Ranger Archive
Thread: State of the Profession (Oct 27)
Color Reference
- Grey: New to List
- Yellow: Ranger Top Issue
- Red: Will be Affected by Future Changes
- Magenta: Officially Announced / On Test Center
Design Requests
Traps
- Request for a macro command for throwing traps, such as /throwtrap bonespur
- Request to experiment on the effectiveness of a trap
- Request to experiment on the duration of effect of a trap
- Request for an Area Effect Root (stop completely) or Snare (slow down) trap for handling social lairs.
- Request to use traps on Creature Handler pets (possibly receiving no exp for doing so)
- We are confused about why this ability is missing. Our traps would make a good foil to the Creature Handler pets.
- Request to use traps on Humanoid NPCs at the Ranger level.
- Request to have traps affect other Players at the Ranger level.
- Request for a Tranquilizer Dart/Trap
- The effect would stop the target creature from attacking for a certain period of time
- The trap would also stop the creature from assisting other creatures
- Attacking the creature would immediately drop the effect
- If the trap fails to affect the target, aggro would ensue as normal
- The effect would stop the target creature from attacking for a certain period of time
- Modular Traps
- A generic trap schematic with multiple optional component slots
- A crafter could produce a trap that produces multiple effects in a single throw
- Each optional component item would provide a single effect (Blind, Stun, Dizzy, Bleed, Poison, Disease)
- The components could be experimented for duration of effect, and effectiveness
- A generic trap schematic with multiple optional component slots
- Many Rangers feel that traps don't ramp up in effectiveness against the more difficult creatures, as the player's skill improves.
- Namely once a Ranger reaches Master, and begins fighting the really big critters, the traps become so ineffective that nobody bothers using them anymore
- Request for a Trap Launcher
- Item would propel traps a further 10m than simply throwing them (60m in total)
- Item would increase the Chance-to-Hit of the trap (very useful against the larger creatures)
- Item would propel traps a further 10m than simply throwing them (60m in total)
- Does distance from a creature have an impact on trap effectiveness?
- Request to experiment on the number of charges per trap
- Request to be able to throw traps while moving, with an appropiate reduction in Chance-to-Hit
- Request for all traps to have HAM icons, so other group members can see what is currently in effect.
- Request for a Damage over Time trap
- Request to display the effective ranges and duration of effects for traps on the /examine window for the items
/areatrack
- Request for a Spawn Point tracking option. This way we can track lairs which haven't spawned any creatures yet.
- Request for /areatrack to force the first wave of spawns for all existing lairs in the vicinity, so that the creatures will appear in the list
- Request for /areatrack all at the Master Ranger level
- The tracking option would list both Animals and Humanoids in the same list for easy lookup
- Request for the /areatrack results to be display in a Sortable List Window
- The List window would have separate columns for Name, Direction, Distance
- Clicking on the header for the column would toggle between ascending / descending sort order
- Resizing the window would increase the size of the List portion of the window, rather than the height of the Mesage portion
- The List window would have separate columns for Name, Direction, Distance
- Request for the command to allow the user to input the target type on the command line
- The command would work like /areatrack animal, /areatrack people, /areatrack players, /areatrack all
- Request to increase the range of the command to 1000m
- There are also requests to make the range incremental based on skill level. 500,750,1000,1250, and up to 1500 for Master.
- However in order for this to be useful, a greater increase in the dynamic spawn rate would need to occur at a greater radius around the player
- There are also requests to make the range incremental based on skill level. 500,750,1000,1250, and up to 1500 for Master.
- Request for a Refresh button on the list window, so once a player has traversed a bit of distance they don't need to reselect their choice of track.
- Request for Opposing Faction members listed by /areatrack to have a different colored listing to differentiate them
- Request for a Pet tracking option
- Request for a Droid tracking option
Creature Combat
- Creature-to-Hit
- Many melee based Rangers have requested that this bonus be applied to melee weapons as well
- If the bonus is already being applied to meleers, kindly change the text description to reflect such
- Request for a random Critical Hit on occassion, with a frequency based on the some skill modifier, that deals a larger amount of damage than normal.
