Ranger Archive

Thread: Quick top 3 bugs/issues (quickly hehe)

DureenaBadKarma
Fri Jan 07, 2005 8:49 pm
#14






DaveG wrote:
Something else I'm not clear about with traps while we're on the subject. Beinga rifleman, I rely on stealth, so a lot of the time when I could use a trap, I don't because I feel it would give away my position. Therefore, I'd be interested to know, wheredo we standfor getting aggro'd by throwing a single trap at a creature? If it's quite likely, could we have a "concealment chance" added to our traps like riflemen have with just firing?




Just wanted to agree this point. I never use traps as using rifles and mask scent I can get off 4-5 shots before I am detected.. for some reason throwing a trap screams "HERE I AM!" please attack me at pointblank range.



Dureena - I lived in a special place for a while. It was made special by those I knew,butclosest to my heart wereEmekaf and Viridian, I will never forget you both /blowkiss
icarus-uk
Sat Jan 08, 2005 7:47 am
#15

Issue; Tracking is only barely effective due to low range and a clumsy GUI

Solution;


Increase the range of tracking in increments so that at Master Ranger the radius is 1000 metres or more, and make it a significant increase over Tracking 4. Currently there seems to be no tracking range increase, even though one is stated in the skill tree. This will make the ranger better suited at finding both animals, people and players.

In addition, alter the tracking results window, making it a sortable table so that one can better organise the tracking results to more easily find what they want to. Column headings should include but are not limited to;

Animal/NPC/Player name - A giant Worrt, Elbib Olav, icarus-uk etc.
Direction - eight pointed compass direction.
Distance - distance from the player to the object.
NPC profession - Jawa thief, Alkahara Bandit, Moisture Farmer etc.

Additional information that could be added;

Player profession - Master Swordsman, Novice Medic, Sniper etc.
Player faction standing - rebel, imperial, neutral.

All columns can be sorted in the tradtional way of double clicking the column header, where it then sorts the data into alphabetical or numerical order. Such a table will allow the ranger to better assimilate the data he or she is being presented with and help them best plan a course of action.

Message Edited by icarus-uk on 01-08-2005 03:02 PM

Message Edited by icarus-uk on 01-08-2005 03:03 PM

DaveG
Sat Jan 08, 2005 9:23 am
#16







Owen-Lars wrote:


The creature would not be able to attack, nor be attacked and would not be able to move.





Owen-Lars, it all sounds good apart from the part I've put in bold. Whether it be a pre-revamp or post-revamp scenario, I can't think of any good roleplay or tactical reason why your trap should protect the creature from us attacking it.


I think I know why you suggested it, but just imagine popping a Gurk lair. You get the the king and five crazed destroyers coming at you. Then you "mez" all the destroyers and just work the king. They're all stood around you, but only the king is "active", and you start using area attacks on it (/strafeshot2, /pointblankarea1orvarious types of melee spin attacks, for example), but only the king gets damaged. You're really going to be renched out of any imersion you had in what you were doing. The whole thing is going to feel wrong.


Also, you could really do with some sort of on-screen (perhaps hovering over the effected creature) timer so you know when this effect is about towear off.












icarus-uk wrote:
Issue; Tracking is only barely effective due to low range and a clumsy GUI

Solution;

...



I completely agree with you, icarus-uk.

Message Edited by DaveG on 01-08-2005 04:24 PM



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
Owen-Lars
Sat Jan 08, 2005 9:40 am
#17


"Owen-Lars, it all sounds good apart from the part I've put in bold. Whether it be a pre-revamp or post-revamp scenario, I can't think of any good roleplay or tactical reason why your trap should protect the creature from us attacking it"






Nah Dave you misunderstand, it doesnt protect the creature from being attacked, simply only works if you dont attack. I said when you tranq the creature it would not be able to attack, you wouldnt be able to attack it and also it would be able to move. If you did attack the creature (be it AOE or direct) then the mez would disipate imediatly.


