Ranger Archive

Thread: The Ranger Identity Crisis

Kroxigor
Thu Dec 25, 2003 4:22 pm
#14

Things I think would improve Ranger:


1. The High Tech Field Base Kit should repel aggressive creatures as intended, This still hasnt been fixed


2. More Traps for the Advanced Trapping Line.


3. Camo kits should work against NPC's, otherwise call it like it is Mask Scent in a crafted can


4. Rangers being able to trap creaturesto give to other players. Now keep in mind im not saying Tame or Train or extract DNA or anything else. (this is what the CH and the BE is for). I think a limit on the number of trapped creatures the ranger could have on him at one time including in inventory, in house, or in bank should be limited to 1 or 2 keeping this skill from replacing bio-engineered pets.


5. Something along the lines of what others have said in this thread. Damage mitigation, Weakness revealing, better to hit bonuses, or something to make rangers more effective in the PvE environment vs mobs.


Just my 2 Creds, Keep all the great ideas comin


Colonel Ssythian of IMP, Master Ranger/Master Pistoleer since the beginning

Phenix1050
Fri Dec 26, 2003 7:09 am
#15

What I can say thus far is that I think while the Dev team has described us as the "Ultimate Creature Hunters", but a lot of us are either confused or none too pleased with this idea. Right now, we really don't have the right to call ourselves such. So there is a need for better hunting skills, whether they be inproved traps, knowing the weaknesses of creatures or some such idea. However there is also a desire to serve some valuable services to the GCW and to PvP in general. Obviously, as it stands there is little room for our skill tree to expand to.


Thus it is my recomendation that Ranger Crafting combine the skills of camping and trapping, the idea being that you are using the same materials so skill with using hide can be translated into both making camps and making traps. Secondly, there needs to be a RangerAbilities tree. The idea that I like about this (of course, borrowing from several other intelligent ideas here) is that we have tracking and an improved Rescue command. This command could be used against creatures at level one, and only if they were same faction, and eventually you could save from players by forcing their target to go white dot and them to target you instead. The other two skills could be done any number of ways. We could get a Ranger Hunting line, where we get improved resource harvest and simultaneously the ability to find the weaknesses of our prey. This would be part of creature knowledge (and would make us invaluable to hunting parties). If each creatures has unique weaknesses that don't show under their resists and such (i.e. no other class can see these weaknesses) then a Ranger could tell a group to attack one animal instead of another because one has a resistance to knockdown while another one has a weakness to knockdown.


The fourth skill tree could be any number of things. It could be a special abilities tree where Rangers get unique attacks including shots that induce certain states that other classes can't apply. Perhaps a "poison" ability for those who use melee weapons (the advanced Ranger can spread an animal-based poison on their weapon) while ranged rifleman get a special shot that hits multilple stat pools for large damage (they know where to hit the animals to wreak havac with their entire body. Perhaps even a low-effect bleed that hits all three stat pools, thus helping us to be usefull in hunts. A person who can drain three stat pools in addition to having another weapon skill would be a powerful tool, which would help us feel useful.


As for PvP, several intelligent ideas have been suggested. Traps working on pets, NPC's and even players all are good suggestions. There is no logical reason that a HUGE bull rancor can be trapped but a tiny little Rodian can push through the same mesh. One way to solve this problem would be to increase the duration in PvE, but make traps a last-ditch effort in PvP. If you NEED to get away, throw a mesh trap, call your speeder and get outta dodge. Bonuses to attacks while outside of a city, and ideas like this are good starts. We NEED some PvP skill. We are basically one of the few profs who can't affect the GCW. Only Image Designers affect the GCW less than we do.


So please, keep posting your ideas and your feeling on where Ranger should go. If you're a Ranger, you should have an idea of what skills YOU think we should get, or in which direction we are headed, so please do the Ranger community a favor and share the love.




PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Circle
Fri Dec 26, 2003 3:59 pm
#16

Lot of good ideas in this post every well done. What we need is a vison statement from the devs that states which direction the class will be going in order to direct or feedback better.



Alva Hawkins
Master Ranger
Master Rifleman
DarthMercilous
Sat Dec 27, 2003 12:46 am
#17

Apart from the Anatarian Rangers, there were also the Sector Rangers to look at as well.



Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
SpaceKidAmnesiac
Sat Dec 27, 2003 4:17 am
#18

I have a separate thread going about whether we should have a new weapon or increased offense and defense versus creatures, so I won't go into that. But while reading the reply by Trellentor about capture traps that would allow us to harvest all three resources, I was struck with an idea that makes a lot of sense to me:


Why not help make Rangers unique by making us the only profession that can pick what we harvest from a creature? During Beta, there was a long time at the beginning where all you did was select 'Harvest resource' and it just randomly pulled one of the creature's available resources and gave you a certain amount based on your Hunting skill (I never made it to Ranger during Beta). Now, I hate to take anything away from any other profession to enhance ours, but this small change would certainly distinguish the two. Make it so that at Novice Ranger you gain the ability to select which resource type you want to harvest but until then, just increase the amount of random resources harvested. Then as you increased your Creature Knowledge skill, you are not only able to harvest more resources, but you can harvest two, then three types of resources. Then when you hit Master Ranger, you can harvest all three simultaneously as well as have a chance of harvesting a unique, trophy-like item. If you're thinking that it doesn't make sense to restrict what a Scout can harvest, the idea would be that Scouts don't yet have enough creature knowledge to understand that what looks like a bad resource is actually good enough to take.


But also, I agree that either trapping should be beefed up enormously or taken away altogether to make room for a more useful skill set. As someone mentioned earlier though, the Devs originally talked about us getting both an /areatrack and a /track [creature] skill, and in the same post they talked about us getting 'hunting blinds' that would not go poof as soon as we went into combat, and traps that did more than just make a creature hesitate for a few seconds. If I'm recalling correctly, there was mention of a permanent root trap that was placed on the ground ahead of time (an ACTUAL trap) that had to be set and either a new one placed or have the same trap set again for the next creature, similar to a bear trap. Now, these were all mentioned at the same time as the announcement that we were getting /areatrack and /conceal, and it's been a very long time since that original post. If they come through with just what they've already promised and nothing more, we will by far be more distinct than just being the "superscouts" that we are today.


On a side note, I think I read someone saying something about the Ranger profession using the most skill points, unless I'm just misunderstanding them. Actually there is one profession that uses the same amount of skill points as Novice Ranger and four professions that use up more skill points, those being Doctor -- which requires Master Medic, Bounty Hunter -- which requires both Master Scout and Master Marksman, Commando -- which requires Master Marksman and Unarmed IV, Combat Medic -- Master Medic and Ranged Weapon Support IV, and Novice Jedi -- which requires 250 skill points and isn't even an elite profession, but it doesn't require any skill points after that all the way up through Jedi Master (good or Dark). Just so you know.




****************************************************************************
Odeon SpaceKidA, Head OAF, Corbantis, Corellia
Noedo, Space Wookiee Extraordinaire, Ahazi, Tatooine
====================================================================
I have always wished that my computer would be as easy to use as my telephone. My wish has come true. I no longer know how to use my telephone. -Bjarne Stroustrup, computer science professor, designer of C++ programming language
Spekter
Sat Dec 27, 2003 7:57 am
#19

I'm almost exclusively a PvE player, so I won't saymuch about PvP aspects of the Ranger class other than we should still have some. I think the method that meshes best with the idea of ultimate creature hunter is to allow whatever creature hunting bonuses and abilities (traps) we do finally get to apply to pets/mounts. This, combined with a true tracking ability,would keep to the vision of ultimate creature hunter while still giving us some value in PvP. It would make for a reallyuseful skill and cool lookinganimation if we could use one of our traps to knock people off their mounts - watch the Kaduu do a faceplant and that smug looking Imp/Reb eat dirt.


As for PvE (in order of personal usefulness as implemented),


Hunting:
My idea for creature knowledge is allowour entire group to be able to see the window that pops up when we examine a creature - it would save typing time and make it easier forsquad (or just group) leaders to direct the group's attack more effectively. As stated above, true tracking is a must.


