Ranger Archive

Thread: What would you like to see traps do?

Deadtech
Wed Apr 20, 2005 12:13 am
#14

I'd like to see em cook me some dinner. man I'm hungry. but seriously I'd go witha wide variety of state effects and be able to work on pc's and npc's. not too much to ask i think.



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JascoSmlee
Wed Apr 20, 2005 12:27 am
#15

I'd be happy if we could just use traps against NPCs and players.



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BioEngine
Wed Apr 20, 2005 12:28 am
#16

I would like to be able to create them in the form of Weapon Attachments. This is the closest thing that we could get to a trap launcher, for "ease of programming" wise.



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DaveG
Wed Apr 20, 2005 12:40 am
#17

Bolo whip to tangle around legs and cause fall-overs/knock-downs.



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SickSix
Wed Apr 20, 2005 12:41 am
#18






JascoSmlee wrote:

I'd be happy if we could just use traps against NPCs and players.






yup, i agree, that's all i want. at minimum they should work on npcs.



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BioEngine
Wed Apr 20, 2005 12:42 am
#19

I would like to see traps actually affect bigger creatures the first, at most third, time you throw them at Master Ranger. I couldn't even get a trap to stick on a swirl prong in the first 4 tries at Ranger 4344.



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WittyNewt
Wed Apr 20, 2005 12:52 am
#20






WildBil2Me wrote:

What about universal combat specials (that worked with both ranged and melee weapons) which replaced certain bugged traps?


They'd deal damage as well as apply certain states.







I would support that: universal combat specials that applied a range of states such as stun, intimidate, dizzy, and a smaller range of traps that did things like root, lower melee or ranged defence, increased accuracy etc. Plus some general accy and speed mods somewhere in the tree as well.


Have been testing tka with master ranger on CU and with only a single combat elite the attack options are very limited and the attack speed is so slow. Took me 30 mins to kill a dewback lair, level 65. The hide yield per creature was over 400 units but it was seriously slow to do the lair. My guess is something like swords,tka, scout 0040 will actually end up harvesting at a faster rate because of the bonus to speed and accuracy double mastery gives you since the general speed and accuracy mods stack across professions. When I get some time I will test this out.


Will be slightly sad if master ranger single combat prof is once again not the best template for harvesting.





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Calculus_Entropy
Wed Apr 20, 2005 12:56 am
#21

I'd really like to see ground based traps (tripwire, and especially bait/lure traps)!



Calculus Entropy
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-JungleKing-
Wed Apr 20, 2005 2:25 am
#22

I want a Harvesting Knife..... *see station name*



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DND_Cas
Wed Apr 20, 2005 5:54 am
#23

I would like traps to have crowd control abilities like smuggler will have in the CU (keep them animals only or give negative modifiers to hit non-animals).


We need to be able to control the flow of battle against our prey:


  • Root/snare/slow traps

  • Debuff traps

  • Anti-aggro traps

  • Aggro traps

  • "Fear" traps

We also need group abilities:



  • Target painting traps






Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
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