- Request for bonus to apply to special moves
- Request for bonus to apply to the trap success rate
- Many melee based Rangers have requested that this bonus be applied to melee weapons as well
- Request for a Creature Toughness skill modifier
- The skill would work like Unarmed Toughness, reducing the overall damage inflicted by creatures
- Request for an innate damage increase against creatures. The increase in damage would be based on some skill modifier.
- Request for a command that can be used to increase damage against creatures for a certain duration.
- Request for a Creature-to-Dodge bonus.
- Request for bonus to affect Creature Handler pets (if it doesn't already)
- Request for a group Creature-to-Hit bonus
Camps
- Request that the healing modifier of camps be applied to natural HAM damage recovery on Creature Handler pets and Faction pets.
- Request for High Tech Field Base:
- To not disband during combat. The name of the camp is Field "Base" is it not?
- Many rangers would enjoy it acting as a center of operations without having to sit on their duff and watch the others in the group fight
- To not disband in a set time, rather only when the Ranger leaves the planet or logs out.
- To heal Battle Fatigue with the help of a Dancer or Musician
- To have a terminal whice provides Explore missions.
- Be able to play HoloChess (Dejarik) on the High Tech Field Base's chess board
- To sit/lay down on the cots in the High Tech Field Base
- For the roof of the base to stop rain
- To not disband during combat. The name of the camp is Field "Base" is it not?
- Request for a permanent, planet specific, hunting cabin:
- Creatable and deployable only by a Master Ranger
- Can not be redeeded and moved, only demolished
- Should be buildable on Advanced planets
- Should heal Battle Fatigue like a regular house
- Requires Maintenance and the use of a lot, like a regular house
- Allows for storage of items, and the possible placement of a Vendor
- Only one of these buildings could be deployed at any one time
- The schematic could require some subcomponent made by architect to promote class interdependence
- Creatable and deployable only by a Master Ranger
- Request for a stash
- The concept is a buried container that can be used to store items while away from your bank
- The structure would probably require the use of a lot
- A player could have as many as they have lots available
- In order to compensate for being able to have any number of stashes, the storage limit should be minimal... Perhaps a volume of 25
- The stash should be deployable on an advanced planet
- The graphic in the game space could be a dirt mound with a flag to mark the location
- The concept is a buried container that can be used to store items while away from your bank
- Several Rangers feel that the recent changes to the Field Base and High Tech Field Base resource requirements should be reverted back to Polymer and Metal (rather than Hide and Bone).
- There is no experimentation possible on Camps
- Request for some resources to be recovered upon manually disbanding camps (automatic disbands will lose all resources)
- Request for a more modular approach to camp crafting
- This idea might be a little ambitious, but many Rangers like the idea.
- forums.station.sony.com/swg/board/message?board.id=ranger&message.id=2705
- For the interim, the idea could be implemented by adding a couple optional components to the High Tech Field Base schematic
- This idea might be a little ambitious, but many Rangers like the idea.
- Request for the ability to experiment on Ease of Use on camps to allow lesser skilled Scouts to use them
- Request to be able to use a camoflauge kit in camp crafting to produce a planet specific camp with improved creature repelling capabilities
- Request for the foliage to be removed for the duration of a camp deployment. Large shrubs and such can occassionally obscure the control box or campfire
- Request for bigger campfire in the higher level ranger camps. The current one is apparently not impressive enough.