Wayfaring:
If Camo doesn't work against NPCs, it is a useless and costlyduplication of Maskscent; however, I actually like the increased crawling speed (apparently I'm the only one who does ), but think that rangers should also get improved swimming speed here too.


Frontiering:
Add the hunting blind for a camp that you can engage in combat from and fix the security fences on the other camps so that they do actually stop mobs from entering the camp or engaging passive people in the camp (eject anyone who engages a target from the camp instead of disbanding the camp) and camps are quite good.


Trapping:
As it is currently, I have never used a single skill from the ranger trapping line. I've not used rescue even once (suicideisn't my thing), and the only traps that I use right now are the three useful scout ones against lower level mobs. If they aren't effective against higher level mobs, all they really are is a quicker way to die - here nastybig mob, let me throw this thing at you which will do nothing to you, will anger all your friends, and will actually hurt me when I throw it. ??? Why would I use this?





SpaceKidAmnesiac wrote:

Why not help make Rangers unique by making us the only profession that can pick what we harvest from a creature? During Beta, there was a long time at the beginning where all you did was select 'Harvest resource' and it just randomly pulled one of the creature's available resources and gave you a certain amount based on your Hunting skill (I never made it to Ranger during Beta). Now, I hate to take anything away from any other profession to enhance ours, but this small change would certainly distinguish the two. Make it so that at Novice Ranger you gain the ability to select which resource type you want to harvest but until then, just increase the amount of random resources harvested. Then as you increased your Creature Knowledge skill, you are not only able to harvest more resources, but you can harvest two, then three types of resources. Then when you hit Master Ranger, you can harvest all three simultaneously as well as have a chance of harvesting a unique, trophy-like item. If you're thinking that it doesn't make sense to restrict what a Scout can harvest, the idea would be that Scouts don't yet have enough creature knowledge to understand that what looks like a bad resource is actually good enough to take.





I LOVE that idea.


Someone else said it above, the devs need to give us a little more detailed an idea of where they are thinking of going with the class so we can say agree/disagree and then offer suggestions. "The ultimate creature hunter" is too broad a category for a consensus to emerge. Still, as usual, the rangers have politely come up with many excellent ideas that (hopefully) NRaas will be able to compile into a cohesive document. Good work people, cookies all around.


Can you imagine the responsesif this was asked in the BH forum.




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...I don't want to sell you deathsticks...I want to go home and rethink my life...
SpaceKidAmnesiac
Sun Dec 28, 2003 4:17 am
#20

Yay, a cookie! Thanks!


I'm with you, Spekter, the only time I've gotten into any PvP was when I had a TEF from doing a faction mission and some random overt player killer decided I was his next target or when some random Gunslinger or Bounty Hunter decided that my Master Ranger title wanted to duel me because he thought I would be an easy target. (Little did they know that I am also a Carbineer with the ever-helpful /cripplingShot!) But I do like the idea of a trap that would dismount a player running by/away from you. It's a no-brainer that our traps should work against pets, so there's never been much disagreement by anyone there, but being able to cause a player to be ejected from his mount is new and lovely!


And yes, the Advanced Trapping line doesn't even live up to its own name. Can something called 'advanced' be very advanced if it's easier and more effective to use lesser technology, i.e. phecnacine darts? I've only ever used a single stack of flash bombs and sonic pulses because they don't help me out one little bit. They either don't work at all or they cause all creatures within range to agro me. That's supposed to be helpful? The same goes for the /rescue command. What good is it to rescue someone from a creature when I'm going need to be rescued next?


Thanks for the ego boost on my suggestion. I just thought it up minutes before and it made total sense to me. Anyway, I can't say that I read much of the Bounty Hunter forums since I personally have little to no interest in the profession, but from what I've heard and seen a number of BH players say and do in-game, I can only imagine the reaction to this question and to the response to the Top 5 Bugs thread.




