Ranger Archive
Thread: Trapping...
The one problem I would have with AoE traps is: every time I trap up say.. a rancor that hasn't been attacked (it's accidental), it usually comes after me. Imagine doing that to 3 of 'em. I'll probably spend most of the time on my back waiting for the doc to arrive.
I think we should get an AOE version as well as a single use version of the trap.
1.The last thing I want is a more complicated trap-building process, so no modular traps please.
2.If experimentation were possible for traps, then the Field Base should have a crafting station added to it, right off the bat. Add in trap experimentation and every single new Ranger will boggle at the un-logic of giving Rangers a food crafting station that they don't need instead of a general item crafting station that they do need.
3.Never, ever determine the quality of a trap by the quality of the materials. One of the best things about the trap/camp construction system is the lack of concern over quality of materials. Rangers, as suggested in the description of the skills, have bank accounts that reflect their hunting abilities, because they sell those great resources that they harvest. Those resources are going to be much harder to come by if there is now no reason at all for anyone to want low-quality hides, meat, and bone. Traps and Camps need to remain the main sink for low-quality animal products.
4.I like the "fishing lures made from bone and meat" idea a lot. And please decrease the frequency of finding bait while foraging.
5.SquibII's suggestion for an AOA (it's affect, not effect) stink bomb is fantastic.
6.I absolutely cannot disagree more with Gree-Godo's suggestion that scout traps, or any traps that Bounty Hunters get, should affect humanoids. BHs already are in a great position in PvP and Rangers are not. This would only emphasize the problem.
7.I don't care if traps never affect humanoids or players; I think that traps being creature-only is perfectly fine. In fact, I think the only reason people ever thought that Rangers need traps to affect humanoids is because they got so used to using them against creatures that they got frustrated that they had to change strategies when fighting humanoids. I feel the same way - every time I attack a thug my instinct is to throw a trap first. But I think this is an issue where the players need to bend rather than the game mechanics.
8.I think that the idea of a trap launcher sounds pretty cool, but it's not needed. We want to be able to affect large creatures with traps and to be able to throw traps faster. Just give us that! Make trap throwing faster, depending on skill (so fast at Master that no one mentions throwing traps on the run anymore), increase the range with skill, increase trap success by a great deal at higher skill levels. That's what we need, we don't need to have to lug around another item just to make sure our traps work.
"but Im not sure what the single sleep one would be used for?"
Got me... Just sounded good having a single one as well as the AOE one. ![]()
"The only trap I can see adding is an AOE Glow Wire trap."
Good call, it shall be added. Suggestions for aspecial name for the trap?
"How about your Lure and my above AOE Glow Wire at first level. Then the Lure, and sonic pulse, then Goop and single tranquilizer, and lastley AOE sleeping gas and flash bomb. "
Ok. ![]()
"The Scout traps should represent a general and non focused selection of traps that work on humanoids and creatures alike."
Excellent suggestion.
"Never, ever determine the quality of a trap by the quality of the materials. One of the best things about the trap/camp construction system is the lack of concern over quality of materials"
That is a cornerstone of the crafting system. Theidea that better quality resources make a better quality good makes perfectly logical sense, why would we change it?
"BHs already are in a great position in PvP and Rangers are not."
You are presuming that every profession should have the same equality in PvP. There are seperate professions to allow players to choose what best suits their style of play.
I am not saying we should not have a role in the GCW, but why should it be on par with the other civilization-centric professions?
"The only trap I can see adding is an AOE Glow Wire trap."
Good call, it shall be added. Suggestions for aspecial name for the trap?
Springed Hotwire Trap, or just Hotwire Trap
That is a cornerstone of the crafting system. Theidea that better quality resources make a better quality good makes perfectly logical sense, why would we change it?
(Thought I already covered this, sorry.) Rangers collect all kinds of resources that are useful to other professions, allowing Rangers to earn an income by selling creature products (hide, bone, meat). As it is currently, a Ranger can collect resources and only use the worst products for himself,because quality doesn't matter, which allows the Ranger to sell the best stuff to people who can best use the product.