- Request for the direction your character is facing to determine the direction of a deployed camp
/harvest
- Request for the ability to harvest multiple resources off a single corpse (up to all 3 types at Master Ranger)
- Many Rangers consider the inability to fully utilize the corpse to be wasteful and unrangerlike
- Request for the harvesting skill mod to increase the amount of fish meat filleted off caught fish
- Request that the 60% group harvesting value be improved if a Ranger is in the group
- The improvement could be based on the Ranger's skill level... (62.5% with Skill I, 65%, 67.5%, 70% with Skill IV)
- Request for ability to determine resource attributes on a corpse before harvesting with a command /AssessResource
- The ability would provide a list window with the appropiate resource selections available on the targeted corpse (meat / hide / bone)
- Once a selection is made, a player would receive the /examine window for the chosen resource
- The player would not receive a physical resource, only the information regarding its attributes
- The ability could be used multiple times to receive the data on the other available resources
- The information could also contain whether harvesting the resource would produce a Fat, Medium, Skinny result
- The attributes consist of items such as Overall Quality, Unit Toughness, Potential Energy, etc
- The ability would provide a list window with the appropiate resource selections available on the targeted corpse (meat / hide / bone)
- Request for a /group harvest off to turn off the 60% harvesting rule and revert to the earlier rule set
- Request that Grouping with pets (either Creature handler or Faction) no longer invoke the 60% harvesting rule
- Request for a greater chance of higher quality resources spawning on the more advanced planets.
- The Starter worlds would still get their fair share of high quality material, but there would be a larger chance of better material on the Advanced worlds.
- Request to add rare loot to creatures that only Rangers can find.
- Schematics that create Teeth necklaces, Trophy Heads, Hide Rugs, Skulls have been suggested
- Request for poison components to be harvested off poisonous creatures.
- These items could then be applied to existing weapons to produce a Damage Over Time effect.
- Request to change corpse harvesting to a fixed amount per corpse, rather than the variable method currently being used
- forums.station.sony.com/swg/board/message?board.id=ranger&message.id=12261
- Request for Creature Harvesters in the form of traps
- Work like Mineral harvesters.
- Possibly have a large footprint to keep from having large farms of them around hot spots.
- Would use a lot, like a personal harvester
- A small hopper, perhaps max of 2000
- A slower harvesting rate than a regular harvester
- Schematic is available at a high level in Trapping, perhaps Trapping IV or Master Ranger
- Players would use an innate ability to locate animal migration patterns, much like the Survey interface.
- Request for the "migration patterns" (hot spots) to change on a regular basis (more often than the resource itself). Possibly every 2-3 days.
- Work like Mineral harvesters.
/track
- How is progress coming along in the implementation of this command?
Color Reference
- Grey: New to List
- Yellow: Ranger Top Issue
- Red: Will be Affected by Future Changes
- Magenta: Officially Announced / On Test Center
Color Reference
- Grey: New to List
- Yellow: Ranger Top Issue
- Red: Will be Affected by Future Changes
- Magenta: Officially Announced / On Test Center
/conceal
- Request for the ability to /conceal self with out a camo kit once a Player achieves Master
- Request for /conceal to re-enable 60 seconds after combat completes automatically, without a need to reapply the kit
- Request for /conceal to not break until damage is incurred
- Request for /conceal to not break during combat. Many Rangers still don't consider /conceal to be worth the resource requirements.
- Request for concealed players to not be listed on the /areatrack listing
- Request that the HAM icon for /conceal be changed to something other than the /maskscent icon
- Request to have /conceal work against Creature Handler pets and Faction pets (but not necessarily their handlers)
- Request for /conceal to work against other players, while in a prone position. Once you move or attack, you are instantly revealed to all players.
- Request to have /group conceal added. The command would conceal everyone in a group while using a kit for each group member.
