Ranger Archive
Thread: 9.10.03 Ranger Issues List Please Read and Sign or add Feedback
Phoubar:
"Areatrack only list spawned creatures/peoples. Out in the middle of nowhere, where this ranger like to be, areatrack is useless. Areatrack should trip spawn all creatures within 500 m."
-My suggestion would be that /areatrack tracks the lairs of creatures
- That way you only get one listing for a group of creatures (rather than a listingofeach ofthe creatures)
- The lair exists even if there are no creatures currently spawned... And once you close in on the area, the system can set up the spawn appropiately.
- This listing should contain the hidden lairs (the ones where the creatures just seem to be standing about in the middle of nowhere). There is a spawn point designated for those creatures, and that point should be listed. ![]()
/agree - especially about conceal and not showing up on the radar whether you are covert, overt, or none of the above.
-ILOG
/sign
Pet trapping and pc concealment is all I really want, and just can't see a reason why they shouldn't be except for 'because we said so', which is probably what we'll get.
Console Commands
/areaTrack animals
/areaTrack people
/areaTrack players
/disbandCamp
/throwTrap <TrapType>
/throwTrap spread <TrapType1> <TrapType2> <TrapType3> ( throw 3 traps fast at reduced accuracy )
Changes
Upgrade the Forage skill to find floral camo resources.
/areaTrack has a filter to hide corpses. If corpses are not filtered out they show up as "Corpse of ..."
/areaTrack allows an entry in the tracking window to be selected and dynamically tracked. This would create a Waypoint pinpointing the target's current location. The Ranger could only track 1 target at a time and would be range limited.
Wants
Ranger companion. This would be a creature pet more powerful than the normal cl15 pets available to anyone but less powerful ( by a lot ) than the best pets sold by Creature Handlers and Bio Engineers. If a Ranger elects to have a companion, they cannot have a droid or other creature pet.
Ranger enemy. The Ranger selects 1 creature per level of Hunting to be a particular enemy of the Ranger. this would give the Ranger bonuses to killing the animal. Master Ranger should be able to choose from a range of fairly tough creatures.
Ranger weapon. The Ranger would gain mastery in this Ranger-only weapon. It would be very effective against creature types but much less against humnanoids, e.g., an ultrasonic weapon.
Creature Trapping. Allow Rangers to actually capture a creature. The tougher the creature the more difficult it is to capture and the easier it can break captivity. As the Ranger increases in Trapping skill the chance increases to successfully capture and reduces for the creature to break capture. The Ranger can only trap and keep 1 creature at a time and there would be a finite time limit that the creature can be contained. If the Ranger fails to capture a creature it has a chance to aggro on him. If the creature breaks capture it automatically aggros on the Ranger.
Note these are my own personal changes I'd like to see as well as the ones people detailed above.
Raspi.
Some issues with /areatrack I have.
1. It doesn't need to show me pets in my own group or NPC droids that can't even be attacked.
2. The list should not truncate to 50 items, that is fairly annoying.
3. Areas with nobody in them typcally do not have creatures spawned there, using /areatrack needs to spawn all areas within the track radius if there are too few creatures around.
Great post.
A couple of things:
I think the camp abandonment issue should be moved way up the priority list.
Mask Scent is working just as it should now IMHO. Haven't had much of anything except big aggro creatures like Plains Hunters, Baz Nitches, etc. break it.
The wish list items are fantastic, especially the wasted harvests point. Getting smaller levels of those remaining resources and reduced or no xp for cleaning up the remnants is awesome.
Lastly, I hadn't group harvested in a while prior to the last patch. It seems a lot of Rangers were/are bemoaning reduced harvests in big groups, which is understandable. My question is what exactly is reduced? I was on Dathomir last night in a big group for only the second time since the patch. I was pulling 40-45 plus hides off the giant baz nitches, and other harvest-capable players were pulling 30+. It seemed to be a good deal of hides. I'm just looking for some input here, as I was wondering if maybe they did a stealth fix? Or were we just pulling a ton more harvests pre patch?
/sign
my only concern is I think that the camp numbers are too high. Only ranger camps should have a stay function though.
Abomi - Wannabe Ranger/Rifleman
Starsider
good post!
/sign
add
this is a scout issue but it effects rangers too. /forage bug needs to be resolved (rare forgage/inventory full).
/Signed sealed and delivered. I totally agree.
ILiado Master Scout/Novice Ranger, Tyrena, Valcyn