Ranger Archive
Thread: Quick top 3 bugs/issues (quickly hehe)
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Owen-Lars
Fri Jan 07, 2005 5:27 pm
#1
Our top 3 bugs/issues, what do you think they are. Bare in mind the smaller (yet this doesnt mean it hasto be less important)and simpler to fix the more likely we are to get fixes.
I would say:
Harvesting Rates/Sources: More harvest yield more sources (i.e. /harvestall at master ranger).
Trapping: Sonic Pulse does states that either do not or dont apear to effect creatures.
Camo: Breaks far too much, should be much more effective.
What say you 
Owen-Lars
Fri Jan 07, 2005 6:28 pm
#2
Ok as no one has replied yet i answered the devs call with my own take on things for this time. They are starting to ask for top 3 regularaly now as they plan to fix tonnes of issues and bugs so if things change we can always submit a new one next time. Heres what i wrote (exclusing a none formatted version at the bottom for copy/pasting).
TH?
Fixed = Illegal Resource Bug (Ranger)
Ranger Top 3:
Issue/Bug 1:
Harvesting Rates/Sources
Detail:
The amount a ranger can harvest from a single corpse is not nearly as adequate as it should be. Currently it is around a 30% yeild increase over master scout andwhen considering the skill point investment and the points taken away from combat skill investment this i far under what it should be. Scouts plus all combat professions are the ultimate resource collectors, not rangers.
Solution:
- Increase havest amount by 200% to 300%
- Consider implementing the multiple harvest source system GM was working on for rangers (2 sources frontiersman 4 or tracking 4 and 3 sources at master)
Effect:
Rangers can harvest much more off a single target meaning they become the premier resource collectors, which imo they should be.
Issue/Bug 2:
Trapping Effects (Sonic Pulse) +Lack Of Traps
Detail:
1: Sonic Pulse Trap (effects): The trap Sonic Pulse effects do nothing or nothing noticable to a creature target. FYI the effects are dizzy and stun. As a tier 3 trap, i dont think this is working as intended when the low level scout traps do more and forup to 123 less skill points.
2:Lack Of Traps: Far too less traps
Solution:
1: (sonic pulse)
- Change effects to single target damage increase (possibly a 25% increase)
- Change effects to single target resist debuff and combat defenses down (say reduces resists by 30%)
- Change effects to attack speed reduction (around 60-75% reduction in attack speed)
2: (lack of traps)
- Add new trap (Tranquiliser at master ranger)
- Uses existing medical needle-likeor dart art asset
- Target freezes, cannot attack until attacked for 1 minute.
- Once target is attacked the tranq'd state is removed allowing for normal combat to resume
Effect:
1: Sonic Pulse becomes useful and very apealing for hunting.
2: Trapping is enhanced somewhat until the ranger revamp hits. The trap would allow rangers to crowd control much more effectivelly and also fit more into the hunting guide role.
Issue/Bug 3:
Camo Effectiveness
Detail:
Camo (camoflague state applied using /conceal) does not reflect an increase in power over maskscent substantial enough to justify a resource requirement. Weak both in potency and reliability thisskill and its effectsfail to impress leaving the vast majority of rangers to prefer /maskscent as it does the same (apparent) job with no cost.
Solution:
- Increase camo mod or effectivness to a level which reflects its elite status.
- Give a 100% concealment chance against low level critters, perhaps under a certain creature level depending on the ranger's camo mods. (maybe 1 creature level immunity for every 3 camo mods meaning at 100 camo you would have 100% to conceal against level <33 mobs.
Effect:
Camo becomes a vital and valuable tool (as it should be) in a ranger's operations lining up possible changes in the ranger revamp. Camo is used more than /maskscent and promotes rangers as the hunting guide and survivalist as they would be able to camo others too.
icarus-uk
Fri Jan 07, 2005 6:42 pm
#3
Excellent. Well worded and not a spelling or grammar mistake in sight. Im very proud of you Owen. However, I would question your trap suggestion, I thought we already had an Adhesive Mesh that effectively performs this action already? All be it in a terrible resource hungry way that no one uses. Are you suggesting that this new trap is effectively the same thing as the pre-existing adhesive trap, only a much longer duration?
Of course its a bit late now it seems, however many /thumbsup for a job well done.
Of course its a bit late now it seems, however many /thumbsup for a job well done.
Message Edited by icarus-uk on 01-08-2005 01:43 AM
Owen-Lars
Fri Jan 07, 2005 7:06 pm
#5
Thanks
On the new trap suggestion. This idea is a feature request and as such takes back see to the main issue (changing sonic pulse effects).
