Ranger Archive
Thread: And after all that we've been through now they expect us to produce stuff
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SeanBlader
Mon Apr 25, 2005 1:24 am
#1
Blixtev wrote in the Tailor forum:
4) Possible hide shortage considering the re-scaling of combat levels
Hope this is not the case, if so we can look at the harvesting of organics rate.
So now it again falls to the Rangers. The oh so devoted to their cause Rangers who've dealt with the camping nerfs, the mediocre camo, the buggy /areatrack, the missing /track, the camps that don't repel, the traps that now Combat Medics can duplicate, and let's not forget the Kreetles.
To this I say, No you can not look at the harvesting rate. In the CU as a ranger in a group I pulled 350 units of hide off a voritor the size of a large dog by myself. To that I assume that a unit of hide is about the size of a piece of toilet paper and that's why it only takes 50 of them to put together an entire High Tech Field Base. It's approaching the realm of rediculous in how much stuff is coming off the creatures.
What needs to happen is an analysis of the rate of havesting that's potentially possible as a Ranger. With the curb, Bounty hunters will still out harvest us one on one because they will be able to take down creatures safer and faster with less downtime in between creatures. If you want rangers to be harvestors, then you better start treating us like combatants. We want accuracy, damage, and defense bonuses against creatures. We want camoflauge that takesusoff the radar regardless of our posture and regardless of our movement, and we want to be able to apply the same bonus to others and have it last 30 minutes. And we want traps that are more effective than Combat Medics, and that are effective against players too. During a 3 hours aggregate we need to be able to harvest more than bounty hunters, more than master scouts, and we want to have fun doing it too! We want an option to carry over our skill points into PvP even if we don't decide to use it.
I don't believe these are negotiable options.
SeanBlader
Mon Apr 25, 2005 1:30 am
#2
And if you don't believe me about Combat medics here's a list off the top of my head:
Paralyze = Adhesive Mesh
Electroshock = Stink Bomb
Electrolyte drain = Phecnacine Dart
Almagill
Mon Apr 25, 2005 1:32 am
#3
SeanBlader wrote:
Blixtev wrote in the Tailor forum:4) Possible hide shortage considering the re-scaling of combat levelsHope this is not the case, if so we can look at the harvesting of organics rate.
So now it again falls to the Rangers. The oh so devoted to their cause Rangers who've dealt with the camping nerfs, the mediocre camo, the buggy /areatrack, the missing /track, the camps that don't repel, the traps that now Combat Medics can duplicate, and let's not forget the Kreetles.To this I say, No you can not look at the harvesting rate. In the CU as a ranger in a group I pulled 350 units of hide off a voritor the size of a large dog by myself. To that I assume that a unit of hide is about the size of a piece of toilet paper and that's why it only takes 50 of them to put together an entire High Tech Field Base. It's approaching the realm of rediculous in how much stuff is coming off the creatures.What needs to happen is an analysis of the rate of havesting that's potentially possible as a Ranger. With the curb, Bounty hunters will still out harvest us one on one because they will be able to take down creatures safer and faster with less downtime in between creatures. If you want rangers to be harvestors, then you better start treating us like combatants. We want accuracy, damage, and defense bonuses against creatures. We want camoflauge that takes us off the radar regardless of our posture and regardless of our movement, and we want to be able to apply the same bonus to others and have it last 30 minutes. And we want traps that are more effective than Combat Medics, and that are effective against players too. During a 3 hours aggregate we need to be able to harvest more than bounty hunters, more than master scouts, and we want to have fun doing it too! We want an option to carry over our skill points into PvP even if we don't decide to use it.I don't believe these are negotiable options.
oooooh you'll get banned for that...
but fwiw, I'm right behind you.
/agree especially on the "we want to have fun doing it too!" part
BioEngine
Mon Apr 25, 2005 6:16 am
#5
We shouldn't let them take their own sweet time in giving us a reason to keep Master Ranger. I looked at the bonuses I get to Creature Damage and Creature Accuracy, and they are easily 1/8th of the bonusesthat combat classes get to everything they attack. If they increase our harvesting modifiers, it's just because we'll be killing a ton of little things instead of really big things.
