Ranger Archive
Thread: Our Top Issues (including bugs)
OOM wrote:
Vorpaks wrote:1c. In addition to unique useful skills, we need our current skills to be upgraded. Our harvesting rate should compare to a scouts the way that an armorsmith's composite compares to an artisan's bone armor.
Excellent. I have been trying to find a good analogy for this. Thanks
Cheers,
Aitwexoeth
An even better analogy is Doctor. Both are "service" oriented. Both require a mastery of a basic profession. Both are not, directly, applicible to combate. Even the skill point requirements are the same, but one is far, far more usefull. Given a proffecient player a doc can even tank for you. When was the last time your rangerness allowed you to tank? Trust me, I don't tank that well...
Squidwalker wrote:Guttsy Calc. Nice move, let us vent and calm down. Very well done. Here I go, Irish-Bothan-Ranger style.
Actually these types of threads have been popping up all over the profession forums in the last week and a half (?) I was wondering when we would get one and was prepared!
When the Corrs move as one you have to wonder...
I'm gonna break it up by Tree
- At Master Ranger Camoflauge breaks too much to low level creatures.
- Terrain Negotiation bonuses gained in this tree only benefit templates including rifleman.
- /Conceal Bug mentioned earlier concerning its getting "stuck" during interstellar travel
Frontiering:
- Camps currently have no functionality.
- Camping modifier has no functionality beyond being a numeric cert system. (Camping +x gives schematic X)
- Foraging currently provides only one useful item ... Bait. All other looted items have no value.
Tracking:
- It would be nice to see more accuracy in this (/areatrack)skillset. Currently you can track an NPC... arrive at the NPC and find that it has a totally different name than it was originally located as. i.e. you track Mack (a moisture farmer) you arrive at the appropriate location and Tim (a moisture farmer) is standing there.
- Some sort of sorting option would be great ... sort by distance / creature name / direction?
- When tracking players it would be nice to see their factional allegiance. When participating in faction activities the skill is problematic in trying to tell where opponents might be. (admittedly more a wishlist item then issue)
- Creature Harvesting does not grant a significant enough bonus compaired to Scout levels.
- Creature - to - Hit does not apply to melee attacks only ranged ones.
- Creature Knowledge could use some additional information ...
Trapping:
- The Adhesive Mesh Trap needs more charges.
- More traps are needed in this skillset. Please see the Dev post (maybe by TH?) offering a list of upcoming traps for ideas or look at the Outdoorsman proposal.
- The Trap modifier should be MUCH more beneficial at Master Ranger. Snaring a Krayt should not be out of the question ... duration of snare might be an issue.
- Current states offered by traps (specifically dizzy) are not intended to work on creatures.
- PLEASE LET US TRAP NPCs and PLAYERS IN PVP
- /Rescue tends to turn the Ranger into dust unless the Ranger is already a tank. Either some sort of Creature Toughness or slight change to /rescue could benefit this. (change rescue to force the creature to re aquire a target ... not neccesarily the Ranger? Have it change targets and recieve a pause of 10 seconds before attacking the ranger? Have it change targets and recieve a random state based on a pool defined by the skill mod?)
- No Master Ranger Trap?
Misc:
- We are not unique enough from Master Scouts. Doctors (the only other profession which shares our SP requirement) recieves significant bonuses over Medic. If we truly are to be the End All - Be All scout then we need to far surpass their abilities. (The Ranger community is well prepared and highly motivated to provide suggestions to fix this)
- The Explorer Mission terminals provide missions to find OBSCENELY large numbers of OBSCENELY rare creatures. Please see the Explorer Mission proposal thread for more suggestions.
- The Dev vision of Ranger makes it very Creature Centric. Long time players of the Ranger Profession do not always feel this way. Many of us are PvP motivated and feel that restricting our bonuses to only be used in PvE is extremely unfair. Every other profession is capable of hunting our prey, and in most cases out harvesting us, because they can kill creatures FASTER than we can with Combat heavy templates which hold Novice Scout. Our SP investment should result in benefits that cross the PvP - PvE boundaries.
I guess that covers all my things...
Ummmmm, what everyone else said.![]()
Amen Brother. Give me a Hallelujah!
WildBil2Me wrote:
Tracking:
Some sort of sorting option would be great ... sort by distance / creature name / direction?
Vorpaks wrote:
1c. In addition to unique useful skills, we need our current skills to be upgraded. Our harvesting rate should compare to a scouts the way that an armorsmith's composite compares to an artisan's bone armor.
Excellent. I have been trying to find a good analogy for this. Thanks ![]()
Cheers,
Aitwexoeth
1b)KREETLES!! WHY ARE THEY BREAKING MASK SCENT THERE CL2?!!!
/em kicks self for using caps but its annoying
2) Maskscent/Camo breaking on low level mobs, seemingly more often than with higher level things.
3) Harvest yield is not much greater than scout.
4) Occasionally being aggro'd despite successfully remasking.
5) That bug with attempting to harvest an invalid resource making it not possible to harvest anything off a kill.
6) Delay between issuing command to harvest droid and the droid locking in on the harvest target - if I look away from the corpse too quickly and target the next creature, the droid will think I want it to harvest from the live creature.
7) No truly unique abilities to separate us from scout other than /areatrack and the dubious /rescue.
Message Edited by Leafthemedic on 10-16-2004 06:40 PM