Ranger Archive

Thread: Focus on Top 5 List: Traps

Calculus_Entropy
Wed Mar 24, 2004 2:29 pm
#1


Let's start collecting the ideas for the whys and hows of what traps should be to add to the soon to be (re)made Top 5 Issues list. Please stay on topic in this thread and all discussion is appreciated.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Neutrino_
Wed Mar 24, 2004 2:56 pm
#2

Improvements:


-Actually work vs. most animals with a noticable effect


Some added trap benefits that would be good:


-Knockdown, bleed




What I think the problem is, is that monsters aren't HARD enough for traps to be necessary. Most monsters in SWG players can solo, this includes **edit** like Rancors. There are VERY few, if any, monsters in SWG that require multiple groups of players to take down. This is the problem, and until this is fixed no one is going to care about having any traps when they don't even need them in the first place.





----------------
Ikoadi Zoepi on Radiant
Ranger, Carbineer, and Businessman
Visit my shop at waypoint 0,0 in Naboo
Finns
Wed Mar 24, 2004 3:18 pm
#3

Like it has been said before, the scout traps dominate over the ranger traps. And only two at ranger?
Like in the outdoorsman, I think lure traps would be exciting. I like to use traps, but notice little or no effect on the tougher creatures at the advanced level of ranger I should be hunting. Traps should still be an important part of the ranger tree, but as it stands, they are not.



Big-Mac, Kettemoor Ranger/Creature Handler
JBMat
Wed Mar 24, 2004 4:28 pm
#4

Make what we have work, as intended.


Traps work against pets in PvP. Eventually maybe against players also.


JB


jamessolecki
Wed Mar 24, 2004 4:40 pm
#5

1. I would like the status effects of traps to actually work and last for a longer period of time.

2. Have traps deal damage to creatures... Don't you think a bear trap hurt the bear? We are creature hunters, that is what we do. Our traps should be our main weapon and as such should do damage.

3. Rare traps that can work on harder creatures. These would require rare items to make.

4. Increase the number of traps we have, (see outdoorsman proposal for ideas)
Rancorrider4
Wed Mar 24, 2004 5:03 pm
#6

See the Outdoorsman Proposal.


Highlights include (as JB seems to be beating me to all the good points :smileywink:


Traps working against pets and players (why NOT players?)


Ground/Pit traps


others.


For those of you new to the Ranger Forum, I would strongly suggest looking over the Outdoorsman Proposal. Us Ranger "veterans" worked for quite sometime on it, and it has a lot of whats being discussed in these focus threads.


Regards,





nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Jalen-COMIA
Wed Mar 24, 2004 5:06 pm
#7

Ability to experiment for longer duration

Make traps more than just "scout grenades".
- Let us lure one creature out of the herd, especially herds of extremely powerful animals
- More AOE for Traps
- Make "thrown" traps throw faster (becuase by the time I get an adhesive mesh off, its duration has expired.



With Respect,
_________________
Jalen Mereele
Teräs Käsi Master
Sergeant - Imperial Security Bureau
Owner - Jundland Sea Trading Company 1828 4251, Tatooine, Oasis Paradise

at last we will reveal ourselves to the Jedi, at last we shall have revenge
BlankTim
Wed Mar 24, 2004 5:09 pm
#8

Increase stack sizes on the one trap that actually works. Adhesive Mesh. 2 units. They work great, but at 2 units they're not worth carrying. Should be 5 units or more. Increase the ingredients for larger stacks, that's fine.


Remove the redundant Scout/Ranger traps and replace them with new types.

Like we really need 3 different traps that are essentially just flash-bangs that effect mind.


Wishlist:

A custom trap whose effect varies based on the ingredients used to create the trap. could be a flash-bang, could be a sleep bomb, could be itching powder. Just all depends on what I built the trap with.





__________________________________________
Biwaba Darkfeather - Starsider, Naboo, Theed
Master Ranger Novice Rifleman
I want a cookie! Well, No, I'd rather have a woman, but I'll settle for a cookie.
Sirobi
Wed Mar 24, 2004 5:51 pm
#9

Traps that work in PVP



Sirobi Darkwave -V-
Rebel Propagandist
Bow to Teh Propaganda
Jedur
Wed Mar 24, 2004 5:52 pm
#10

Just make them work. If I am halfway up the trapping tree, my traps should work consistently on anything that cons white...let alone blue! They need to be more useful than the Scout Traps!



Gravy is not a Beverage!
TalKurgan
Wed Mar 24, 2004 10:55 pm
#11

See: Outdoorsman Glad you guys worked that one out earlier!



"And so our player base was coming around the corner and we were all BOOM! HEADSHOT! And then the veterans were coming down the stairs and, you know what? BOOM! HEADSHOT!" -FPSDev
Stewwi
Thu Mar 25, 2004 2:18 am
#12

Some Traps that do damage,


if a trap is poisonious make the poison last !!!


some traps that immobilize make em last a bit


and give us expereimentation points on them so that we can improve on them we dont ahve a crafting station in a camp for nothing


some traps for other players would be nice



and that some traps can only be build by rangers but can be used by lower levels so maybe we can make some money too



THE Ranger

on the farstar server
DaImpaler Girith
Proud Member of the Crimson Maraduers
GTOfire
Thu Mar 25, 2004 6:54 am
#13

Ì like most traps the way they are, and I definately use the Ranger traps more then the Scout traps. Also, I can trap Krayts just fine, do we really need a bonus there?


Top Issue:

- Lure trap, possibly something static but since they don't want players dropping stuff in the world left and right dynamic works for me. Simple: It attracts the creature you target. Complex: you need to use a meat-crafted lure to attract carnivores, flora-crafted lure to attract herbivores.


This'd be nice too:

- poison darts of various kinds. low-levels do a simple DoT. higher level permanently slows the animal down because it's groggy. Master Ranger dart also slightly decreases the animal's damage over time. It may do damage*1.1 to start with because you pissed it off, but it will soon feel the effects and go to damage * 0.x



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Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

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