Ranger Archive

Thread: A New Vision, a New Top Five

TottCophii
Wed Dec 24, 2003 6:23 am
#1

Rangers,


Our Top Five to the Devs was wasted. All five were bugs that they should have already known.


We need to start a new Top 5 priority, but this time do not include bugs.


We need content ideas and profession changes.


Here's my Top Five.


1. Traps. More trap types, trap experimentation, trapping of player pets in PvP. As it stands, traps are mostly pointless, and are just a hassle in the way of getting to master.


2. Camps. Need to do more things. Need to make camps stop autodisbanding, possibly make the larger camps last longer, with the High Tech Field Base never disbanding unless the ranger travels too far away (1000m) or goes LD.


3. Harvesting. Need better harvesting capabilities to differentiate between usand Scouts. The larger harvests aren't that much larger.


4. Forage. Useless, unless you have to feed a pet.


5. Individuality. An actual structure, ahunting lodge, placeable by master rangers on non-buildable worldswould make this profession a bit more unique. Just make it non-transferable... how cool would this be? And not that hard to implement either.


There it is... Top Five... no bugs included. The devs know our bugs and will either fix them now, later or never. Let's make our profession better any way we can. Let's present a list of changes, not bugs.


A Ranger...




Cora, Nicodemas, Pebou
"I'm a poster who plays, so the devs ignore me"
SWG and the NGE is like a circus, it's fun to watch (play the forums) but not something you'd want to be in.-


GraySeven
Wed Dec 24, 2003 7:04 am
#2

I don't understand why people consider traps pointless. They aren't, they are quite the opposite. Most people just don't take the time to research what the traps do and incorporate them into their combat style. If you have a state effect attack, then the noise maker makes it more probable that it will work, the Phecnacine Dart is a favorite of mine, along with the Adhesive Mesh trap, as it allows me a few more "free" attacks after I've been discovered by my quarry or allows me to run away if I'm in too deep.


I fully agree with being able to trap Pets, but this was removed in Beta due to people grinding trap xp against their own pets without any chance of injury. They should be ashamed.....if they can put this back in, it would be great.


Harvesting of multiple types from the same creature should be installed for Rangers. After all, when I dressed out a deer, I didn't choose to keep the meat and watch the bone and hides disappear....would have made cleanup a lot easier but still....


If they ever get around to making it so that you can move items up and down when placing them in a house, I'd love to see Ranger craftable Mounted Head decorations. Some bone, hide and wood and voila! a 14 point ikopi trophy for all to admire.....


Make foraged goods stackable....please.




Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Vorpaks
Wed Dec 24, 2003 7:09 am
#3

(The bounty hunters want this too)


I would love to be able to harvest NPCs (I'm sick, I know).


/harvest hide = scalp


/harvest meat = ear


/harvest bone = teeth


Then you could give it all to a tailor and they could make you some really nasty clothing/jewelry.


- Paks (currently in PMS mode)




Paks
Master Ranger/Master Creature Handler
-I support ATK play

TottCophii
Wed Dec 24, 2003 7:15 am
#4

Adhesive Mesh and the Phenecine Dart are both under the Scout profession. The Ranger traps are just an extension of the Scout traps and are not a big flashy usefull item. When I look at our skill trees I want to be able to say "Wow, I want to get those traps", and not "Well, I guess I get the Flash Bomb and Sonic Pulse, but I'll never really use them".



Cora, Nicodemas, Pebou
"I'm a poster who plays, so the devs ignore me"
SWG and the NGE is like a circus, it's fun to watch (play the forums) but not something you'd want to be in.-


GraySeven
Wed Dec 24, 2003 7:21 am
#5

Ah, my bad, thought you meant traps in general but should have realized you meant Ranger traps in particular....its been a long night.


I haven't had much recent experience with the Ranger traps...yet, I'm working on it, so I'll hold further judgement til then...




Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

TottCophii
Wed Dec 24, 2003 7:25 am
#6

That's cool GraySeven... I understand, been up all night myself.


You'll find that Ranger traps, useful to some (and I've never met 'them'), are nothing to be excited about. And at the very least are not much of a benefit for spending the skill points, unless you plan on making master ranger.




Cora, Nicodemas, Pebou
"I'm a poster who plays, so the devs ignore me"
SWG and the NGE is like a circus, it's fun to watch (play the forums) but not something you'd want to be in.-


Mynroe
Wed Dec 24, 2003 7:32 am
#7

Despite the fact the actual traps are *iffy at best*, I still consider the trapping line to be extremely useful. WIth only scout trapping, you won't be able to reliably trap anything higher than 35 -40. that's fine if you don't engage high level creatures, but i like to push my limits, and that often means that i'm running away, in which case the ability to snare, say a bull rancor or something, is quite useful indeed.


Now, if only we could get an area snare... (^_^)




-=-=-
Jenyme Fujikuro - Starsider - Ranger 4344, Sharpshooter 1102
-fishing-- the only nerf-free pasttime left-
SquibII
Wed Dec 24, 2003 9:05 am
#8

I really, really want to find the Ranger traps useful. They're great in princple, since I'm a Meleer and spend most combat being mobbed by more than one critter. Although dizzy is useless on creatures, stun and blind are great for reducing a creature's damage output. Hitting multiple targets with these effects could be a lifesaver in a mob aggro situation.

