003 4:14 pm
#3

So far, ranger seems like little more than a glorified scout. Yeah, me might run a little faster, have nice looking camps, and harvest more resources, but is it really worth eating all skills points? +25 creature to hit bonus seems almost non-existant, and with this new patch I am hardly able to kill anything that cons yellow (or white for that matter). If a ranger must be reliant on a group to kill animals, what good is terrain negotiation or mask scent? I think creature to hit bonus needs to be WAY higher to make the endless hours of patience needed to master this profession seem worthwhile.



ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
Takarin
Sat Aug 16, 2003 9:03 pm
#4

The killer for me is the "Prone Teleportation" bug. If it were consistant, I could find a work around, but one time I move backwards (away from the target) and the next I'll move forward. It's maddening.


I did read that if you go to kneeling, then prone, you won't have this problem... it seemsto work - but why?


So far, I like Ranger (I'm 0/0/1/0) even though it is kinda like Scout 2.0... hey cheer up - we could be commandos!





Takarin -- Teras Kasi / Commando--
Member of WF
"Forcast for tomorrow: a few sprinkles of genius, with a chance of DOOM!"
Proud inaugural citizen of Falcon Crest, Corellia, Gorath

N i p Tukk -- Master Image Designs of Falcon Crest --
"So, tell me what you don't like about yourself."
JonSee
Sat Aug 16, 2003 9:55 pm
#5

Wonderful list Xion , hopefully someone important will take note of it .



For the teleportation bug , guys , here is the only workaround .



First , get to the point where you want to lay prone . You must wait a full seven seconds , sometimes ten seconds of standing still , before you notice the screen " shift " slightly . Now you can prone without worrying about teleporting . Now , of course standing still in range waiting makes you vulnerable to aggros , but that's a whole nother thing .



The kneel thing only works because you may get the wait time in there in the time your kneeling , etc . You must wait for the screen to shift slightly ( game is catching up to you ) before you can prone without teleporting .



Hey , look on the bright side .... at least our wayfaring crawl speed bonus is good for something . We can crawl quickly back to the place we got teleported from ! Whoopdie Doo .

Daoden
Sat Aug 16, 2003 10:01 pm
#6

Everything looked good except your Burst Run comments. We don't even get a burst run mod as rangers (only as scouts) and when we do it is efficiency which just decreases HAM usage, it does not make you burst run faster/longer. And I assure you there is a LARGE difference between having it and not, as master scout you typically use between 1/3-1/2 the HAM that someone with out any BRE skill would.



________________________________________________________

Benji Malkier - Gorath
Master Ranger, Soon-to-be Master Creature Handler, Novice Carbineer
Linolil
Sat Aug 16, 2003 10:54 pm
#7

Another issue - camps no longer support healing of battle fatique.

I had a master musician in mine just now - nothing worked, as always.
Darumar
Sun Aug 17, 2003 1:57 am
#8

A few things to add:



- The bothan bonus to camuflage is still there - i have 105 at wayfaring IV and should only have 90 without any bonuses. Add the +15 you get from bothan and theres your 105 camuflage.



- Trapping: After the recent patch some of the old working traps seem bugged like the ranger traps from time to time - sometimes you wont get any notification about the success of the trap - if it failed or not. This never happened for me before on the scout traps - now it does.



- Burst Run: Not 100% sure of this, but before patch I seem to remember being able to burstrun for nearly 1.5k mtrs (at wayfaring IV), now i can only burst run for 600 mtrs - can anyone confirm this ?



- Harvest: It seems now that sometimes when i harvest i wont get any ressource or any message about the harvest, if i try a second time the harvest option is gone. Also sometimes i harvest and get the xp message, but when i look in my inv. the ressource is not there - this could be because the ressource is automatically moved into a stack i have in my backpack - but haven't been able to confirm this.




/D




---------------------------------------------------
Darumar | Chemist | Infinity
Member of RoN
Citizen of Ocean's End
Daoden
Sun Aug 17, 2003 4:32 am
#9

Camps have never healed battle fatigue. If they ever did for you, it was a bug. The devs want to drive more poeple into cantina's so they are not allowing camps to heal BF. However I do think they should allow BF healing in Field bases only, that would make both sides happy.



________________________________________________________

Benji Malkier - Gorath
Master Ranger, Soon-to-be Master Creature Handler, Novice Carbineer
ChunkyMunky
Sun Aug 17, 2003 6:27 am
#10

Yes, major bugon the harvest menu. Took out a Kimo on Lok last night and got the response that I could harvest in my current condtion twice (had no state effects at all). Third time, it wasn't on the menu. I just logged I was so mad.




ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
ChunkyMunky
Sun Aug 17, 2003 6:31 am
#11

I feel like I'm getting DTs or something. THE BUGS ARE ALL OVER ME!!!! AAAAHHH!!!!



ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
Chickenscratches
Sun Aug 17, 2003 6:39 am
#12








  • A Master Trapper has nearly a 50% fail rate throwing the Wire Trap (most basic) trap. This is ridiculous and doesn't seem right. Please investigate all trap fail rates in relation to trapping skill.







There have been several post both durring beta and after stating the your trapping skill has no affect on whether a trap works or not.It is only a numerical representation of what level of traps you can use. Much like Camp +10 does not increase your camps....it just represents what level of camps you can use. (yes this is stupid)


The only thing that affects if a trap works or not is the quality of the trap. Which in turn is affected by the quality of the materials used in making it.






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Siege Jal'Pur
-Sunrunner
-Master Ranger/ Novice Pistoleer-
The Power Empire -TPE-
http://www.powerempire.pwp.blueyonder.co.uk/News.html

*********************************************
Busey
Sun Aug 17, 2003 7:14 am
#13

good list.. i hope someone is listening..
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