****************************************************************************
Odeon SpaceKidA, Head OAF, Corbantis, Corellia
Noedo, Space Wookiee Extraordinaire, Ahazi, Tatooine
====================================================================
I have always wished that my computer would be as easy to use as my telephone. My wish has come true. I no longer know how to use my telephone. -Bjarne Stroustrup, computer science professor, designer of C++ programming language
Phenix1050
Mon Dec 29, 2003 12:04 am
#21

I really like a couple of the new suggestions. Ranger Hunting skills should definately be set up so that we offer something unique to the Ranger Camp. No matter where the devs think the Rangers should be headed, it is a no-brainer that since we are direcly decended from scouts, our abilities should represent that. Thus in some shape or form our hunting skills must be upgraded. I love the suggestion that only Rangers could choose their resources. Right now, everyone who wants to can simply go out hunting themselves and get the resources. Why hire a Ranger to hunt for you when all you have to do is get novice scout and go hunting yourself. sure, we could do it faster, but even decent scouts can get a lot of material. Making Rangers the only skill set which could actively choose what resources to get would make us a larger part of the economy that the devs want so desperately to promote. This gave me an idea that could be used in addition with this idea. What if scouts and Rangers, like artisans, could suffer "critical fails". There is no reason that a novice scout should be perfect when extracting resources. Also even Rangers could in theory make a mistake. What if harvesting was done like artisans... each box you have decreases the likelyhood of a critical fail until eventually, when you get to Ranger, it is more a matter of whether you get good, great or amazing successes. Once again this would help Rangers play more of a role in the economy.


Speaking of which, I belive I read a while ago, when I first started reading the boards about an idea for a "hunting knife" a unique tool that only people with scouting or Ranger skills could make or use.I wish I could give the person credit because it's a great idea. Scouts could make basic ones which would be more likely to fail. Rangers on the other hand, could craft Advanced Hunting Knives, which could be experimented on to be of higher quality and could be used even by scouts. These would be made of harvested materials so they would have very fast decay rates. Thus, Rangers could sell these to anyone, but only Master Rangers, who use the top materials, could craft ones that were exceptionally sharp and would also resist decay. I really think that this would give Rangers a little bit more incentive to interact with other players.


On to the other suggestion I thought was awesome: traps affecting mounts. oh man, I love it. I think the fact that we need new traps has been done to death. We know we need them, the devs know we need them, it's well known and until we get new ones, trapping is a joke. But I think we need IDEAS, and this one is definately cool. I don't think that novice Rangers should be able to trap mounts though. I think at novice Ranger you get the ability to affect player Creatures (the idea here is that player creatures are trained, and scouts don't know how to really affect them, only Rangers have enough creature knowledge to know how to hit them). As you progress, getting new traps that are placed on the ground. these work first on creatures, then NPC's, then mounts. The way the devs could code this would be that the pet is rooted until the player frees it (or, even better, auto-stored so the player can't run) and the player is forced to prone with a tumble and dizzy effect added. Eventually at Master Ranger, it would be cool if we could either trap other players or their vehicles (build a big enough bear trap , and it could catch a vehicle. Giving us this skill would make Rangers sought after for both Hunting and PVP. and, if we are to protect Jedi, allowing us to set up traps that could prevent someone from coming up, shooting, hopping on swoop bike and jetting off could save a jedi's life. If a person can't just kite a Jedi and has to face them since we trapped their vehicle, it would give us a reason to exist (an Identity, if you will).


Anyway, keep the suggestions coming.




PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Wenweti
Mon Dec 29, 2003 12:33 pm
#22

First I want to say that I was pleased beyond BELIEF to see this thread at all. I had started to think I was the only ranger reading these forums who did not WANT to be Grizzly Adams, Robin Hood, Aragorn, or an Army Ranger. =) You are absolutely right that we need to spend more effort defining what an SWG ranger is. We do have to do that, though, with the understanding that this is not exactly our sandbox - we can have all the great ideas in teh world, but that does not mean we are entitled in any way to having the developers listen. =)


First, the enthusiasm and interest are good. However, I think some of the ideas, while interesting, are probably not reasonable from a programming standpoint. I, at least, would prefer to focus on the changes that are "tweaks" to existing systems, as we are more likely to MAYBE see those implemented in some fashion. Along those lines, here are my thoughts:


1. Traps - I am apparently one of the few rangers who actually used them, but I liked them. What is more, in a group setting at least, they seemed to be useful. Do they need to be more effective A) in the hands of a ranger of a high level and B) against higher level creatures? Yes. But I am not sure that we need more of them. Regarding a "creature capture" trap - good idea, I think it should be proposed, but don't hold your breath. I would also think it really ought to only be used for selling to CHs and BEs. I don't really like the idea of being able to hang onto critters like so many fish that need filleting. Ick. But selling whole creatures for use by at LEAST BEs is a good idea. I think ease of use, quantity and effectiveness should all be "experimentable".