- Request for grease paint graphic on your character when /conceal is active
- Request to be use a camoflauge kit on a tailor made overcoat to produce a Ghillie Suit
- The suit would last longer than a regular camo kit
- The condition of the coat could be used to regulate the duration of the outfit
- The coat would need to be worn to utilize the camoflauge enhancement
- When damage is incurred during combat, the coat could reduce in condition as a balance to being able to retain /conceal during combat
- forums.station.sony.com/swg/board/message?board.id=ranger&message.id=12983
- The suit would last longer than a regular camo kit
/examine
- Request to see the type of creature living in a lair upon examining the lair itself
- Request to display the bone resource
- Request to display the Social Assistiveness of a creature
- Request to display the speed of a creature (so we can know whether we can outrun it using burstrun)
- Request to re-display the base values (numeric amounts) for the creatures resources
- As an alternative, perhaps displaying a (tiny,medium,large,huge,gigantic) rather than the true literal value would suffice
- Request for information regarding what exactly Ferocity actually represents
- Request to list the Health/Action/Mind values (we can see the values via the Target Window, so why not list them)
/forage
- Request for herbal medicines
- That can heal damage
- That cure Bleed, Dizzy, Blind, Stun, Poison, Disease effects
- These herbs would be single use / non-stackable items, to ensure that a Doctors multi-use kits would still have a use
- That can heal damage
- Request for more interaction during a /forage.
- Perhaps a menu of items that can be foraged, so a player could choose a general category of item to look for
- Suggested categories: Edible, Medicinal Herbs, Rare
- Perhaps a menu of items that can be foraged, so a player could choose a general category of item to look for
- Request for a better chance of receiving rare items
/rescue
- There are concerns it does not work often enough to be useful. Perhaps a better chance of success, or lower mind drain so it can be tried more often.
- Request for a system message to be displayed to the target of /rescue, so they know when to /peace and run away from their aggressors
Terrain Negotiation
- Request for a Burst Swim ability when using the regular burst run skill
- Apparently we only receive +95 of the skill at the master level.
- Several Rangers consider the ability to crawl faster not sufficient enough improvement for such an elite profession such as Ranger
- Request for an improved normal swimming speed associated with Terrain Negotiation
- Request for an improved normal run speed be associated with Terrain Negotiation
- Request for Group Terrain Negotiation, similiar to the Squad Leader
Fishing
- Request the ability to craft fishing lures that can used in place of bait.
- Request for a Fishing skill mod that improves a players chance of catching a fish
- Request for a Fishing Net that would "net" more fish per use, but still require user interaction just like the fishing pole.
- Request for fish traps available at Trapping II
- These would operate like mineral harvesters
Ranger Bow
- It has been suggested that a unique weapon would benefit the Ranger profession
- The weapon would be something like a modern compound bow
- The concept would be one of an effects weapon with limited or no direct damage
- The Weapon certification would be provided at the Novice Ranger level
- The schematic(s) would be added to the weaponsmith profession
- When used in conjunction with /maskscent or /conceal, a silent shot could be performed to avoid assistive creatures and possibly confuse the creature for a second.
- There would be a chance for the /conceal or /maskscent to fail each time the /SilentShot command is used
- Request to able to harvest poison components of poisonous creatures for creation of Poison arrows
- The bow would have a long range (60m)
- Equiping the bow would have the same melee damage adjustment as Rifles
- Request to inhibit firing the weapon while Prone
- Arrow types could consist of a variety of Damage over Time (Nitrogen, Flaming, Shock, Poison, Germ)
- Request for the Scout traps to be convertable into arrows that can be used in the Bow
- Request for a Net equiped arrow that would perform a Snare/Root effect
Misc.
- Many Rangers have noticed a reduction in the number of random (non-mission) spawns when travelling far away from any towns, was this intentional?
- Request for the Hunt Master title to be changed to Tracker
- Request option to toggle off the Stalking message
- Custom Bestiary Information
- Request to add custom notes that could be assigned to a particular creature
- The database could be stored on the client side to reduce server congestion
- This registry could also contain statistics on the creatures (such as the number killed)
- Request to add custom notes that could be assigned to a particular creature
- Pack Animals
- Many Rangers have requested more storage room. This suggestion appears to be the most intriguing.
- The creatures could work like Storage Droids, with an inventory for storing stuff
- A Creature Handler would need to train the specified creature to enable the ability
- Many Rangers have requested more storage room. This suggestion appears to be the most intriguing.