However, if traps and camps required high quality ratings from the materials, then most Rangers would researve the best products for themselves and only sell off the stuff that wasn't good enough for trap-making. This would have the result of driving up the cost of creature products (which are already fairly inflated) and making it much harder for other professions to get ahold of the quality creature products that they need.
Competition is good and all, but this would leave little use for the worst creature products. We do need a use for the low-quality creature products, and currently traps and camps fit that bill very nicely. The current system works and shouldn't be messed with.
Besides, "quality resources make better quality items" is true for some things, but not for others. How many tailors do you know who care about their fiberplast quality? Have you ever paid extra for an 80% durability Kloo Horn?
You are presuming that every profession should have the same equality in PvP. There are seperate professions to allow players to choose what best suits their style of play.
I am not saying we should not have a role in the GCW, but why should it be on par with the other civilization-centric professions?
No, that's not what I'm presuming, and I do not thing that Rangers need to be "on par" with the other civilization-centric professions. But emphasizing the gap is only going to produce cries of "NERF", frustration, and anger from Rangers. There's a difference between adding content because it sounds neat and adding content that the game needs. I don't think the game needs humanoid-affecting traps. That's what grenades are for.
"if traps and camps required high quality ratings from the materials, then most Rangers would researve the best products for themselves and only sell off the stuff that wasn't good enough for trap-making."
Then those Rangers would produce less profit in the process, as the lower quality resources would not sell as well as higher quality ones.
A sufficiently clever Ranger could strike an appropiate balance between using his high quality resources for himself, and selling it our players for a profit.
Of course, anotherRanger could also use all his high quality resources on traps, and make his profit performing services for hunting parties or guild members.
And yet another Ranger could sell all his high quality resources, and rely on less effective traps in his day to day hunting.
My point is of course, that having quality matter only increases the depth of the system by adding further choices for the player. Such a change would not detract from the system.
"How many tailors do you know who care about their fiberplast quality?"
That is not exactly a valid example, as Tailors are just as bad offas we are in terms of experimentation.
- One day in the future, their crafting system will probably also be overhauled to account for quality of resources as well.
As always, NRass, you amaze me.
Not complaining, but I thought we were supposed to get a generic knockdown trap (tripwire) that would be able to be used against creatures, NPCs, and oh do I dare say it....other players??
Also, quality of resources SHOULD matter. If I'm using quality Alligator skin to hold together my camp and you're using chicken feathers, my camp would last longer, provide more protection from the elements and would overall be a better camp.
Same thing goes for traps. A hollow bone with crappy quality wouldn't be nearly as effective (in theory) as a strong, dense bone. It's not unreasonable to ask us to use high quality material for higher quality goods. I have to back up what NRass said too- it's all about choice. Those who focus on hunting will make better traps out of their good hide, those more interested in credits will sell theirs. Most people will find a balance, just like most other proffessions have to do .
No, that's not what I'm presuming, and I do not thing that Rangers need to be "on par" with the other civilization-centric professions. But emphasizing the gap is only going to produce cries of "NERF", frustration, and anger from Rangers. There's a difference between adding content because it sounds neat and adding content that the game needs. I don't think the game needs humanoid-affecting traps. That's what grenades are for.
You are also presuming that Bounty Hunters are not going to get traps that affect humanoids.From what it sounds like, their is a good chance of it. It is something they are really pushing for and if we do not help to define a system to differentiate between ours and theirs, we ARE going to get the shaft. As I said above, they will then have access to both traps that affect creatures and traps that affect humanoids. With my suggestion we both get the basics in both from the scout line, our traps affect ONLY creatures, and their traps affect ONLY humanoids. It makes sense that our traps our creature only because that is what we focus on, but the scout profession is just not like that. It should represent general military and survival techniques, that later will lead to the choices of hunting humans, or hunting creatures.
You may not think they Bounty Hunters NEED humanoid affecting traps and that they are the bomb at PvP. There is no doubt that they are better off then we are. But they should be, and for all the points they spent they rightly deserve to be much better off then they are now. They sure seem to think they need a boost, so if we can help them out, and get something positive accomplished for ourselves in the mean time I think this is a good thing.
Grenades should do damage, which is what the Commando profession is all about, while traps should have status affects and de-buffing affects.