Ranger Archive
Thread: Top Issue #3
"Cabins should be like houses. They take up lots, so you should be able to have up to 10 of them. "
The request states it should use lots...
However I doubt very much that the developers would let you have 10 of them. ![]()
Regular players weren't even supposed to have more than one normal house (only Merchants were supposed to have two houses).
I am not sure how I like the Hunting Lodge idea...unless the idea is actually a one use camp that we can have a bindpoint and TEMPORARY storage. I like it that Rangers are very much the wanderer and explorer. It seems like many Rangers will just set up a permanant residence there...but on its face it has merit.
The stipulation that is take a structure lot is key. Without that the balance is bad. With some refinements it may be sellable ![]()
As I said I am unsure, but not against. It may just be my own playstyle ckeeping me back ![]()
NRaas wrote:
Issue #3: Camps
- Issues
- Several Rangers feel that the recent changes to the Field Base and High Tech Field Base resource requirements should be reverted back to Polymer and Metal (rather than Hide and Bone).
I would rather my camps require more bone and hides as I know I can get this myself and am not dependant on anyone else. I understand the need for metal (and even polymer) considering what our high ends camps have, butthe less non-harvestable resources, the better, IMO.
On the hunting cabin, I'm still unsure, but it does have merit the way it is presented, perhaps with further limitations the Devs would be more inclined to agree to it.
Everything else, NRaas, is well stated. Great job, yet again!
"I am not sure how I like the Hunting Lodge idea...unless the idea is actually a one use camp that we can have a bindpoint and TEMPORARY storage."
Except for the bind point, the request includes one use, and temporary storage already. ![]()
Don't count on receiving a mobile cloning center anytime soon...
That is what a Doctor in your group is useful for (as I found numerous times last night on Dantoine
)
We all seem to agree with it using a lot. What if a master ranger is only one to build it, but they need to get the schematic from an archetect? That is a little odd as I write it now. So what if the master ranger has the schematic, but still needs resources from surveyer/crafters, and some kind of compenant from archetects? I don't know what is needed to make a house, so maybe there is something already in that mechanism that could be done.
We don't want to be to reliant others for these, seeing as they are one time only, unlike houses. Some good ideas here. The cloneing facility is cool, but NRaas is right. Just be sure to get a doctor with Revive ability, or what ever its' called.
"but still needs resources from surveyer/crafters"
My suspicions are that the resources required with be of a sufficient quantity to require purchasing them from miners / flora producers (metal, wood, etc). ![]()
"and some kind of compenant from archetects" (sic)
I don't know what is required in crafting a house either. ![]()
The requirement of some subcomponent that another profession creates will appease a lot of people I'm sure.
The one idea I disagree with here is allowing for vendors to be stationed in the cabins. It just rubs me the wrong way, aesthetically. Otherwise, I'm completely behind the idea. Good thinking, whoever seeded the conversation.
Have to agree with Kairo. Why would I want the HTFB's to use materials that I'd have to buy rather than use my own ability (harvesting) to get?
I totally disagree with going back to polymer and metal. Please let's rescind this part of this issue.
Oppma.
"Why would I want the HTFB's to use materials that I'd have to buy rather than use my own ability"
Well, you still need to purchase the metal. ![]()
It made more sense the old way, polymer being plastic and all (that potted plant is probably plastic).
Apparently, those crafting tools can do wonders with a scrap of metal, hides, and bones...
Making a plastic plant, and a complete working crafting station. ![]()
And if you don't want to pick up artisan to survey for those spots yourself, pay a novice artisan to find you a 70% spot and then put down your own harvesters.
Yea I always loved the things I saw pop up in the high end camps from hide and bones. Wow..a chess set? REALLY???
Anyway, on to the issue itself.
I must say that I belive none of the camps should be more permanent than the others, it's just the nature of it being a CAMP. HOWEVER, I do belive that the 2 highest level camps should NOT auto-disband if you engage in combat. To be honest I cant ever understand how this became a contention point for the Devs as i've seen it talked about that they were worried that people would place camps around/near spawns or lairs and just keep killing MOBS as they spawned while still getting the benifit of the camp. Well, to be honest this kind of sounds like the actual purpose of the hunting blind camp that Holocron mentioned in his post. Also I don't see there being a real huge benifit to being able to sit in a camp and shoot at spawns unless the repeling affect of the high level camps actualy worked in all possible cases, which it does not, if you aggro a MOB and then run into your camp it's still comeing after you, it dosent just magicaly get bounced back out of your camp. So the slight benifit to being able to rest and regen wounds in the camp between kills is rather minor to me especialy considering that the Ranger class has absolutely no medic skills at all which strikes me as rather lacking in any case.
As to the ranger cabin idea. I love this 110% I can see it costing alot of resources, but I definately wouldent make it as much as even a small house, there is no need to justify it being easier to build fora Ranger as the other limitations to it that were mentioned more than make up for the fact that other people will see it basicly as Ranger's getting a free house. The imperitive behind it makes sense though. A Ranger moveing from world to world to live out in the wilderness at a point to do his PvE job as required, useing the local resources to create a semi-permanent residence for himself as needed untill his duties take him to another planet. I like it.