- Several Rangers feel more attention should be paid to the crafting system. There is a feeling that Ranger crafting could be more robust and diverse.
- Additional experimentation lines. Such as separating Charges and Effectiveness into two lines, for greater choice (more charges, or better traps?)
- More items (the upcoming camp and trap changes should help in this regard)
- Additional experimentation lines. Such as separating Charges and Effectiveness into two lines, for greater choice (more charges, or better traps?)
- Request to have a bonus to the Creature Handler Level over the +15 available for non-CH characters.
- As Rangers are in tune with nature, they should possess a better understanding of creature behaviour, allowing a greater control over regular folk
- This bonus could be granted at the Master level to reduce balance implications
- A bonus of 5-10 points has been suggested
- As Rangers are in tune with nature, they should possess a better understanding of creature behaviour, allowing a greater control over regular folk
- Request for binoculars to increase the distance MOBs can be seen on the radar.
- Request for a /coax command to force the next wave of a lair to spawn quicker.
Implementation Bugs
Camps
- Issue with Ranger camps not actually repelling aggressive creatures
- Request for deployed camps to inhibit new agressive spawn points from forming near the camp
- Issue with Field Base and High Tech Field Base healing radius not being large enough to contain all the chairs deployed
/areatrack
- Issue with not locating creatures that are a certain distance aways, namely around 100 to 130m.
- We suspect this phenomena is the effect of the spawn system not adding creatures to the environment until a player approaches.
- Issue with the vertical plane. Namely problems using it on mountainous terrain
- Issue with extreme sparseness or complete absence of spawn outside of a certain radius around towns.
- Issue with /areatrack not picking up lairs that have not yet spawned any creatures
- This is a rather irritating issue that limits the commands usefulness away from the more travelled areas
- Issue with Transport Shuttles and Droids being listed in the animal tracker
/conceal
- Reports of some Gang Member NPCs ignoring /conceal entirely, and attacking concealed players without breaking concealment.
- There are occurrences where extremely poor faction rating with a gang may be impacting concealment.
- forums.station.sony.com/swg/board/message?board.id=ranger&message.id=13682
- There are occurrences of Humanoids aggroing at a distance of 64m with or without the use of /conceal. Possibly the NPCs are aggroing before /conceal is being checked.
- There are occurrences where extremely poor faction rating with a gang may be impacting concealment.
- Issue with not receiving any Wilderness Survival Experience for crafting Camo Kits
- Issue with concealed group members being attacked during combat even if they succeeded in concealment and did not initiate attack
- Issue where a non-ranger can not remove /conceal that was applied to them, because they do not have the ability to use the /conceal command itself
- Several of the resources required by camoflauge kits are so rare, that no Ranger has yet to find them (Lok domesticated meat for instance).
- Issue with attempting to apply /maskscent after /conceal wears off normally. Rangers receive a message stating that /conceal is still active.
- Issue with immediately applying /maskscent after /conceal breaks. Apparently the /maskscent acts like /conceal (checking against humanoids) for the remainder of the session.
- Issue with travelling disabling /conceal, and once on the other side /maskscent can be used to reenable the /conceal functionality.
- The wrong message is displayed when /conceal wears off... You receive the /maskscent message.
Traps
- Issue with using a trap and not receiving any feedback at all (neither success nor failure mesages)
- Issue with the last trap in a stack tending to fail more often than the others.
- Issue with traps not working in Caves. We have no idea if this was intended or not.
/forage
- Issue with receiving a "Inventory Full" message when your inventory still has space available
/examine
- Issue with certain animals not displaying all the examine data available at the viewers skill level. Posts regarding Resistances being missing for instance
/harvest
- Issue where you accidentally harvest a non-existing resource (hide off a Hermit Spider) by using /harvest hide, and after that you are not allowed to harvest the correct resource.