2. Harvesting - I like several of the ideas I saw. I like the idea of rangers getting to choose the harvested materials. That's a good thought. I also like the idea that when grouped w/ a ranger, the whole party gets to choose, and that there is an overall harvesting bonus from having the ranger there. These bonuses should NOT be cumulative so that you have a party of six rangers and suddenly you're getting 3000 units of hide from a cu-pa or something, but you get the idea. =) I am equally fond of the idea of a ranger getting an occasional rare loot from a creature - skull, teeth - whatever. I am equally fond of the idea of a ranger having a significantly greater chance of finding existing rare loots - like rancor bile and teeth and whatnot.


3. I hate to tick off any lurking squad leaders here, but some of the squad leader stuff might be more appropriate - or at least equally appropriate - to ranger. If you have a ranger in your party, he or she can theoretically show you the best path, so terrain negotiation for the whole party should go up. In addition, simply having the ranger around should perhaps act as a sort of "mask scent" for the party since he or she could caution you about when hostile creatures were around.


4. I would like to see the most sought-after ranger skills and skill bonuses scattered throughout the trees, so it's harder for dabblers to just take the tracking tree.


5. Special attacks should be available to rangers. Some of the great shots like knockdown, headshot, body shot etc... should be made available to rangers at various levels. Those bonuses should NOT stack with the bonuses granted by being a pistoleer or rifleman - but if you aren't one of those it should still give you access to the special shots. I do, however, think that these bonuses only apply to weapons. You should not get to use TK abiltities against creatures, mostly because I think it's silly. =) Plus there's the whole personal discipline thing and all that.


6. Tracking - yes, tracking needs to be better. I think it's been discussed and that any and all of the suggestions are good.


7. Humanoids - Mask Scent / Camo should work against them. Traps should not.


8. Camps - Should still be required to call CH creatures (read that board if you are unsure what I am talking about here), and I would like to see us be able to experiment on ease of use and color (I am a girl every now and again!)/


9. Overall identity - I think we are and should be a support class. But, the thing is, I think ALL classes shoudl be support classes, in so far as I think that no class should be able to effectively solo. I think you SHOULD have to cooperate.


10. Cooperation - I read in at least one of the posts, maybe more, about some cooperative kinds of things, and I think that would be a cool idea. If you have a commando AND a ranger you get X bonus, of if you have a commando in your party when set up a camp it gets a turret or a minefield or something - I dont' know. Yes, those are relatively poor examples - but you can see where I am going w/ that.


Just my thoughts. =)


~Wen, AKA Kyndel Stokes, Master Ranger (and 4434 CH) on Intrepid

Phenix1050
Mon Dec 29, 2003 8:06 pm
#23

I hadn't read the idea about the group bonuses like the turret idea. This could be part of the "modular camp" idea that I proposed (this may have been someone elses idea, too, but I never saw it before). The modular camp is an idea that there during the crafting of higher level camps, there would be a pull down tab (much like the one that is used to craft blaster pistol barrels, to customize their appearence). This pull down tab would have a selection of crafting station or other interesting ideas to put in the slot.


One could easily see the group dynamic idea bein added to the modular idea. I.E. only when grouped with certain proffessions could a ranger add certain tools/items to the modular bay. These would only be available on higher camps, since I think anyone would agree a basic scout camp with a huge turret would be a bit much.




PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Telephius
Mon Dec 29, 2003 9:25 pm
#24

I have an idea for our tracking abilities. First off if we can track players hsouldn't we know how to hide from them. Since Wayfaring is the opposite of Tracking shouldn't that tree get a path concealment bonus. What I mean is that at box1/novice if a ranger tries to track players you a poor chance of not showing up in his list as you aren't very adept at covering your tracks yet. As you go up the tree you get more sucessful at not showing up on another rangers track list. This would make it so you won't be preyed upon if you are by yourself as well as recon and stalk an oppsoting faction war party without them noticing you so that you could recon where they are going. To make this worthwhile though we shoul;d be able to track on mounts and vehicles as thats what most people use for travel nowawdays. Even if it was lessened on mounts/vehivcles where it would only tell you direction so you could at least keep up woth them.


