Ranger Archive

Thread: Draft Copy Top 5

Ailsa
Sun Oct 26, 2003 7:16 pm
#14

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.

EpocAmid
Sun Oct 26, 2003 8:16 pm
#15

Traps are the developer's best way to improve the ranger class. Right now taking ranger is kind of gimping yourself big time because you spend a LOT of skill points to get stuff that doesn't buff your defense or your offense. Traps if improved and added to could allow a ranger to handle advanced critters as handilly as a master pistolleer. I'm not saying we should be able to handle NPCs or even PCs as well as a master pistoller but for PvE nothing should take down a monster better or easier than a ranger -- I mean we're supposed to know their weakness.

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).
NRaas
Sun Oct 26, 2003 9:08 pm
#16

"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?





Ranger Threads
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The Outdoorsman
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NRaas
Sun Oct 26, 2003 9:14 pm
#17

"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.





Ranger Threads
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The Outdoorsman
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Garvaous
Mon Oct 27, 2003 1:20 am
#18

Looking good



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Klif_Hangar
Mon Oct 27, 2003 1:52 am
#19

Looks good to me NRaas, I've got nothing to add or critique. Thanks for your hard work.





Dyne Cloudskimmer
Antarian Ranger, Ahazi
Rancorrider4
Mon Oct 27, 2003 1:54 am
#20

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??




nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


LecheHombre
Mon Oct 27, 2003 2:04 am
#21


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...



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


NRaas
Mon Oct 27, 2003 8:39 am
#22

"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.




Ranger Threads
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The Outdoorsman
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Ogo
Mon Oct 27, 2003 11:15 am
#23

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.





The Kreetle sees all
Master of piercing camo
Rangers have no chance

drunkenbard
Mon Oct 27, 2003 11:30 am
#24

5 Stars NRaas!
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.





--------------------------------------------------
Sildas Grim [Master Teras Kasi Ranger]
Sunrunner
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Helping Meatlumps meet their Maker since 2003




Kreedh
Mon Oct 27, 2003 11:54 am
#25

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






Kreedh


Ki-Odo
Mon Oct 27, 2003 12:32 pm
#26

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.




Ki-Odo - Wookiee - Chilastra
Master Droid Engineer/Semi-Pistoleer

"Do, or do not. There is no try...unless trying to unlock the Force." - Yoda (I swear, that's how it really went)
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