- This problem has also been noted with attempting to harvest from too far away from the corpse.
- Issue of creatures with skinny resources appearing for 24 hours after the resource has shifted
/takecover
- Issues with moving after performing this action. Reduced running speed and other more serious symptoms have been reported.
Skill Experience
- The experience caps are apparently still set to pre-patch values, and were not adjusted with the increased Scout experience requirements
Color Reference
- Grey: New to List
- Yellow: Ranger Top Issue
- Red: Will be Affected by Future Changes
- Magenta: Officially Announced / On Test Center
Thanks for posting all this. Am I right when I see that nothing on the list is new (in gray)? Are thechanges to the list all based on the report to the devs? Just want to make sure I'm not missing something. You're doing a great job with this.
Lythender Nirou
Master Ranger/CH (4/4/2/4)/Rifleman (3/0/0/0)
Eclipse Server
"Am I right when I see that nothing on the list is new"
Well the big problem I have is when do I convert "new" items to "old" items?
- So I flipped them all over when I sent out the new Top 5 report...
- Items that are added between the Oct 27 report and the next report will be considered "new" and will show up in grey.

I know that you only know what they tell you, but I was curious if you perhaps could ask when we would get a designer response on these issues that have been around for awhile now. And also I am curious about the past designer response, when are we going to see "Hunting Blind" and all those new traps such has the "lure" and the "trip wire" in the game?
Thanks
"but I was curious if you perhaps could ask when we would get a designer response on these issues that have been around for awhile now."
That question is part of the latest Top 5 report actually...
- Of course, it was part of the last Top 5 report as well...

Hey Nraas, you are doing an excellent job as always.
I've seen some excellent points made on the list.
But my biggest concern after reading the post is that I didn't see a single pointwritten inpurple. I don't know what to make of this to be honest. It isn't very encouraging though.
Many of the items mentioned, such as the questionable effectivenous of traps on anything larger then a squall, or old inventory full forage bug, are very long-standing problems.Inoticed you didn't evenhave a section devoted to /maskscent, I'm guessing because it may encourage someone to try and fix it again.
It seems that overall, a good portions of our most basic skills and abilities, as rangers and scouts have never actually worked properly.
I would really like to see some devfeedback, or even recognition of these problems.
I don't ever remember a single Dev appearing in the Ranger Profession forum since Q went around asking for Profession corespondants.
I give you a lot of credit Nraas. You do a lot of really excellent work for the Dev team for no more then a 'thank you' (I am of course assuming they did bother to thank you, I could be wrong). I hope one day they will remember you are here for us.
Baboo of Starsider
Master Ranger / Master CH
"But my biggest concern after reading the post is that I didn't see a single pointwritten inpurple. "
You are correct... GreenMarine is not actively pursuing any of the problems listed.
- Apparently he is quite busy getting Player Cities (a little project of his
) up and running. - After that, Smugglerswill be receiving some love.
- It might be awhile under his undivided focus returns to us.
I am grateful though that we got looked at so quickly mind you... Receiving /conceal and /areatrack in the process.
We must be patient... There are lots of professions and apparently very little GreenMarine. ![]()
I consider not being able to make a camo kit for Lok severe and not a difficult thing to fix. I dont believe Greenmarine is required for such a fix.
Ok im done, sorry.
"I consider not being able to make a camo kit for Lok severe and not a difficult thing to fix. I dont believe Greenmarine is required for such a fix."
I don't think he is required to make the fix either...
- However, he is our avenue to the people that can make the fix.

----
My suspicions... In order to fix the problem:
- Someone must verify why the meat does not exist now (even though it was supposed to)
- If they decide to choose a different resource, they must determine which is the most appropiate and available
- If they choose to fix the missing resource, someone must go through the creature database and change the appropiate creatures
This takes time and manpower, which we know is a little strained at the moment. ![]()
These are a lot of great potential changes. Even if half of them could be done in the next 6 months that would be great.