In my followup post it was simply a way to saywhen youmez your target (like in the examples i gave) the creature could not attack, or move or be attacked (if you did then it wouldnt be mezed)


Here this is what was in the first post:


"- Once target is attacked the tranq'd state is removed allowing for normal combat to resume"


So ultimatly it wouldnt stop you from attacking the creature, but if you did, it wouldnt be mez'd anymore.


It should be like in every other game and in particular COH, i was a mezzer in coh and had great fun shouting at noobs who would use AOEs in a pack id just put to sleep hehe.




THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Sat Jan 08, 2005 9:44 am
#18

Oh yeah dave and i agree with you on the effect monitor feature we need. I think it should feature for all traps and grenades tbh. When mezzed or rooted or slowed there should be some sort of visual clue indicating so. However half of the fun from my previous mezzing experiences in other games have come from not knowing when your mez runs out and that always seems to keep you on your toes and have something to do.


If you know when its going to run out it leads to plain mez rince repeat, if you dont know then there is an edge about combat, the unknown and i like that. You will be able to predict roughly when it ends but thats down to your personal skill, something i was happy about in coh as it seperated the men from the boys in that regard.



THORTAC BALCOR
The Lost Ranger
RANGER
DaveG
Sat Jan 08, 2005 12:20 pm
#19






Owen-Lars wrote:



Nah Dave you misunderstand, it doesnt protect the creature from being attacked, simply only works if you dont attack.




I see, that makes more sense. Thanks for clearing that up, and I beg your pardon for missing the reference in your earlier post!




Owen-Lars wrote:

Oh yeah dave and i agree with you on the effect monitor feature we need. I think it should feature for all traps and grenades tbh. When mezzed or rooted or slowed there should be some sort of visual clue indicating so. However half of the fun from my previous mezzing experiences in other games have come from not knowing when your mez runs out and that always seems to keep you on your toes and have something to do.


If you know when its going to run out it leads to plain mez rince repeat, if you dont know then there is an edge about combat, the unknown and i like that. You will be able to predict roughly when it ends but thats down to your personal skill, something i was happy about in coh as it seperated the men from the boys in that regard.




Yeah, as I've learnt to hunt, I've seen things that seperate the experts from the novices, this would be another one. I think it'd be something which would end up getting people really annoyed at the newbies/novices, but in a good way because it's all learning stuff.




Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
Owen-Lars
Sat Jan 08, 2005 12:37 pm
#20

DaveG Wrote:


"I see, that makes more sense. Thanks for clearing that up, and I beg your pardon for missing the reference in your earlier post!"







No probs, i could of worded it alot better i know, but it was just a quick scribble down of an idea to basically put the seed into the devs minds.

And yeah i know what you mean about the novice vs experienced learning curve, i prety much ache for the fealing that even though you have mastered you are still learning how to play better. Seems for the moment and for a long time ive been playing my ranger the best he can under the present conditions. This isnt hard and most people even novices can and i think we need to take this into consideration when suggesting ideas for our revamp.


Im taking up the same stance as you, although it can be frustrating in the early days, i would rather have the door open to learning how to play my ranger better through learning and experience than having everything so user friendly and numbed down to the point you go into combat knowing exactly how things are going to pan out.


There is a balance between user friendly-ness and oportunities for learning but i think we can reach it. Its the same situation when people ask for waypoints using area track. Personally i dont think we should have waypoints. If the community wants them as a whole then ill work on suggesting it to the devs but id rather have a system that actually requires you to look at your surroundings, use your compass and guage distance. Areatracking is a bit limited because there isnt many area you can improve in terms of inforation given but tracking (big game and beast) opens lots of avenues for user involvement and learning.



THORTAC BALCOR
The Lost Ranger
RANGER
DaveG
Sat Jan 08, 2005 12:45 pm
#21

Yep, I agree wholeheartedly there.


As for tracking, I remember I suggested having way points a while ago. I did this on the premis that the tracking window is already giving us way points, albeit encoded with a bit of trigonometry. However, what I'd most like to see changed with the presentation of tracking results is a sortable list.


