Ranger Archive

Thread: Top Five Debate

NRaas
Thu Sep 18, 2003 7:51 am
#1

- Alrighty then. Time to choose the the Top 5 issues for our glorious Profession.


- My suggestion is that choices be be broad issues that encompass multiple problems to maximizethe limited list size.


- I will then flush the choices out with symptoms and possible solutions from the State of the Profession list. If you want to add other issues to the list, feel free to post on that thread.


My Suggestions



  • Master Ranger skill does not provide enough "meat" for those who attain the skill

  • Crafting system needs more depth

  • Conceal needs to be reevaluated for cost-effectiveness (rare resources vs. ineffective results)

  • High Tech Field Base and its cost-effectiveness (resource requirements vs. disbanding)

  • Examine Window additions

- Post away good Rangers.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Wolf_Scout
Thu Sep 18, 2003 8:02 am
#2

1. Master Ranger as a whole should be looked at since it is our moment of glory.


2. I feel like I am doing Scout 201 sometimes, making camps to move up in camps, throwing traps, etc. I am not sure where they could go here. Tracking is the only thing that seems different. Maybe the Wayfaring line could be enhanced more.


3. Make our traps more reliable I really count on them to do thier job since I am not a combat profession and this gives me a equalizer missing 4 times ina row really sucks.


4. Make us more useful in PvP with camoflauge or conceal.


5. Our creature hit modifiers really should make us the masters of PvE, I don't know if this will happen but we should be. Commandos/BHs rock in PvP we should do the same in PvE.




"Weapons are made to kill, but it is the human mind that decides the amount of pain they will inflict"

Bladepoint Bounty Hunter

Wraiith Commando
Wolf_Scout
Thu Sep 18, 2003 8:04 am
#3

one more thing lol our harvesting quantities should be double what a scout can do.



"Weapons are made to kill, but it is the human mind that decides the amount of pain they will inflict"

Bladepoint Bounty Hunter

Wraiith Commando
Ki_Gu_Lon
Thu Sep 18, 2003 8:20 am
#4


  • Master Ranger skill does not provide enough "meat" for those who attain the skill Good one.
  • Crafting system needs more depth More experimentation on all items. Addition of harvester traps?
  • Conceal needs to be reevaluated for cost-effectiveness (rare resources vs. ineffective results) More reliability. Longer duration. Forage for floral components!
  • High Tech Field Base and its cost-effectiveness (resource requirements vs. disbanding) Don't mind the cost if it would just last a set duration. Not just HTFB, all Ranger camps.
  • Examine Window additions Social, bone, resource amounts.

Good Top Five. I can agree with those.




"Daddy, what's that bad man doing to my (Star Wars)?"

"Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
Pwa
Thu Sep 18, 2003 8:49 am
#5


  • Improvement on traps: experimentation, ability to trap high level creatures as the trapping skill increases.

  • Adding the social behavioral patterns to the examine window of creatures.

  • Improvement in burst run duration as the wayfaring skill increases.

  • Addition of the creature to hit bonus to melee and evaluation of its effectiveness (are we getting it at all).

  • Evaluation of the conceal/maskcent equation. A krettle should never break it even when burst running, but you should have no more than 50%-60% chance of hiding from a Krayt while prone. A possibility could be ability mod vs creature level +/- movement/position. If broken, chance of aggro could be fraction of the ability mod vs ferocity +/- distance.
NRaas
Thu Sep 18, 2003 8:58 am
#6

"Improvement on traps: experimentation, ability to trap high level creatures as the trapping skill increases."


- We know from the last Coorespondent Response that Trap changes are on the way


- Do you wish to reiterate this fact, or ask for newer information?


----


- Your other choices have been tallied.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Glaza-X
Thu Sep 18, 2003 9:08 am
#7

Top 5 List Looks Good To Me

AOE Traps Working Yes or No
(Might have already been brought up)
Sorry this might sound lame but I have never noticed any differance between the effects of stun/dizzy on PVE creatures. Now that traps hit all the time, just what does each Trap exactly do. Duration, etc

(Scout and Ranger Traps) This might be some useful info even for those of us that know some of the traps effect.
Maybe some better information in the crafting stage of a trap.


