Ranger Archive

Thread: Ranger/Scout Changes in update on Test Center

Fred_Skinner
Thu Sep 25, 2003 11:02 am
#14






StealthNuck wrote:

...snip...

That's the great thing about starting as a broken class, it can only get better.



YEP, I'll second that one. Look at Commandos, they were the most gimped at release. What I don't understand is why they keep nerfing Rilemen.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Rancorrider4
Thu Sep 25, 2003 11:11 am
#15

I'm really happy as well. I would be remiss if I didn't state that was somewhat disappointed that the new traps or new camps didn't make it in but all iin all Im very pleased. I do however agree with the previous post that said basically "see what well thought out, reasonable and articulate suggestions will get?"


The Ranger boards are always the best on the game, and we have the best correspondents as well.


Thank you N'Raas for your incredible posts to the Dev's, and thanks to Mineras and Delta for getting us to this point.


I wanna be an Antarian Ranger! I wanna live a life of danger!


<still camping on my last box on Naboo>




nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


jmatt
Thu Sep 25, 2003 11:35 am
#16

Well, when somebody figures out whatcamo kitslet you do today that you couldn't do yesterday, please post it here.


These changes are nice, but I was in a hunting party of 15 guys last night. Nobody used maskscent, nobody had camo kits,nobody missed 'em. The guys don't even ask about it anymore.


The only ability that would make camo kits worth the admission price (still) is if they give you the ability to single pull mobs that otherwise pack assist. Short of that, it onlyconfers the ability to skirtaggro mobsby 40 meters instead of 64 meters. Yippee.


If it sounds like I'm not appreciative, it's because I'm not. This kind of stuff should have been in the game, functional, debugged and balanced when you picked the box up off the shelf.They don't get extra points because three months later, the devs have finally rolled around to "granting" this profession some working features. And it's a little disturbing to see just how easily they can push our 'hurray' buttons while they intentionally bleed features into the game.


Does anyone really believe it was an "accident" that camo kits only worked half as long as they now say they intended from the start? Please. I'm a programmer. I know better. You don't "accidentally" type in 15 (minutes) instead of 30, have it pass through in-house tests, sit on Test Server for 2 weeks and not notice. It's just not possible, and I'd appreciate it if they would admit they're stringing everyone along instead claiming that none of this was intended.


God, I hope that's not it for another 4 weeks.

nobounds
Thu Sep 25, 2003 11:38 am
#17

hey i got a lot of flora for sale cheap now, hehe


rashwell
Thu Sep 25, 2003 11:49 am
#18

Shoot does anyone want to buy a butt load of floral harvested from Rori, Naboo, Endor, Talus specifically for these kits. Gosh Darn it and I thought I was planning ahead.


Rashwell


Lowca Ranger


DayWalkerRori
Thu Sep 25, 2003 11:54 am
#19

GREAT NEWS..Things are looking up

novamarine
Thu Sep 25, 2003 1:18 pm
#20


Dead on JMATT. Camo and maskscent buy you 24 M now. In any reasonable sized party on a hard planet there will be enough creatures that if you go within 40 Msomeone's camo will be dropped and you will be aggroed. That means you need to stay outside 40 M. Why bother? Stay outside 64 M and you are just as safe.


This whole tree has turned into a gimmick. I dropped the Wayfaring line last week and put the points in medic skills (I had enough exp to buy it back so I figured I might as well heal better until they fix wayfaring). The loss of wayfaring has had zero effect on my character. I walk around now. Further, I don't intend to pick wayfaring back up again unless others in groups start asking me to camo them. That is the ultimate litmus test if the tree is worth it.

Alfgand
Thu Sep 25, 2003 1:29 pm
#21

Great...Good news.


hope they work on camps next.

NerfBurger
Thu Sep 25, 2003 1:35 pm
#22

Ranger: The flora component of camo kits has been removed.


This is great! I've got tons of dantooine berry fruit to sell now! Docs, take a number and get in line, lol. I can finally drop novice artisan. This at least makes camo attainable to the casual player.

Ranger: Camo kits now yield more uses and have a wider experimentation range.



