Ranger Archive

Thread: Camp nerf? (Ranger)

sbjnyc
Mon Sep 15, 2003 2:28 pm
#14

Well, I think the whole self-sufficiency thing is a non-issue. Ranger skills don't pay for armor or weapons -combat/crafting skills do. Ranger skills give us some resources which we can either sell or make profession specific items such as base kits and Ranger traps (oh wait...).That's not such a good sign though, to be honest, since a maxxed out eliteprofession should be able to do much more. We have profession specific skills that allow us to find and get/keep out of trouble, but that's about it (I am intentionally omitting traps). Forage isn't the answer. I think what would be nice, and I think others have mentioned, is being able to have a higher level pet than typical non-CHs. Maybe in the hunting line, +5 max leveland +5 max levels every other skill box so a Master Ranger could have a CL 25 pet with no CH skill. That's the sort of thing I'm looking for and would be a really good incentive for me to keep my title (how did this wind up on a camp nerf thread though )


Foraging might be a perfectly reasonableactivity for a novice ranger looking for something to do while sitting in a camp doing nothing trying to grind through wilderness survival, but while it might make sense for it to be a ranger skill, I'd never use it. I prefer going to an artisan or the bazaar when possible, as any additions to Raner won't be free and there are far more important things to worry about. I have medical forage and, while I can use it to get the floral components to a camp kit, it takes way way way too much time.


Brugh
Wed Sep 17, 2003 8:41 am
#15

The crafting stations in the field base are public quality only. Crafting stations, stand alone and robot ones, have different qualities. The crafting stations in the advanced ranger camps areuseless to doctors since they are of such poor quality. The ranger camp crafting stations cannot be used to make enhancements or stimpack D and Es. High quality ranger camps need to have high quality crafting stations so that masters in the area of crafting can use the stations. If SOE was going to fix camps you would think they would fix this oversight?


The addition of a general factory for these camps would be a really good addition to allow the crafters to make case lots of items. A factory to support each crafting station is needed.


Medical and scout/ranger foraging is useless - another SWG-SOE non-feature. The quantity needs to increase and the forager needs to have some type of survey ability to look for one item that can stack with successive successful foragings like the artisans have. Randomly finding items when you forage is totally useless. This results in a waste of time and inventory space filling your inventory with useless junk. Forage needs to be followed by a list of items that are in the local area that can be foraged for, so that the medical and scout/ranger professions can forage for a specific stackable item.


BTW I am an incurable optimist. I believe that people can change for the better if you help them to see their problems and deficiencies. I only post here in the hopes that I can help with the game design. I am playing SWG in the hopes that SOE will realize they need to make major changes to improve the game. As I said, I am an incurable optimist. I still feel that SOE can overcome their arrogance and change enough to make this a good game.


Agame is content and choices. Players need to feel powerful.Nerfing or taking away player power all the time just makes players feel powerless and discourages them.Class specific powers have to be useful in the content of the rest of the game. Having powers like forage that are useless only hurts the game.


Quests don't only need to just work but they need to be of sufficient quality (good writers) and engage the interest of the players as well as quantity to keep them engaged. Killing animals and destroyingthe same bases and lairs over and over again is just boring.


Develop some good content, interesting quests. Give us some class specific skills that are useful and make us feel powerful. Improve the class specific quests and make them not only work but be meaninful in the SWG economy. I have yet to get a hunting quests to work and I have a master ranger. The entertainer quests are just stupid. Paying an entertainer 100 credits to go to another city and play or dance does not even pay for the shuttle fee. Tips are a joke. Give entertainers some good quests that make economic sense. Same goes for medics.

DarthIguana
Wed Sep 17, 2003 9:41 am
#16



NRaas wrote:

imppilot421:

"did u guys also notice camps cost more?"

- Yes, the resources required for each of the camps was increased in the last big patch.

- I beleive It was an attempt to reduce the number of resources the amateur scouts (the ones who don't rely on selling resources for all their income) were selling on the bazaar.

- Now they must use more of their own supply of resources rather than selling it to others.






Actually, it was to compensate for the flood of resources they expect to accompany the 60% rule from harvesting in groups. Previously, you were either solo and harvested smaller animals or you were grouped and only one person took the harvest so the yield per kill was essentially the same as a solo kill. With the 60% rule, more hides, bones, and meat were going to hit the market (2 harvesters = 120% of the previous total take, 3 = 180%, etc...). They increased the need for more hides, bones and meat to provide some equilibrium to the economy.

Chris



~ Liavuss Mekka of Chilastra ~
sbjnyc
Thu Sep 18, 2003 12:46 am
#17






Brugh wrote:

The crafting stations in the field base are public quality only. Crafting stations, stand alone and robot ones, have different qualities. The crafting stations in the advanced ranger camps areuseless to doctors since they are of such poor quality. The ranger camp crafting stations cannot be used to make enhancements or stimpack D and Es. High quality ranger camps need to have high quality crafting stations so that masters in the area of crafting can use the stations. If SOE was going to fix camps you would think they would fix this oversight?




True enough, but the crafting stations in ranger camps are the best public stations around - worlds better than the ones in a town or city (even though there is no functionality rating). And when making stim Bs or Cs, do you want to use the best public station or a private station with a negative functionality rating that you see all over the bazaars?


Actually I'm not sure. I suppose I should try it out.

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