Ranger Archive
Thread: Correspondent Tracker (ideas)
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Cryos_Merovingian
Mon Jan 10, 2005 7:36 am
#14
Here's my thought/idea that would provide HUGE return for very little effort input on behalf of the SOE team. Big retun + low input = everyone 
Tracking: The 500m radius tracking would actually allow us to track all spawns within 500m. Therefore, /areatrack would "pop" all spawns within 500m. Heck, I'd even be willing to go with a 300m radius if the spawns actually "popped". Maybe radius could increase with skill?? anyway, let's keep it simple for the time being. Implementing just the "popping" would allow the effects to be tested be
I don't know if this has been talked about elsewhere and I certainly don't know much about what the coding requirements would be for this. However, on the surface and IMHO, it seems to me like this would require a minimal amount of effort with VERY good and a much needed enhancement to the tracking ability and the ranger profession as a whole.
Right now we all complain about tracking for contract because there is a dichotomy between what is expected of our prof and what we can actually do. I hate reading posts aobut "how to hunt krayts" where the first paragraph is devoted to "you don't need a ranger, their skills are broken and they're a waste of money". Ok, enough rambling. That's just my two cents. Enjoy!
Tracking: The 500m radius tracking would actually allow us to track all spawns within 500m. Therefore, /areatrack would "pop" all spawns within 500m. Heck, I'd even be willing to go with a 300m radius if the spawns actually "popped". Maybe radius could increase with skill?? anyway, let's keep it simple for the time being. Implementing just the "popping" would allow the effects to be tested be
I don't know if this has been talked about elsewhere and I certainly don't know much about what the coding requirements would be for this. However, on the surface and IMHO, it seems to me like this would require a minimal amount of effort with VERY good and a much needed enhancement to the tracking ability and the ranger profession as a whole.
Right now we all complain about tracking for contract because there is a dichotomy between what is expected of our prof and what we can actually do. I hate reading posts aobut "how to hunt krayts" where the first paragraph is devoted to "you don't need a ranger, their skills are broken and they're a waste of money". Ok, enough rambling. That's just my two cents. Enjoy!
kujikiri
Mon Jan 10, 2005 12:00 pm
#15
With all the terrain bonuses and such, perhaps a small resist against dizzy could be put into wayfaring as well. Dizzy prevents the use of several of our skills, so it would be nice to have a bit of defense.
A small change I'd like to see would be for some dev to go into the database of foraged items and adjust the stats to make them of some use. Certainly the filling could get dropped to almost nothing and perhaps make the effects a bit better.
...almost...dead...stomach..full...wait...melon!...5 fill...+100 Health..30 sec..all..I...need...BURST RUN!!!
you get the idea.
A small change I'd like to see would be for some dev to go into the database of foraged items and adjust the stats to make them of some use. Certainly the filling could get dropped to almost nothing and perhaps make the effects a bit better.
...almost...dead...stomach..full...wait...melon!...5 fill...+100 Health..30 sec..all..I...need...BURST RUN!!!
you get the idea.
Owen-Lars
Sat Jan 15, 2005 8:31 am
#16
Cryos...
Nice idea and it would benefit us greatly, however being able to have a single player (in this case a ranger) force ALL spawns within 500m or 300m has the potential to seriously effect server performance.
As it stands only a certain amount of spawns can be on a planet, as the population goes up, the spawn number goes up perhaps even up to its cap before the server limits the amount of spawns to maintain stability and performance.
Can you imagine what would happen if we had a good spawn of avian on say lok. Every ranger, hunter or tracker would use this to force every spawn possible and most likely increase the spawn number far beyond the cap seriously hitting performance.
I think we could get around this by allowing us to 'spawn' a lair of our choosing as the result of using a tracking skill. For instance you choose to track down a lantern bird nest on endor. You select the creature from the list and the system gives you clues, hints and possibly even puzzles to solve in order to reach the location of the nest. Once within say 200m the lair would spawn. So in this wayyou would spawn a lair of your choosing instead of forcing every possible spawn to pop and still maintain server stability.
WeiQuin...
This has been a discussion point for a while now but i feel most people can agree that someone who is a master survivalist would be able to negate or reduce the effects of diseases, poisons and possibly even bleeds.
The way i see it is that master survivalist should know how creature poisons and diseases in general work or more specifically how they are contracted, theylive in a habbitat full of such dangers. As the survival master gains experience they learn how to avoid such attacks, use certain techniques to avoid poisoning and diseasing so yes resistances would be perfect in this regard.
Following on from that i would like the player interaction survival skills to enhance too. By that i mean the skillsthat we have to activate, administer or craft to utilise its effects. Foraging and camp fire cooking should be available to rangers. Simple natural concoctions that aid the body in recovery, resistance and immunity should be available but at a resource and time cost. for instance the ranger should be able to forage for uncommon items that are components in crafting poison antidotes. By combining and treating a range of specific flora and fruits the ranger should be able to make a concoction that reduces the effects of poisons on himself. In order to keep the role and puropse of the doctor or perhaps the combat medic profession these items would have to be none tradable and therfore only useable by rangers of the level to make them.
The effects i would like to see ranger made survival concoctions are:
*Cure* - Poison Effects (possibly reduces poison effect by X points)
*Cure* - DiseaseEffects(possibly reducesdisease effects by X points but should be less than poisons due to severity)
Cures should display the sense of a ranger being able to gather the natural flora and fruitto create concoctions that remove the effects of poisons and diseases in stages to the point they not longeraflict the ranger.
*Resist Buff* - Poison Attacks (A self applied only poison resist buff that decreases the chances of poison attacks sticking, should behalf power of doc resist buffs)
*Resist Buff* - Disease Attacks (A lesser version of the poison buff mainly due to the nature in which diseases a contracted and the difficulty in curing)
*Resist Buff* - Bleed Attacks (Again a buff but sort of half way between poison and disease in its effectiveness)
The resist buffs are again made using naturalforaged components andhighlight the rangers ability to makedrinks and substances that reduce the chances of a certain DOT attack being made.
*Natural Resistances* - Poisons (An always onresist showing the ranger that the ranger knows how to AVOID getting hit by poison and disease attacks)
*Natural Resistances* - Diseases (Again always on showing therangers incredible immune system that has built up over the yearsof being poisoned)
*Natural Resistances* -Bleeds (The ranger knows how bleed attacksare performed and therefore knows how to defend against them)
Natural resistances are always on, they dont need applying or acitvating and mainly show the rangers attack knowledge. He/she knows how the attacks are performed, how suchDOTsinfect targets and because of this can defend against them by holdingbreath at a certain time, moving your body in a certain way or simply deflect the attack away.
There are lots of oportunities but ranger should bedefinatly be about self buffing, natural resistanes and survival 'instincts'.
Kujikiri...
Again on the foraging and buff ideas...
The buffs i suggested above and even all foragable items should either not count towards stomach filling or only impact in a realy small way (perhaps 2-5 filling per item). Eating a spoon full of pioson resist substance should not give you filling imo, its not a food. Also ranger foraged items that are eaten on their own should also take very little filling to use. Although the effects imo should chance somewhat, filling should not be high, they should be little short buffs here and there and when used as components you can make very powerfull substances.
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