Ranger Archive
Thread: Draft Copy Top 5
I bet all the other professional communities are so jealous of our Correspondent! NRaas you are awesome! I know this has to be a thankless job but you represent us so well!
The only thing I would add to this is to make the Tranquilizer Trap an AE trap. Or perhaps an AE Snare that doesn't break until the specific creature is attacked. That would be oh-so-helpful on the adventure planets. Groups would BEG for Master Rangers to join them if we had this ability.
High tech field bases should offer destroy mission terminals as well and I believe master rangers should have a camp option that will let them select a monster type and bias the spawn in the area (256m) for that type of monster (so if your group is hunting fambaa the ranger can build a camp, select fambaas and the area will have a better chance of spawning faambas while the camp exists (an hour or until the ranger logs or disbands it).
"would be possible to add a bullet for a "/throwtrap" command or stackable traps"
No problem about the /throwtrap... I'll just pull that one off the Issues list and stuff it in.
But what about stackable traps? Do you mean the modular trap request?
"WHY AREN'T THE MODULAR CAMPS ON THE TOP 5 DESIGN REQUESTS?"
Now now, you needn't yell.
That is why I post the reportas a draft before I escalate it to the developers, so you can all catch my mistakes. ![]()
I will put the request into the final edition. ![]()
As always, great work N'Raas. You are the cream of the correspondent community.
One thing though, I was disappointed not to see camps be a higher priority. The repel aggro creatures is right where it belongs, but I was surprised to see the camps under the design banner rank so low. We worked incredibly hard to get those camps, and as you mentioned for the resources spent we really do need more bang for the buck.
On a side note relating to camps, I discovered while being overt (what I believe was the cause) last night that I could requisition faction weapons and other things. Not only me but my guild mate that I was grouped with. He purchased a pair of Marine Armor Boots from my camp. Did I miss this in the patch notes, or was it posted and I did not see it? I was really excited as this was one of the types of things I believe belongs in the HTFB.
Any thoughts??
NRaas wrote:"would be possible to add a bullet for a "/throwtrap" command or stackable traps"
No problem about the /throwtrap... I'll just pull that one off the Issues list and stuff it in.
But what about stackable traps? Do you mean the modular trap request?
By stackable traps, I just mean allowing crafted traps to stack in piles larger than the amount you get when you create them. With some traps coming out in quite small stacks (ie, Adhesive Mesh = stack of 2), one must dedicate an inordinate amount of inventory space and quickbar slots to traps unless you make frequent stops to craft them or remove them from a crate, and restock your quickbar.
I see stackable traps as something that the devs could do to improve trap usability with or without the conjunction of a /throwtrap command. Right now, I believe (correct me if I am wrong) that all traps of a given type are created equal, regardless of the materials used (and at the moment we can't experiment on them, so that isn't a concern). So basically, I feel that unless the devs *want* traps to be a large inventory space hog, there is no reason why they couldn't stack together, similarly to resources of the same type. A given crafting session would still net the same number of new traps, but these could be combined with an existing stack, so that you could get piles large enough that you don't have to fill multiple quickbar slots with the same sort of trap for the sake of redundancy. I realize that I could be throwing the traps out of my inventory directly, but that is unwieldy at best...
Hope that clears up what I mean, and thanks for trudging through my rambling...
"By stackable traps, I just mean allowing crafted traps to stack in piles larger than the amount you get when you create them."
I suspect experimentation will be re-enabled once GreenMarine completes his implementation of new traps.
- That should resolve your problem with the stack size.

Implementation Bugs:
6. /forage bug
Foraging still gives the "inventory full" message from time to time even though inventory isn't full. This "feature" has been around a long time.
Design Requests:
3. Creature Combat Bonuses
I'm not a melee profession, butI still think any bonuses we receive (andthe one we already have)should apply to bothranged and melee attacks. The creature to-hit bonus is currently ranged-only.
Thanks for keeping everyone up to date.
one Question, do you know if they are going to add Lok domestic meat
to Lok? We cant make camo kits without it and Camo would surely be
helpful when running near Kimos and Nyms (dont ask
I know its not on your list, but it should definitely be fixed.
On the /areatrack, I think the issue has less to do with distance than it does with spawning. IfI am out in the middle of nowhere, I will very often get nothing on my track, but then will move and stuff will spawn. the stuff that spawns does so within the ranges you list. To me, this says the issue is that /areatrack doesnt force a spawn, but just looks for currently existing creatures. Then when the spawn is triggered by my movement through the area, mobs show up that should really have been seen by areatrack.
-Kreedh
I'm beginning to become even more proud that I've chosen to aspire to ranger. Nraas, I've seen you do wonders, and I'm not even a ranger yet.
I do agree with the Lok Domesticated Meat issue though. I have seen many rangers complain about this issue. As a crafter on another server, I do know the frustrations with having a hard time finding the specific materials required. I can't even begin to imagine how upset I would be if I found out that it simply did not exist. The requirement should either be removed, or changed to a more realistic Lokian meat.