At Master you are able to use a device that can conceal a group of players from tracking so that if you are a faction party it will allow you to get close to a group of oppsoed players and they will only notice you are there when you get within radar range. This device will be craftable by the artisan and the quality will determine the chance of hiding group of people, where a the more you have the harder it is to conceal. This would mean that a group would want you along in the GCW so that they could launch a pseudo surprise attack upon an oppsoing faction warband.


One thing that would be nice if a ranger could prepare a battleground. This would be part of the trapping line. These would be ground placable traps(like mentioned above) that you would have to place and would take a bit of time placing(and is still possible in battle) such as it would take 3 combat rounds, etc. You could place an anti-vehilce EMP grid to autostore player vehicles, you could place a tripwire grid that dismounts people from their mounts. Another one could be a glop sheet that acts like a sanre but not so extremem so that a running player, creature, NPC will run slower but still faster than walking(to delay pets and bralwers from getting to you troops). You could have a fog grid that would boost your groups ranged defense. You could even have a some sort of noise grid that would cause peoples special attacks to faulter so that they would be less successful at spamming special moves. When you place one of these grids it becomes an attackable object onthe field so that the enemey can attack it to stop it short of its life span. The ranger could experiment on these to increase their range or duration. This would make a Range very valuable in big battles but to offset this the grids should take a fair amount of resource both natural and inorganic(so that we still have to talk to others to get materialsbe able to build these.)




Telephius Surtalga
-De Oppresso Liber *DOL* Sunrunner.
-Rebel
-Master Ranger, Rifleman 4/3/3/3 Marksman 4/0/0/4
Eklectrick
Tue Dec 30, 2003 12:13 am
#25

Forgive me, but it's late and my attention span is short, I read all of the first post and a few of the following ones, but I just had to skip to the end to get my two cents in.

My vision of Ranger is a Wilderness Expert which means he excells in all things of the wild, including combat in the wild, creature hunting, tracking, survival, cammoflage etc. I think that the devs declairation of us being the Master Creature Hunters is a bit limited and doesn't define our camping and forraging skills, nor does it shed any light on the advantages to including us in a hunting group.

1. conceal. To expand on someone's early post on cammoflage. It is a good point that NPC's aren't affected by our cammo cuz they would likely have personal radar like everyone else has in game, but then in order to make cammo effective it needs to be rethinked. Maskscent has to be less effective, and cammo needs to act more like how maskscent works now. Perhaps a visual check within a certain range is required by MOBs, and if they are facing you and see your movement, it is broken. with cammo on, you can approach closer into that visual bubble without it being broken. if the creature is facing away, you maskscent and cammo work just as they have been before. If this can't happen, and the NPC effectiveness is removed, then conceal is useless and can be sacrificed for new and cooler skills.
Also, to make it effective in PVP, I fully support the idea that players will have to manually point and click to select a player who has cammoflage. Furthermore, player pets should be confused by cammo causing them to ignore you if a player commands his pet to attack you until the player can break your conceal. the conceal can be broken by either the player tagging you with his weapon, or if the concealed player attacks the pet directly.

2. traps. I can see traps being very very distinctive to rangers by adding lots of things like baits or lures that draw creatures from their group, creature containment traps as suggested above, pre-emptive area traps that need to be set up while not in combat that can take MOBs out of battle completely if successful, poison and sleeping traps that add a DOT effect or put mobs to sleep as long as they aren't attacked or startled somehow.
In PvP, again our traps should affect player pets if the ranger has initiated combat with the pets owner.

3. Forraging. I'm not sure if this has been covered, but all rangers should be able to forrage "quick cures" to ailments in the wild like disease and poison. they would be rare, but natural cures to these status effects should be forrageable and maybe found only on certain planets. These items should decay fast so that people don't horde them and put doctors out of business. This way if a doctor isn't available a ranger can attempt to cure someone's disease by forraging for it's natural cure.