Basically the adhesive mesh we have atm only stop the creature from moving, it can still attack (melee and ranged) and only lasts for a few seconds. This idea (tranq) acts like a sleeping pill. Basically the group attacks a pack (or you), you traq the ones not being focused on atm, they cannot attack and dont move and thus cause not damage to the tank.
The idea is basically to give ranger a 'mezzing' trap that can remove a creature from the battle for a period of time to aid to group. In a combat sense, your group is attacking a rancor lair, 4 rancors charge at your tank. Quickly you throw traqs at the 3 not being attacked and they go to sleep. You focus on the main target and then after that is dead keep mezzing the other two non focused rancors. Once you attack though the target looses all tranq effects but should enable us to control the situation to a great degree.
Am i making sense?
icarus-uk
Fri Jan 07, 2005 7:10 pm
#6
Sense making indeed. Tripple thumbs for you. Of course this is being suggested to the dev team, but are we expecting to get it?
DaveG
Fri Jan 07, 2005 7:23 pm
#7
Owen-Lars wrote:
Thanks
On the new trap suggestion. This idea is a feature request and as such takes back see to the main issue (changing sonic pulse effects).
Basically the adhesive mesh we have atm only stop the creature from moving, it can still attack (melee and ranged) and only lasts for a few seconds. This idea (tranq) acts like a sleeping pill. Basically the group attacks a pack (or you), you traq the ones not being focused on atm, they cannot attack and dont move and thus cause not damage to the tank.
The idea is basically to give ranger a 'mezzing' trap that can remove a creature from the battle for a period of time to aid to group. In a combat sense, your group is attacking a rancor lair, 4 rancors charge at your tank. Quickly you throw traqs at the 3 not being attacked and they go to sleep. You focus on the main target and then after that is dead keep mezzing the other two non focused rancors. Once you attack though the target looses all tranq effects but should enable us to control the situation to a great degree.
Am i making sense?
I agree with all the things you put to the devs. However, just want to go over the trapping thing.
The tranquiliser/mezzer trap basically sounds like an uber-phenacine dart, so I was reading your posts and thinking to myself "why didn't he just asked for an upgrade to phenacine darts".
As for your rancor scenario, I'd just "mez" the lot of them, then we can attack any or all of the sleeping beauties
Something else I'm not clear about with traps while we're on the subject. Beinga rifleman, I rely on stealth, so a lot of the time when I could use a trap, I don't because I feel it would give away my position. Therefore, I'd be interested to know, wheredo we standfor getting aggro'd by throwing a single trap at a creature? If it's quite likely, could we have a "concealment chance" added to our traps like riflemen have with just firing?
JBMat
Fri Jan 07, 2005 7:30 pm
#9
1. Harvesting - Either harvestall and keep the same amounts or increase the amounts in any one resource. We spend way too many skill points to be only getting what we are now.
2. Traps- at least some work as advertised. Others don't do squat. Can we fix states so dizzy really is?
3. Creature to hit bonus - should be across the board melee/ranged. Should be increased as an incentive to hold Master.
Jb
Temujin23
Fri Jan 07, 2005 7:40 pm
#10
I'm gonna have to agree with JB on this. Man, I seem to find myself doing that more and more. Hope that's not indicative of a problem.
Question: is now not the time to bring up the Ranger's role in the GCW? Is that too big an issue for the moment?
al-djinn'i
Master Ranger/TKM
Dayre
Fri Jan 07, 2005 7:48 pm
#11
I agree with alleverythinhg that has been said, especially with the Trapping and Harvesting,I also thinkthat the whole /forage issue needs to be explored as well... It is the the forgotten ability. 
DaveG
Fri Jan 07, 2005 7:52 pm
#12
Dayre wrote:
I agree with alleverythinhg that has been said, especially with the Trapping and Harvesting,I also thinkthat the whole /forage issue needs to be explored as well... It is the the forgotten ability.
I reckon foraging should be left alone until the ranger revamp. Personally I'm hoping we get a whole herbalist crafting dimension added to our profession in which foraging would play a fundamental role.
Almagill
Fri Jan 07, 2005 8:00 pm
#13
Crumbs. I'm agreeing with both Owen AND JB, and any three from their suggestions would work for me as a short term quicky.
If I had the choice I'd go for the harvest, conceal and the enhanced sticky / mezzer trap.
Or a grenade that really works on lairs without killing ME! /mutter FS my bum. I need that last line of rifleman.... yeah yeah, i know i knw, its no scoutyrangerlish, but y'know, it'd be bonzer...
If I had the choice I'd go for the harvest, conceal and the enhanced sticky / mezzer trap.
Or a grenade that really works on lairs without killing ME! /mutter FS my bum. I need that last line of rifleman.... yeah yeah, i know i knw, its no scoutyrangerlish, but y'know, it'd be bonzer...
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