Ranger Archive
Thread: Top 5 WEEK 2
You may not be aware but in beta this behavior was not hard coded. Instead we had a checkbox in the options dialog to enable or diable the "auto attack if attacked" behavior you're describing. I always turned mine off specifically because of issues like you describe. I was surprised to find it gone in release but I think we need to bring it back.
Darumar wrote:
Another thing - this might not be ranger specific, but here goes. We need a way to disengange combat without automatically attacking again if we get hit. THe way it works now: if you peace while fighting you will stop attacking till you get attacked again, and in a normal fight the mob will usually just keep on pounding you, making you auto-attack that mob again. This makes it VERY difficult to use roots, since these only work if you arent shooting the rooted target.
/D
Excellent work Mineras and everyone else!
I especially like Darumar's ideas about improving our ability to pull. AFAIK, there is no profession or ability currently in-game that allows players to single-pull either aggro or social creatures. It makes sense that rangers should have this ability and it would also enhance our ability to play a scout/recon role in groups.
In terms of traps, I'll say it again. AoE root and snare is the answer to fill in those two empty boxes. Once again, allow us to be crowd controllers and we suddenly have a tremendous value both as soloers and within a group.
IMO, if these two items were addressed, no one would be complaining about how long it takes to get wsxp.Our camps would be constantly full of teammates who truly desired us in their group for our unique abilities!
P.S. Mmmmmm ... conceal/makescent from NPC's .... best ... skill ... ever ...
Wow.
Good Ideas. And Good Ideas lead to good things. Good things like fixes. No. Not the newbie melon nerf. That started with a bad idea. Things like getting Ranger fixes = good idea. Newbie melon nerf taking priority = Bad idea.
I dont think it gets any more simplistic than that. Nice job Mineras
My only fear is other classes being able to take one tier of our skills and get a very ranger defining skill. for the sake of argument, concealment. if that ends up being the defining ranger skill i dont want to see bounty hunters/smugglers and the like being able to use it. put it in the master ranger slot if need be but keep it out of the hands of the dabblers.
as a side note i think all elite classes should have a decent class defining skill they get at their master slot. thepot o gold at the end of the rainbowif you will, something to make people WANT to be a master in their profession.
Regarding Darumar's suggestion that top level Ranger camps heal BF, I would make one modification. Wounds heal in Med Centers and BF heals in cantinas without the associated professions present because if there are no Entertainers or Medics logged or available, an injured/tired player would be out of luck. Medics have a function on the battlefield in healing damage during a fight. So it is no big deal that a camp heals wounds on its own even without a medic. On the other hand, pure Entertainers have no such function during the battle, so if camps healed BF after the battle, why would you need to have an Entertainer along? And if you could heal BF in camp, why would you ever go back to town except to sell off the booty you are collecting or to re-equip? In essence, having camps heal BF on their own would make the Entertainer profession unnecessary. Therefore, I do not see a problem with allowing the healing of BF in camps, but only if there is an Entertainer present. That would ensure that the Entertainer profession stays relevant, and, in fact, increases the likelihood that an Entertainer would be a necessary part of the expedition. To keep the cantinas relevant, I would also suggest that BF should heal faster in town than in a camp.
Sotaudi
Scout and aspiring Ranger/Rifleman
those skills sets are good but a ranger is no good with out being to defend them selves in battle. i feel we need some fighting skills also thrown in there...
here is one i suggest if any one saw the movie "THE HUNTED" starting tom lee jones... he shows them how to move undetected in an enviroment, track, and fight...
The blade fighting technique they use in the movie called "KALI FIGHTING" or translated loosely " the art of fighting with a blade" (for more info check http://www.huntedmovie.com/home.html).
from here we can pick up a very efficient and basic fighting style for a ranger...
with it's basic attack format being quick and accurate slashes to major points of the body.
..... will continue....
If you could do so diplomatically, please forward to the devs the point that them asking for weekly lists of 5 top issues is pointless unless they can give us weekly responses on those lists, allowing us to think and revise our priorities in response to their planned changes, before we submit our next list. Otherwise it becomes "give us your top five, ok now give us five MORE," and we end up submitting minor issues because we don't want to repeat ourselves but have no idea what's going on with the first five. What I'd really like to say for week 2 is "everything we listed for week 1 is still what we want for week 2," since we haven't heard anything back on those yet.
Still, for the sake of constructive discussion, I'll add some thoughts on the items you listed:
1. I agree completely on the need for foraging to be both easier to do and more rewarding in terms of Wilderness Survival xp. However, I see it as an issue with Scouts that happens to carry over when you move up to Ranger, and not really something unique to Rangers. I'm inclined to leave the "xp for foraging" campaign in the Scout forum and instead push here for some way to make Ranger foraging better and different from what Scouts are capable of. Perhaps Rangers could be able to forage new types of items (or have a new variant on the command), such as poisonous plants usable by Combat Medics or as optional components in traps to make them more powerful.
2. A "Field Base" name implies the ability to range out from it for a period of time and then come back. Ranger camps need to be exempted from abandonment when the camp creator engages in combat, and they need to linger in the game world for a longer period of time, so groups can actually set up a base, go out and hunt for a while, and then return to it. The high resource requirements of Ranger camps is nothing but an onerous expense given the current pattern of everyone's camp use, which is to make a 10 minute quickie and then keep the group moving. I would add the following features to make long duration ranger camps more attractive:
-allow mind wounds and battle fatigue to be healed in them.
-have the setting up of the camp occur gradually, reflecting the time needed to set up complex amenities such as crafting stations. The various structures and facilities the camp provides could appear one by one over a period of five to ten minutes, and the defenses the camp provides would slowly ramp up in effectiveness as well.
-gradually increase the RATE of healing and other benefits, encouraging players to leave a field base set up and go out from it and back. Successful foraging, food/med crafting, xp gains for healing, and creature harvesting attempts could all be boosted for a group that is using a Ranger camp that has been left standing for a while and discourage players from thinking of them as disposable as Scout camps.
3. Every time the npc ranger trainers give their line "I can track a bird on a cloudy day," I have to laugh. Tracking would be a great skill.
4. Contributions for groups is also something we need, although I've no specific ideas on it myself.
5. This may have already been discussed in the "lure" topics I saw listed, but the whole system of making animal-only grenades and calling them traps has always seemed very cheesy to me. It looks like they needed a quick filler in the skill trees, and decided that throwing some new labels on the existing system of thrown grenades would do the trick.
Rangers need stationary traps that they can set and then come back to later to see if anything has been trapped in them. That's a trap.
Please mention that the melee users do not get the to "hit bonus"... its totally unfair to us.
Yea, the melee users needs to be fixed, I'm rifleman but that's kind of messed up..
But also from the devs standpoint, they may see it as it's a lot easier to hit certain points from range(Which it is..you can hit a guy in his throat a lot easier from 60m away with a gun than point blank in a fist fight/knife fight whatever.. ya know?)
I really like Zip's #2 suggestion regarding having Field Bases remain operational even if the creator is attacked. That combined with allowing entertainers to heal BF in these encampments would makeRangers amajor asset to any group.
D'Shan Kaen
How about trophies? Maybe we could have an option of performing taxidermy on a animal, instead of harvesting from it. Stuffing it and putting it in our houses or PA halls. It would give Master Rangers a reason to do harvesting, when they dont need the scouting XP's, anymore. To keep everyone and the cousin from having a Krayte trophy. They could make the trophy require more than one animal to be killed and harvested, for stuffing purposes, depending on the level of creature