Ranger Archive

Thread: Current List of Ranger Bugs (Post 8/12 patch)

rek17
Sun Aug 17, 2003 8:57 am
#14

I'll second Darumar's post on the trap messages. When I'm fighting relatively easy whites, I try to lob 3 or 4 traps on them. I get messages confirming hit or miss about 1/2 the time.

Oh yeah,fighting whites is so much harder now. Took me about 2 hours between resting and such to kill a gungan kaadu camp



Padain Fain
Master Ranger / Fencer (1-1-1-1) / Novice Artisan (2-0-0-4)
Flurry Server
Thread killer "If I post a thread, no one responds, if I respond to yours, it WILL die, 100% money back guarantee!"
Mineras
Mon Aug 18, 2003 8:27 am
#15

I'm still trying to find out about /conceal


Traps and pets in PvP was changed in beta.


This is a pretty good list. I'll get it sent in.




Mineras Silvertree
Ranger Correspondent
Omega, Eclipse
XionLion
Mon Aug 18, 2003 11:52 am
#16

Thanks master blaster mineras!! You roxxorz...


You MAY want to add the whole /rescue issue <snicker>


- Zarn

jcow79
Mon Aug 18, 2003 12:20 pm
#17

Sticking strictly with bugs and ignoring my christmas wish list for Ranger class.....



Prone teleport bug. This one really sucks when trying to hit large game with a few shots before being detected.


Ranger traps don't seem work on a regular basis. Throw trap and don't get notification of success or failiure. After reading some posts I think it may have a relation to how close you are to the mob you are hitting but I havn't tested this. All the useful traps come from scout class anyway....i say nerf the ranger traps and start with new ones.


Disband Adv field base- Now I havn't gotten far enough to make the adv field base but let me tell you, the only reason I was even wasting my time roasting marshmellows all day was to get this thing. Nothing like finding a good area rich in game, setting up a base, hunting for a bit, returning to heal up, rinse and repeat. But I guess they nerfed this feature. I really really hope it's a bug and not intentional. What's the point in building these awesome camps if you can't do anything fun without it disbanding. Geez, we can't even defend it if someone in the camp DOES get attacked. Guess it was just intened to feed our egos when people come by and say, "Hey, nice camp man." I always say, "thanx man, you just made all those hours of sittin around sooooo worth it." Then I tip then 10,000 credits to show my appreciation. heh heh. j/k


K, I've said nothing new. Just confirming current bugs that really agravate me.




'Josh on Ahazi server
-Obsidian Order-
-7410 -959 Obsidian Pointe on Dantooine
sbjnyc
Mon Aug 18, 2003 1:42 pm
#18

I've always had the problem of not being able to harvest if I initially harvest something the creature doesn't have (I use my toolbar for looting/harvesting so it happens when I hit the wrong button).


The problem with traps not displaying a message appears to have started after the patch for me.


I thought the guide initially said rangers could harvest more than one material rather than requiring a group of scouts/rangers?


If we can /maskscent while running (including /burstrun), why not when we're swimming?


After a camp disbands itself, you can still pick it up while the physical camp still exists. However, it is considered furniture and I have not yet found a use for it.


I don't know if this is a bug but I have not been able to throw traps inside a cave.


XionLion
Mon Aug 18, 2003 3:02 pm
#19

sorry to have to list this as it will most definitely need a nerf...



  • /rescue is functionally working on nearly all non-pc characters. What is the intent here? we don't want to lose the ability to /rescue pets and faction npcs... but being able to aggro a newb hunting a butterfly can lead to serious problems.


ChunkyMunky
Mon Aug 18, 2003 3:24 pm
#20

Well, I've noticed that materials DO account for camp xp. I have my own factory for camps, traps, and meds. I made a few crates of camps with high-end materials (after I experimented with quality), but I had run out in the field and needed to make one from scratch using lower grade materials. After experimentation with different materials, I have noticed that quality drastically affects the xp outcome of your camp. Here's an actual example:


1 Field Base, experimented with superb material would yield ~1120 xp @10 min.


1 Field Base, cheese materials on the fly would yield ~870 xp @ 10 min.


Major difference here folks. Novice rangers/scoutslook at these numbers. Use the highest grade materials you can get your hands on (look for 'decay resistance').



As far as traps, I would suggest the same. Like I said before, I made my traps in a factory with high grade materials. I use only scout traps (ranger ones are worthless) and I'd say depending on the creature, a majority hit. Some animals seem more resistant to traps (giant kimos) than others (kimos). So take it for what it's worth. Use the crafting station and try it for yourself.




ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
dashida
Mon Aug 18, 2003 3:33 pm
#21

Meaning a true "Trap Master" would be an artisan / ranger hybrid? How much experimentation is needed to create quality traps and where do you get the experimentation points from?





10100100110010
0110001001100101
0110110001101100
0110100101101111
0110111000100000
0100011001101111
0111001001100101
0111011001100101
0111001000100000



Kashir Moor · Master Ranger · Teräs Käsi

SolrFlare
Mon Aug 18, 2003 4:39 pm
#22

Nice call on the camp xp....that explains why my camps were maxing ot at different points with no other differences in terms of action. Excellent find.



------------
Solr_Flare

Server: Chilastra
Character: Solarius Kerash
Profession: Master Ranger/Pistoleer
Tribus
Mon Aug 18, 2003 5:04 pm
#23

Great post, DEVS should really take a look at this one!


Tribus Koran
Novice Ranger, Doaba Guerfel, Corellia
Wanderhome
The Tribe
http://www.swgtribe.com






Hear the drums... they come from the sea, bring the tribal spirit on me.
Cause my pride and my roots I believe...no, this tribe you cant take it from me.
XionLion
Mon Aug 18, 2003 5:19 pm
#24

Found yet another /rescue one last night...



  • You can "pre-rescue" someone... which just doesn't seem right... aka... you highlight someone and then select /rescue and as soon as they enter combat with something, you become agro against it. Had this happen with a BH.. I rescued him prior to combat and as soon as his mark spawned it attacked me instead.

ChunkyMunky
Mon Aug 18, 2003 7:10 pm
#25

About the experimentation. You don't really need the points, they come automatically with the job. Just hang around a generic crafting station with the appropriate tool and just mess around with the points you get. The main thing is to get quality resources. If you can get ahold of a factory, whip out a schematic when you get what you are looking for, just make sure you have enough resources to finish the job.



ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
Fred_Skinner
Tue Aug 19, 2003 12:15 am
#26

"Camp/Trap experimentation/quality yields little to no effect in how the trap/camp performs. There is no documentation on this nor is there a benefit to trying to make "higher quality" traps/camps."


I'd prefer NOT to get thier attention on this. Knowing how this could break if they touched it we might make traps that don't work at all unless you are an Artisan. I just gave up all my Artisan to finish the Ranger trees.




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Page 2 of 4