You mean I don't need 20 kits to last a whole hunt? Yipee! I hope we can get 30+ uses, more in line with stims and other professions crafted goods. I wonder if its still just one experimental attribute?


Ranger: Camo kits now work properly when crafted in a factory.



I can't wait to do the first factory run for the Antarians! Now we just have to get a factory.


Ranger: The duration for conceal has been fixed, it was half what it should have been.



25 minutes for a master still? What about bothans with a 15+ to the camo skill, longer than 25? I have a BE shirt that gives +12 to camo, I hope thismakes it more effective or last longer.


Rangers are now notified when a creature begins to stalk them.



Stalk? Could someone explain this to me. Does this allow us to pull agros away from the pack? Is it kind of like "half-agro"?


Scout: Mask Scent / Conceal is now properly removed when you initiate combat.



Ouch! Everytime we initiate combat we lose conceal? This is a big change if its what I think it is. As it is now, MS/conceal help keep a creature from aggroing you for a couple of shots. I also thought it should help pull herding creatures away from their herd. We need some clarification on this one.


Scout: When examining creatures, the "Aggressive" trait will now be correct.



You mean ferocity? Or is there a Aggressive line in the examine window now? If there is why? red=aggro, easy enough.


Scout: A novice scout can now examine a creature to determine if it is a "Stalker."



Again we need clarification as to what a stalker is.


Scout/Ranger: Non-aggro creatures will not attack you when mask scent or conceal breaks.



Thank you! But they will still break it? hmmm.... why?


Scout/Ranger: Aggro creatures will only attack you when mask scent or conceal breaks if you are within 40 meters.



Again thank you! Butmany questions remain. If within 40m will they still inst-warp? How far out can a creature break it? 64? 128?



Over all its what I was expecting. Still no word on if the effectiveness will be raised or if it will still break as often as it does now. This is a major issue. I hope N'raas can get some clearer answers from GreenMarine. I am looking forward to using Camo again!




QMPFLURRY ANTARIAN RANGERSPMQ
DEKAS OLO [FAR]
MASTER
RANGER - RETIRED
MASTER PISTOLEER - MASTER BOUNTY HUNTER - SQUAD LEADER

RogueOg
Thu Sep 25, 2003 1:57 pm
#23

Wohoo!


N'Raas - "Yes... When I first heard this information from GreenMarine, I was suprised as well."


Does this mean GreenMarine is back from vacation. That's almost better than the pacth news



The only thing that bugged me was this...


Vass - "Capped the max number of components that can be found off a single creature in loot at 10."


What is this in reference too?




BigBabyBoba
Thu Sep 25, 2003 2:00 pm
#24

You forgot one thing that's pretty important that was down in the "other" section:

* Fixed a problem with creatures breaking mask scent/ conceal when scouts and rangers left their interest radius.

I suspect this is why some of us have been having such a hard time with Mask Scent...



----------
The Mystery of SWG

Give everyone a force-sensitive character slot.

Let players create content for SWG!

Rahn Dee'Skaht
Novice Brawler
Flurry

"Behold, I have created the smith that bloweth the fire of coals, and bringeth forth a weapon for his work; and I have created the waster to destroy.."
NRaas
Thu Sep 25, 2003 2:04 pm
#25

"I wonder if its still just one experimental attribute?"


I will be checking this on Test Center tonight.


"I have a BE shirt that gives +12 to camo, I hope thismakes it more effective or last longer"


I believethe intent of the camoflauge skill is to make the skill break less...


Though it does affect the number of experiment points you receive as well.


"Again we need clarification as to what a stalker is"


You've never encountered a stalker before?


These are critters that latch onto you, following at a safe distance behind your character.


After followinga playerfor a while, they will move in and attack.


I know of Stalker creatures on Naboo and Tantooine. I'm sure they exist on other worlds as well.





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NRaas
Thu Sep 25, 2003 2:09 pm
#26

"Does this mean GreenMarine is back from vacation. That's almost better than the pacth news"


GreenMarine was only gone for one week, so he has been back awhile.


"Capped the max number of components that can be found off a single creature in loot at 10"


This is in reference to looted items such as Krayt Tissue, which can be used in armor production.





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