The problem is that in practice, they only seem to effect more than one creature about 20% of the time, if that. The only time that I can be sure I'll effect more than one creature is when I'm huting on Dathomir and there's Rancors right next to the creatures that I meant the trap to effect. :\
Circle
Wed Dec 24, 2003 9:17 am
#9

I like the new top five. I have stoped using traps since I changed from pistol to rifle even before then I only used them for kicks and if I was helping someone out gaining basic combat ablities.



Alva Hawkins
Master Ranger
Master Rifleman
Gwee-Godo
Wed Dec 24, 2003 10:01 am
#10

Well, with the new vision of us being the 'ultimate hunters' number one shoule be:


1. Make us better at killing creatures.


Right now we are not that good at it. We are totally dependent on whatever other prof we choose. To be the ultimate hunters we need to be able to take down creatures more effectively then other classes. That means more damage output, less incoming damage, less time in cities, and the ability to find exactlywhat we want to hunt. some of this stuff will be easy to impliment, some very difficult. The fact is a commando with two levels of scout is a far superior hunter. That has to change.

dirtyundies2003
Wed Dec 24, 2003 10:19 am
#11

i luv the head mount/trophy idea. even if its to BE pets -where rangers get in the radial option to "trophy" and use it as wall decoration.thisalso gives ussomething to sell to nonscouts and rangers.the best i've done is /movefurniture BE pets halfway into the walls, so u get head, neck, half of body, and front legs/toes sticking out. i guess it looks okay...


1. experimentation on traps, like before but work this time. quality ingredients should determine what lvl creature and severity of pain inflicted upon impact. especially when we're limited on number of useful traps that can be made. more traps that has different effects, like bleed, poison, and above all area effects that actuallyaffect a mob.


2. i'm glad conceal works better now, but as a master ranger, i should be able to camo/mask scent quicker (i believe its a 15 sec window if u get detected now) and if i'm not moving, prone, or behind a tree, rock, etc, i should not be detected.


3. conceal from players and NPC's. how? not show up on a minimap until say 32m away but still be visible. if we can hide ourselves from animals w/ heightened senses why can't we hide from stupid humans, and the like. for instance, an animal goes white dot on ur minimap when a BE is sampling. same could be applied to concealed rangers for other players.


4. soothe aggro animalssimilar tothe /rescue feature for medicsfrom other players. i'm not talking about soothing completely to not aggro, coz that would be a CH trait if anything. or at least be able to /peace at a shorter distance. maybe making /maskscent quicker for master rangers would do the trick just fine in this aspect.


5. rangers should definitely be able to harvest all. maybe to a lesser amount for each, but this a great idea, and something worth working the ranger explorer tree for. like exploration 4, give meat and hide, and at master get meat, hide, and bone.


6. tracking- a waypoint is created for rangers like exact locations of resources are pointed out to artisans. if tracking allows us to find the exact distance why can't we create a waypoint to it?



these are some of the frustrations i have dealt w/ recently and think they would make the profession that much more fun. but once a ranger always a ranger...




Pink-Big Toe (formally known as Pink Undies but stripped by SOE)
--Antarian Rangers--
hof
Wed Dec 24, 2003 10:55 am
#12


fellow rangers,


here's an idea my son brought up. except from fishing fish, why not have some creatures that live in the water? there are large expanses of water in the galaxy. maybe an expansion pack will be required to open up the water part of SWG.


once these water area is open, have rangers have the ability to build watercraft just like they build camps. these water crafts can range from raft, canoe, kayak, etc.and depending on the number of people it can carry (group). these watercraft will give us the ability to hunt/harvest on water. rangers can go on solo missions or take small groups on hunting missions. the harvest from these missions will be more valuable to the commodities market and ranger profession since it will be considered a very specialized skill.


another thought off the same idea is to have rangers go scuba certified. if you remember episode 1, there are a lot of sea creatures out there. rangers in their special breathing apparatus (unless your mon cal) hunting/harvesting underwater.


in regards to other ranger inputs, i like the idea of being able to harvest specialized organs and not just meat/hide/bone. harvesting rancor or bol balls might be valuable to a BE.


traps, definitely be able to trap player pets on PVP. doesn't make sense why it shouldn't when it works perfectly in the wild.


and packs, if rangers are to be out in the field a lot longer than most, we should be able to carry more on our packs. especially when camps and traps take up so much space.





Sa-Og Ivac
Elder MRifleman/MRanger/Creature Handler/Privateer

Fugu

Elder MMerchant/MSmuggler/Privateer

Proprietors of R E F L E X R E S O U R C E S
Usu Praetoria (Formerly Usu Enki), Tatooine -1545 -4836 (Corbantis)
Blod
Thu Dec 25, 2003 5:34 am
#13

My thoughts/issues:



Camping,...the highest level camps, Ranger camps, should be usable to heal Battle Fatigue as well, when an entertainer is entertaining in them.



Harvesting,..when doing so, unless we get to harvest more than one type of resource an indication of the "OQ" (High, Medium or Low) should be given for each resource type, so we know that we are taking the best from the creature, unless we are after a specific type and not interested in quality.



Tracking,..At the height of our tracking perhaps an indicator arrow we can follow for a specific set of tracks, since being a Master in tracking I would think that following a single set of tracks should be doable.



Trapping,..I liked the idea of "capture" since it's not tame and it's not sample, but could be a resource for two other classes. I'd like to see something more useful in the Ranger traps though, since all I use are the Scout traps. The Area trap seems like a deathwish if no-one has current agro on all the creatures.



I'm not quite Master here yet, grinding Camping and finishing Trapping, but the proffession seems to have a lot of promise.



Happy Trails

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