Change Title of Tracking 4 to Tracker not Hunt Master

Once again I'm too slow with thoughts
Drazzoib
Thu Sep 18, 2003 9:12 am
#8


  • Wayfarring terrain negotiation bonuses should be way more obvious once you reach wayfarring 4(wow, i can crawl faster, we should run faster too)

  • Camps should stay up for a longer duration when left. Especially FB and HTFB

  • We should get harvesting bonuses so we get more resources off of creatures than regular scouts

those are my 3 units of input

Pwa
Thu Sep 18, 2003 9:13 am
#9

Holocron's post mentions new traps, but I didn't see a promise of the addition of experimentation on traps. Regarding high level creatures, if a combat class at novice can place a status effect on them, a trap master should have an equal/greater chance of using traps to add status effects.
NRaas
Thu Sep 18, 2003 9:20 am
#10

"Holocron's post mentions new traps, but I didn't see a promise of the addition of experimentation on traps"


- That is a presumption on my part I guess.


- If I were to revamp the Traps system, I would also revamp the Trap experimentation at the same time.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Seekalaei
Thu Sep 18, 2003 9:21 am
#11




My Suggestions



  • Master Ranger skill does not provide enough "meat" for those who attain the skill

  • Crafting system needs more depth

  • Conceal needs to be reevaluated for cost-effectiveness (rare resources vs. ineffective results)

  • High Tech Field Base and its cost-effectiveness (resource requirements vs. disbanding)

  • Examine Window additions


I like the Examine Window additions, and those shouldn't be too much to ask for. Does anyone know what Ferocity means? Heh..


Crafting as a Ranger with no Artisan skills, I feel that the quality of the resources we use should allow for similar results to an Artisan experimenting up the amount of traps. I didn't know that Rangers can experiment on crafted items, and am a bit unclear to how this would work. Am I now able to experiment on traps on camps, even though I don't have Artisan skills anymore?


If for example, I craft a trap, I should be able to experiment the amount of traps up. Especially if the quality of the resources I use exceeds the norm. I also think we should be able to get something out of experimentation. Is that what you are asking for? If so, then I am all for it!



Conceal should work against opposing factions.If I am prone and concealed, not moving, I should get a "check" to see if they see me. If I move or attack, of course I am then spotted. However, a concealed Ranger should appear on no one's radar. I don't know if that is feasible. I also believe regardless of anything, a Ranger should be the only one this works on, regardless of how well he makes the conceal kits, or how well it applies.





Lt. Seekealei of Bria
Brawlin' TKM with a Pike
Rebel Underground
I'm not really Rebel, I just play one in a video game.


NRaas
Thu Sep 18, 2003 9:22 am
#12

Glaza-X


- I will presume by your post, you want more emphasis on the Traps system.


- I will add your tally to that issue.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Fwad
Thu Sep 18, 2003 9:25 am
#13

1) More info in the examine window: social vs solo creatures, aggression range for each creature type (example...that Salt Mynock will Aggro if you get within 35m but that Vesp will aggro if you get within 55m)


2) Option of harvesting multiple resources from 1 kill (i.e. hides & bones from 1 corpse-slightly reduce the yield for each resource so instead of getting 55 bones alone, I can get 35 bones & 35 hides)


3) TRAPS, TRAPS, TRAPS- give us NEW ones! And make the old ones more effective/useful. Half the time I toss a trap and I get no message at all. Other traps I throw and they work but I don't notice any difference (noise, sonic, flash, wire). Give us new traps that weaken the mobs-reduce the damage the hit for, make them fall down(like knockdown special), distract them (causes them to switch aggro onto a different group member)


4) Longer duration RANGER camps- so we can leave them for 5 minutes and come back and they aren't auto-disbanding


5) Weapon or melee skill specific to rangers based on our creature to-hit bonus...No I don't want it usable in PvP (unless it's on pets) but have it active against CREATURES in PvE




~~~ Necromulus Dustrider / Taru ~~~
Elder Jedi / Master Shipwright
(Ret. Master Bounty Hunter, Carbineer, Creature Handler, Marksman, Pistoleer, Scout, Smuggler, Swordsman, & Squad Leader)
Happiness is like peeing your pants: Everyone can see it, but only you can feel its warmth.....
Page 1 of 7
Previous Next