Ranger Archive
Thread: Just To Clear Things Up: HTFB
Owen-Lars wrote:
Icarus Wrote:
"I personally cant see how an HTFB that repels arrgo can be exploited. Are they suggesting we are going to drop a HTFB next to a gorax and happily shoot it?"
Well think about how you would implement it, something that stops something from agroing you is always going to be an extremely powerfull tool. For example:
Exploit: You sit in camp firing uneffected/unagroed
Counter: If you get into combat, the camp disbands
Exploit: Someone else fights whilst yousit in camp out of combatusing the same techniques
Counter: Making it so camp disbands if group attack
Exploit: You disband group, pop a camp and let friend use camp as exploit (plus group support via camps would become very ineffective heh even more so than now)
Counter: You have to be in group to get repel effect
EFFECT: A rangers group support viability using camps takes a serious hit because it disbands as soon ANYONE gets into combat.
Personally i would rather leave it as it is or think of a new idea like you two suggested than making camps disband if anyone gets into combat.
The camo/mask increase is a great idea, it would hide you essentially, not repel but would provide a safe haven for any camo'd/mask'd player in camp. If this happens i would like the charges of camo increasing though because imagine applying 20 camo to your group just so they can sit in camp safely?......... Ouch.
I think a better solution would be to applya temp camo state to everyone in the camp vacinity called perhaps Camped? Camped state gives some insane camo rating that basically keeps the player safe.
TheCamped statewould disipate as soon as the player leaves the camp or attacks. It would essentially give free super camo to everyone in the camp more or less making them invisible to targets and also wouldnt cost us an arm to provide protection for everyone.It lets youprovide protection to groups whilst sitting around in camp, besides it should be the camp repelling/limiting agro not use whilst in camp.
This idea wouldnt be exploitable because you would loose the camped status as soon as you leave the camp and cannot be applied whilst in combat (no taking agro off yourself). It would provide protection for the group without extra cost to us and enforce the idea of camps being safe wilderness habitiats. The lower
Message Edited by Owen-Lars on 12-18-2004 02:34 PM
Hmmm, I'm not sure if this is true for group members, but I know when I attack a creature, my camp disbands. Is this not supposed to be happening? Anyway, the high-level auto camo/camping state sounds like a solid idea to me! Seems a little shady to me that the camp description imply the camps prevent agro, and apparently they don't.
And while were talking about HTFBs, maybe we could get the artists/devs to install bug zappers!
You know, the nice blue, glowing (not to be confused with 'blue glowy') lanterns? Think about it. Sitting back, hurton stalker steaks on the fire, watching pesky flying insects be zapped into oblivion when they fly in to investigate the blue light special! Ah ha ha ha! Sorry, didn't get enough sleep last night. I'll stop now. Thanks.
*mutters to self about damn knats*
Owen-Lars wrote:
Ok guys me and Calchave some news to give your from the dev team:
The HTFB doesn't repel agro in any way and the devs do not intend to change this at this time. The reason behind this is the obvious exploiting potential that any agro repelent would have not just in camp form.
This decision could change if we come up with a viable solution that doesnt allow exploiting of any kind, but the devs have yet to think of a way this can be done.
The devs have said they want to change the description of the HTFB to not hint at agro repelantso this should at least limit the enquiries into why this 'feature' isnt working. This shouldnt stop us suggesting ideas for agro repelant solutions, it should just make us think carefully about exploit potential and create a solution that they devs cant say no to
I think it's fair to say me and Calc are both happy with the feedback the devs are giving because it shows they have acknowledged the bugs and things we suggest aswel as they have thought about solutions (even if some are unsuccessful), lets hope this feedback continues for the future.
Im going to push for changing the effects of traps (ranger traps) as a buf fix so ill keep you all updated on that front.
Two words: NOT COOL. Has anyone read the players manual that comes with the box for SWG? It states specifically that camps will repel aggresive creatures. Why did they go through the trouble of advertising this as a "perk" of the profession if they viewed it as an exploit?
Owen: I would respectfully request that you now ask the Dev team what exactly is the point of a camp in Star Wars Galaxies. They're not for calling pets, or vehicles. They're not for the healing modifier, droids took care of that. They do not heal battle fatigue. As long as they have adderssed camps, we need to know what they are for. Thank you sir. Keep up the good work.
So work together come up with something that can be programmed like the "Camped" state or Mask Scent given by camps. And lets agree on it so Owen can push it forward.
Im just as miserable as you are. But I dont want to miss a chance at getting something because we all got bitchy
Message Edited by Owen-Lars on 12-19-2004 01:25 AM
Let all camps starting with the militiaperson camp have this effect, but starting very low and growing stronger. Then make it experimental, based on OQ of the resources used. So that a fully experimented HTFB made with top of the line resources would hide us from any creature in the game (not npc's).
If alternative functions to the camped state are needed, or if we need even more benefits, it could be that camps provided more of the benefits that TKA's meditation line does... like curing poison and disease, clearing states and so on (all given enough time was spend in the camp), and if wound healing was speeded up significantly. As well as providing a time bonus to mask sent and conceal applied while inside a camp.
Owen-Lars wrote:
Ok guys me and Calchave some news to give your from the dev team:
The HTFB doesn't repel agro in any way and the devs do not intend to change this at this time. The reason behind this is the obvious exploiting potential that any agro repelent would have not just in camp form.
This decision could change if we come up with a viable solution that doesnt allow exploiting of any kind, but the devs have yet to think of a way this can be done.
The devs have said they want to change the description of the HTFB to not hint at agro repelantso this should at least limit the enquiries into why this 'feature' isnt working. This shouldnt stop us suggesting ideas for agro repelant solutions, it should just make us think carefully about exploit potential and create a solution that they devs cant say no to
I think it's fair to say me and Calc are both happy with the feedback the devs are giving because it shows they have acknowledged the bugs and things we suggest aswel as they have thought about solutions (even if some are unsuccessful), lets hope this feedback continues for the future.
Im going to push for changing the effects of traps (ranger traps) as a buf fix so ill keep you all updated on that front.
There's a very simple answer to address so-called exploits, and it worries me that the devs apparently didn't think of it.
Make the camp such that trying to do anything to a target outside of the camp raises the "error" message; "You cannot see your target". We already get this "error" on things we can plainly see, so implementig a "You cannot see your target" boundary around a HTFB should be possible. This way you cannot attack or heal anything outside of your camp.
Furthermore, if they want to make this really water tight to avoid group "exploits", then make it such that if a group member engages in combat, then they cannot enter the camp until they are no-longer in a combat state. They'd be effectively locked out of the camp.
(The only thing I can see happening then, is if someone outside becomes incapacitated, a medic could run out of the camp and drag the body back into the camp, as long as the medic doesn't get aggro'd. However, I think if anybody called this an exploit then we would have to seriously question their motives!)
If think this works, so unless anyone can come up with an undisputable counter argument, could you put my idea to the devs please, Owens?
Message Edited by DaveG on 12-19-2004 07:40 AM