KaiRaene
Mon Apr 25, 2005 6:44 am
#6
Its true.
But, I dont believe we will see anything changed to our profession til after:
CU
2 months of fixes for CU
Jedi revamp(bet you 1 million credits)
Smuggler revamp
Squad Leader Revamp
Crafter revamp(they are po'd bout crafting)
Ranger Revamp
Before the ranger revamp I would bet we will see another content publish too.
Lets face it. We arent true combat professions and we arent crafters. We fall sadly in between. And for that reason they have no clue what to do with us and are always putting us on the back burner.
But, I dont believe we will see anything changed to our profession til after:
CU
2 months of fixes for CU
Jedi revamp(bet you 1 million credits)
Smuggler revamp
Squad Leader Revamp
Crafter revamp(they are po'd bout crafting)
Ranger Revamp
Before the ranger revamp I would bet we will see another content publish too.
Lets face it. We arent true combat professions and we arent crafters. We fall sadly in between. And for that reason they have no clue what to do with us and are always putting us on the back burner.
BioEngine
Mon Apr 25, 2005 6:49 am
#7
We aren't true crafters because we can only craft items that only we can use (and I would like to know how the heck I got 13 experimentation points for Camo kits without it being noted in the Ranger skill boxes. That is a friggin' bug and it should be fixed regardless of a Revamp.)
JascoSmlee
Mon Apr 25, 2005 7:34 am
#9
I bet most of us would be happy with just a few 'fixes' for now though, not necessarily a whole profession revamp, eg:
Live - April 1, 2050
Version 47.11825
Ranger
- Traps can now be used against NPCs and Players
- Camps will now repel aggro
- /conceal will now take the Ranger offradar
- /rescue no longer requires the target to /peace
- Camo now works correctly against certain quest and thug factioned NPCs
![]()
Owen-Lars
Mon Apr 25, 2005 7:40 am
#10
Well if our good traps worked (the non ranger ones in other words) the first fix would be good.
Camps repelling agro? Whats the point if campsdont do anythinghehe
Conceal would have to take us out of visual sight too, you cant have one without the other.
The rescue thing would be good if it wasnt a suicide button
Id prefer the note:
Live - April 1, 2050
Version 47.11825
Ranger
- We are currently reviewing the Genius thread for ideas for the ranger revamp
- Added new In-Concept: Ranger Revamp thread
Goldear
Mon Apr 25, 2005 7:44 am
#11
Been saying all that for about a year.
You can now add to the list.
Guiding...for what? Kryat? they spawn like the dandelions in my front yard!
Now we can guide for peko albatross and kimogila and like it
We won't be able to hunt worth a crap in the new cu because we can't master any combat professions.
We pile on skill points after skill points..for what?
So we can join a group and watch master scouts and MBH's out harvest us.
gah..i'm in a mood today..2nd rant already!
I'd like to snotty, but they just ban you for a day.
You can now add to the list.
Guiding...for what? Kryat? they spawn like the dandelions in my front yard!
Now we can guide for peko albatross and kimogila and like it
We won't be able to hunt worth a crap in the new cu because we can't master any combat professions.
We pile on skill points after skill points..for what?
So we can join a group and watch master scouts and MBH's out harvest us.
gah..i'm in a mood today..2nd rant already!
I'd like to snotty, but they just ban you for a day.
FourthNail
Mon Apr 25, 2005 8:19 am
#12
Oh make no mistake about it, eveyone in my guild knows I'm going on a hunting strike as soon as the CU goes live. And anyone who asks for area tracking will get a simple, "sorry, I can't engage in combat anymore so that kind of work is too dangerous for me now," and I will not hunt for resources for anyone.
I'll be content making Ranger items and selling them cheaply to scouts and Rangers as well as mining and selling those resources to artisans and weaponsmitties.
Plunk
I'll be content making Ranger items and selling them cheaply to scouts and Rangers as well as mining and selling those resources to artisans and weaponsmitties.
Plunk
Calculus_Entropy
Mon Apr 25, 2005 8:26 am
#13
Good thing no one has accused Rangers of being able to adapt to new situations.
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