4. Harvesting. It seems to have been covered, but instead of a bonus to the ammount of resources harvested per animal, as rangers climb the tree, we should be able to harvest multiple resources from creatures. level one, we can harvest Meat and Bone, or just Meat, Hide, or Bone. Harvesting multiple resources may suffer a penalty to the quantity at first, so at level one each resource harvested is actualy only 40% of what you'd get normally, then at level two you get 60% of both. Then at level three you can harvest either Meat and Bone, Hide and Meat, or just hide, meat or bone. At level four you get 75% of what you normally get and you can harvest all of the forementioned options and a harvest Hide and Bone option is given. At Master there should be a harvest all option giving you 80% of what you get normally. the numbers people can adjust the actual percentages of resouces harvested, but I think this should be a skill rangers have access to.

5. Combat. Last but not least, we need weapon certs and specialized weapons for hunting creatures. These weapons would be relatively ineffective against Humanoid NPCs and players, but very effective against creatures including player Pets. it would be nice if there were three weapons in the pistol, carbine, and rifle category so that a ranger who is also a pistoleer, carbineer, or rifleman can use their special combat profession skills with their ranger weapon to be even more effective hunters. but specializing in these professions is not necessary to effectively use the ranger weapon.

Everything else has been covered, tracking is cool but could be much more, and we could use more camps and hunting blinds.
Lots of this stuff was also covered in the state of the profession address, but it's good to keep these ideas fresh and on the table so that when the devs come back around to us we will have a clear vision of what we want from them.





Star Wars Galaxies or: How I Learned to Stop Worrying and Love the Jedi.
Keo
Tue Dec 30, 2003 1:26 pm
#26

Some thoughts here.


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SpaceKidAmnesiac wrote:


Why not help make Rangers unique by making us the only profession that can pick what we harvest from a creature? During Beta, there was a long time at the beginning where all you did was select 'Harvest resource' and it just randomly pulled one of the creature's available resources and gave you a certain amount based on your Hunting skill (I never made it to Ranger during Beta). Now, I hate to take anything away from any other profession to enhance ours, but this small change would certainly distinguish the two. Make it so that at Novice Ranger you gain the ability to select which resource type you want to harvest but until then, just increase the amount of random resources harvested. Then as you increased your Creature Knowledge skill, you are not only able to harvest more resources, but you can harvest two, then three types of resources. Then when you hit Master Ranger, you can harvest all three simultaneously as well as have a chance of harvesting a unique, trophy-like item. If you're thinking that it doesn't make sense to restrict what a Scout can harvest, the idea would be that Scouts don't yet have enough creature knowledge to understand that what looks like a bad resource is actually good enough to take.


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I think the idea here would be to allow rangers to harvest more than 1 type of item from a creature. If a creature has hide, meat and bones.. and I pull in the bones.. what the heck did I do with all the meat and hide? Am I so unskilled that the other resources are destroyed in trying to get to the bone?


I think it would be a great boon to the Ranger Harvesting line if we could harvest multiple resources off the same creature.. and this way we wouldn't have to take away anything from the scouts.


I'm personally not all that intersted in the trophy idea.. not unless I could actually do something with it. Unless perhaps the Trophy was a Really High Quality sample of a resource.


One of the areas I'm dissapointed with is the camp sites we create. So far I can make a bigger camp site with more chairs. IT doesn't keep anything out and I can't get into the tents.Give us more. Maybe let us use the fire place in the same way another profession might use a factory to create cooked meals. Let me go into the tents. Perhaps the higher level the campsite the more rooms inside the tent. On the higher level campsites how about a water purifier system that extracts water which could be drank for either a BF heal or something similar.


Campsites should be more than just eye candy.


Another area or skill set rangers could have it perhaps some vision type enhancements. One of the Reasons rangers can track so well is that they have great eyesite. They can spot the small details in the grass ect..


So how bout some skills that improve some of our senses. (these may be limited by game engine mechanics) but maybe at a low level we get an increase in visual range or Focus skill (Would work like binoculars) and at a higher level we could get better night vision.








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