Ranger Archive
Thread: Current List of Ranger Bugs (Post 8/12 patch)
Oh yeah,fighting whites is so much harder now. Took me about 2 hours between resting and such to kill a gungan kaadu camp
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.
Thanks master blaster mineras!! You roxxorz...
You MAY want to add the whole /rescue issue <snicker>
- Zarn
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.
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.
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.
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.
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
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.
"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.