Here's the reason, I think even the average joe can find a long tracking list a little unweildy to assimilate into his/her brain. If you are someone who has any sort of reading/learning disability then it's horrible. I speak from personal experience because I have a mild form of dyspraxia, which, in the context of reading, is similar to dyslexia. I can manage (hey, I didn't even know i had it until after I graduated from university), but sometimes I wish for things to be made a little easier to read through.



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
icarus-uk
Sat Jan 08, 2005 12:50 pm
#22

Indeed. The tracking results are indeed confusing. Its been an annoyance of mine for quite some time. 'Bout time it was fixed.
Cegati
Sun Jan 09, 2005 1:50 am
#23

I haveThree small suggestions (well, word wise..they may be a bear to fix....doh!)


First, repellant camps. As far as I can tell, they do not work as intended and described in the descritpion from Survival II up to the High Tech Field Base Kit, which is to repel creatures. As it stands, I can't keep a carnivorous nuna out of my camp. Icky.


Secondly, Camoflauge kits. It seems that some groups ignore the camoflauge check entirely, as if it wasn't there.


A revamp of the tracking ability - including a keyboard command that allows you to track the type (or all types) that you wish as well as removing droids and the transport shuttle from the Animal listing. Beyond that, and the possibility of better traps...I think we're covered most all of it for now.
Huntseeker
Sun Jan 09, 2005 6:04 am
#24

I think on the side of traps, they need to be able to be experimented on, ok we don't need the best resources but the ablitily to maybe adjust the potency of effect of a trap may be worth it. More traps definately.

Tracking, this is probaly my biggest pet peave, I find it utterly usless, unless I want to wind someone up, mind u someone brought out their own gank squad after me so it was time to beat the feet before they found me lol (they where the opposite direction heading away from me ).

Harvesting, ok while we're getting maybe mildly better harvests, shouldn't at least be improving much higher than everyone else especialy after master scouser (err scout). As well shouldn't we be getting a bigger cut in group harvesting?

Camo, it works and it doesn't, you can run about dathomir until your blue in the face and not agro a rancor, go onto tat and kettle beatles and well we all know the story.




Karimicu's Sukkarius Master Ranger\Bounty Hunter CAUSAL FIZZ PLAYER
VT-49 Decimator R.A.M.B.O {Ranger Armoured, Mobile Base of Operations} Y8-Minning ship RAMBO II {Ranger Armoured Mining Base of Operations}



THE INSANE IMPERIAL RANGER!

DaveG
Sun Jan 09, 2005 6:47 am
#25

[joke mode on]


How about we have a trap that makes creatures susceptible to a new type of damage, "road kill". Then all we have to do is stick the trap on them, jump in an AV-21 (because they're widest) and drive straight at 'em!


Then perhaps we could have the speeders modified so that they have a harvesting droid strapped on underneath, so that after we've made road kill of everything, we just park over them to harvest!


[joke mode off].



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
JascoSmlee
Mon Jan 10, 2005 8:17 am
#26






DaveG wrote:



Something else I'm not clear about with traps while we're on the subject. Beinga rifleman, I rely on stealth, so a lot of the time when I could use a trap, I don't because I feel it would give away my position. Therefore, I'd be interested to know, wheredo we standfor getting aggro'd by throwing a single trap at a creature? If it's quite likely, could we have a "concealment chance" added to our traps like riflemen have with just firing?






/agree


I rarely use any traps except in self defense. Opening up with a trap is just suicide as it will normally cause every critter to aggro, not just the targetted one. Perhaps this is more due to the max range of traps? Though it may seem rather odd lobbing a Noise Maker kegat a critter and expecting it's friends not to notice




Jasco Smlee Antarian Ranger
Nosn Nuub +2 Starfighter Engineer
kNuubian Tech : Rori, Rebel Outpost : /way 3732 -6620
Page 2 of 3