Ranger Archive
Thread: Ranger correspondent feedback
Good things come to those who wait! Thanks Holo and the Ranger dev - that is some good stuff. I for one am very happy with this direction. ![]()
-C
yay!, /cheer, /clap, /jump, /thank, /cheer, /cry, ![]()
yay yay yay
That does sound like good news. Can't believe it, but it certainly does make me happy.
Raph--
You're gonna have to do a lot ofnerfinglaterif you actually give Rangers everything on that list. Half of that stuff is what wrecked EQ for other players. Especially tracking. Don't, for god's sake, give anybody tracking. Ask any high-end EQ player.
Think really carefully about what people can do with that stuff...
Oh, and before the rest of you moan at me, my character is currently25% ranger. If that stuff goes in, it'll darn sure be more. ![]()
first off great changes. not master yet but working on it. shame on some of the exploiters.
would a pitfall trap be out of the question? dig it once and get a few uses out of it before you have to build another one.
also can the scout camps have a better regen ability for rangers? i mean sometimes we do solo but putting up a huge camp that take many resources can be a pain.
YEAH!!!!!!!!!!!!!!!
I am so glad I stuck with ranger. Only Bioscience IV and Wayfaring IV to go until Master. Woot!!!!!!!!!!!!!!!!
Woot Finaly we got some's info ! I think after that message i will stay Master Ranger then i will see all of that when they will implement that post !
Thanks Holo again and our Correspondant !
Thank you very much. Sounds like some great stuff. Some comments and questions:
Will /conceal work against npcs? This was one of the key features of it originally that made it very appealing to rangers. Everything else you outlined about it sounds very cool.
It is also possible that the rescue command will be beefed up and moved to the Wayfaring tree (it doesn't really fit in trapping). Bugs with rescue are being fixed as well.
I personally don't really see that it fits in Wayfaring either, as that is a skill branch dealing exclusively with movement. Other rangers may disagree with me, but I think a skill like /rescue is clearly a combat skill and more appropriately belongs in a place like Master Brawler.
The most important change to Frontiering will be the introduction of special camps. These camps will not operate like a normal rest camp. The Ranger's "Hunting Blind" will give him special bonuses to attracting and hunting creatures as long as he stays within it. Other special camps with unique functionality are being designed.
You said special camps, plural. Can you tell us some of the other special camp types you have in mind? We'd love to be able to throw some ideas and feedback at you about them, from the players' perspective.
Will hunting blinds be exempt from the current no-combat-or-your-camp-is-abandoned restriction on camps? How will melee-based rangers be able to benefit from using a hunting blind?
/scanarea - At Novice Ranger, the Ranger will recieve the /scanarea command.
/track - Higher up the Tracking tree, the Ranger will earn the /track command.
I love both of these. No issues or questions about them that I can think of right now, except possibly...when do we get them, when do we get them, when do we get them?
(I know, you answered that further down, sorta)
Advanced Trapping
Thank you for the stationary traps. The "animal grenade" concept has always seemed very far removed from what I think of as a trap, from the first day I tried a Lec Dart in beta.
Did you happen to see any of our threads discussing the idea of a deadfall trap? This would essentially be an animal resource harvester of sorts, perhaps something like a set of 6 deadly traps the ranger would set out in a given area and then check on a day later to retrieve meat, bones, or hides from. Unlike artisan harvesters, they would take up no lots, but would have limited uses (e.g., once the log falls and kills the gurrcat, you need to craft a new deadfall). Please consider this as an additional trap type that rangers could use as an alternate source of income. It fits the branch conceptually, and would somewhat mitigate the ranger's unwritten prerequisite of taking up a combat profession in order to use their harvesting skills.
Are the Flash Bomb and Sonic Pulse traps being removed?
Tripwire - The tripwire trap can be laid against NPCs as well as creatures. A target who runs across the tripwire will be knocked on his back for a short time.
Why not players as well?
I'm not a ranger or anything, but I just have to say one thing: WOW! This is really great! I'm glad to see such an underdeveloped profession get some luv. Two things occur to me though:
1. Conceal vs. other players. How will that work? I can understand the scout /maskscent ability not working against other players, but will conceal do anything?? Would it betoo difficult to make it where /conceal'd players don't appear on enemy radars? Of course things like distance to the enemy and skill of the ranger who applied /conceal would need to be accounted for (i.e. if a novice ranger applies /conceal to you, don't expect tobe able toget within, say,64 meters of an enemy player)
2. Could time of day and stance affect /conceal's effects? From a "realism" standpoint, this would make sense. The closer to midnight (in-game, of course) it is, the darker it is, and therefore /conceal'd players would have a much higher success rate against being discovered. Also what about stance? If I'm prone, I should be more hidden, right?
I can't help but imagine the following scenario:A large rebel force plans a midnight sneak-attack on an Imperial stronghold... A master ranger applies /conceal on everyone in the group and they make their apprach. It's completely dark outand concealed riflemen inch their way within sniping distance of the area. Imperialplayers and npc's have no idea what's coming...
You can't tell me that that wouldn't be a blast to play out in-game!