Ranger Archive
Thread: New Top 5 issues PLEASE READ
Guys,
The Devs are swamped - they're making changes to all of the professions based on the suggestions we made from this first round of issues.
So we need to be patient before we start asking for more. ![]()
Expect a little bit of time before we see any of these NEW issues resolved.
B
Now that is a good idea!
After reviewing this entire thread, I am back with my pet peeve.
I see alot of debate regarding camp timers. I think this problem is easily solved along with trap effectiveness simply by implementing Ranger Experimentation points. I think it's clear to all of us by now that the Devs originally intended us to be able to increase the durability of both traps and camps using experimentation with high Decay Resistance materials. Why else is this requirement stated on our schematics if not that?
For reasons known only to the Devs this is not working. I can get the same One experimentation point with no novice artisan, the same amount as previously stated in this thread can be got with master artisan.
The maximun durabilty we can experiment on traps (I havent really bothered trying with camps yet) using resources with DR in the 900s, is about 34% or so. It's incredibly difficult to test whether the higher DR traps actually do last longer, since the difference is so slight.
ThoughI do see variations in the duration of traps on creatures,I cannot determine if this was due to trap duration percentage, the creatures level vs. my abilities or the creatures percentage of resistance to the trap. Or all of the above. Or even none of the above, but a hidden code that only the Devs know and are not telling us. There are so many unknown variables here.
What I Do know though, is if the Devs would give us the same transparency they have given other profs that craft specialty items, we would share the benefit of being able to control the quality of traps and tents and be much more effective at using them. And it would be properly scaled as our skills increases.
Okay I finally arrive at my point regarding Ranger camps. The length of time they stay up could easily depend on the experimented durability of the camp. So the higher the durability the longer the camp stays up. It's easy. It's code that is already in game for other profs. What's hard about this? So for example they set a the HTB to have a base of 2hours, experimented bases of 100% last double that. And then scale it accordingly for lower camps and lower DR camps.
If that isnt long enough, play with it. Just an example.
Half the code is already there for this. The schematics are there. The one experimention point does work to increase the durability. Higher DR resources do yeild higher percentages of durability. It 's just a matter of adding on to it. So they can't really say its not possible.
Of course I would like to see Quality enter into the formula too. For greater effectiveness against, say Krayts that we currently cannot trap at all. (Though a novice pistoleer can bleed them and a ch pet with less than 50 CL can land special attacks - master of the hunt.. we are not.) And perhaps an option to experiment the counts to alleviate our non stacking problems a bit. I am not pushing for this now though. One thing at a time.
In addition... and i think this is critical. The HTB should have a HIigh quality general and weapons machine. This is for us. It was intended for us to experiment and craft hi end traps and camps in the field. Who else would be using that machine in the wild?
I completely agree that we need experimentation points and they should be able to adjust the camp auto-disband timer and trap effectiveness. Also of coursewe should also be able to modifycamo effectiveness once that skill is implemented.
Zip_Moonblast wrote:TROPHIES! We need an ability that will let us harvest things like heads, horns, claws, or whole corpses that we can stuff and decorate our houses with.
I've been wanting this for a long time.
I believe you can decorate you home with fish, so why not heads and horns?
Imagine a dimly lit large Naboo house (the one with the nice vaulted ceiling). A low fire crackling casting shadows across the large stuffed kimogila head over the fireplace.
I have only recently decided not to BH in favor of master ranger /master rifleman. I do not think I made the wrong choice. Though I was 5k from Novice BH.
Refeila Akee (Dune)
Ranger/Rifleman - Bloodfin
I know a lot of people have touched on traps.... Anyone bothered by the time it takes to throw one?
If I decide to throw 3 different traps in combat, i am already engaged melee by the creature and hit 2-3times while I am running away... This doesnt seem right, and trap throwing shouldn't be an automatic break of maskscent. I also agree with trap quality and the type of traps we have, this all needs a little buffing.
I am not a melee ranger, but feel for those that are, perhaps along with the creature to hit bonus, a creature to dodge bonus. Maybe a anyweapon aimed move called "weakspot" that does more damage to creatures based on the rangers knowledge of them.
Last concern is the Explorer Missions... They are great.. but if we die, we need to start them over, and hopefully soon we can track to find the creatures, I posted some other concerns off Raphs post as well.
Thanks.
Nicoli Sharp - Corbantis - Master Ranger/Rifleman/Surveyor
Anybody ever thought of making a tent that could only be used for Entertainers to heal BF?
Maybe put it on line with Survival 4 and make it a Traveling circus Tent? That way Entertainers would not always have to be in a cantina? Make some of the materials a bit more hard to get so not everyone is running around with this tent, But allows the "option" Of someone and going to get them?
Just an idea..