Ranger Archive

Thread: Position of Traps in Inventory

JuCat
Thu Apr 29, 2004 5:38 am
#14


/ADD--> we need a chat command to throw the traps as well, having to take up toolbarSlots is rediculous....



Same should go for stims and food, or any Items for that matter, they should not be required to be in main inventory. Without sorting options that "stick" all inventories quickly and easily become cluttered.....


Message Edited by JuCat on 04-29-2004 07:41 AM






JuJu VooDoo .. AI


Squidwalker
Thu Apr 29, 2004 8:45 am
#15






Calculus_Entropy wrote:

I brought this issue up in the corr forum. I will let you know when I hear something.







Yep found this out the hard way last night. I keep traps in my hotkeys for PvE combat. Don't use them much, because traps are almost useless at high levels, but I tried to save my arse by throwing an Adhesive Mesh. Hmm nothing happened.


I keep my Inventory organized in packs. Still takes up main inventory space. I have a pack for traps, medical supplies and camo kits. I keep the traps in that one, and just drag them from there to the hotkey. Well if they are in that pack, which technically by space wise, is still in main inventory, they won't throw. I tried opening the pack and using throw from radial menu, no go.


This is a stupid and annoying change. I hope for the devs sake and my sanity it was not intentional. If it was, why the hell would they do that, and if so it was a "stealth" nerf. I went through the update notes from publish 8, NOTHING in it about this. And it has to go back. I'm alreay considering dropping ranger until it gets revamped and is actually useful.




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Ogo
Thu Apr 29, 2004 10:59 am
#16


TrancerKarn wrote:
As a side note I am floored by the people here who say they don't use traps. Maybe it's just a matter a playing the profession different but I stay in large part unscathed in fights because of traps. Sure I get introuble with them too, but those instances are far outweighed by the times they help. Adhesive Mesh, Phenoine (sp?), Glow-Wire, Flash Bomb etc. I find them excellent tools.
Do people not use them becasue as I said above, playstyles? Or do folks find them useless? Tedious?


For me, I don't use them because I don't need to. I'm running in groups and traps a) take up valuable inventory space, b) don't make a helluva lot of difference in the fights I'm in, c) slow me down too much, d) waste resources & time (making them).

I tried using traps for a long time and stuck with it just because I had them and could make them. I think about the time buffs came out, or maybe just before, I started slowing down on using them. Now I don't even think about them anymore. If I had to pay & wait for buffs, it'd probably be a little different story but since I don't have to do either...

I also think it's somewhat amusing almost every Ranger on these forums that does use traps only uses the ones from the Scout line. I wonder if the devs have some stats on overall trap use in the game? That'd be an interesting read.




The Kreetle sees all
Master of piercing camo
Rangers have no chance

Nemo0
Thu Apr 29, 2004 11:46 am
#17






Ogo wrote:




TrancerKarn wrote:
As a side note I am floored by the people here who say they don't use traps. Maybe it's just a matter a playing the profession different but I stay in large part unscathed in fights because of traps. Sure I get introuble with them too, but those instances are far outweighed by the times they help. Adhesive Mesh, Phenoine (sp?), Glow-Wire, Flash Bomb etc. I find them excellent tools.


Do people not use them becasue as I said above, playstyles? Or do folks find them useless? Tedious?




For me, I don't use them because I don't need to. I'm running in groups and traps a) take up valuable inventory space, b) don't make a helluva lot of difference in the fights I'm in, c) slow me down too much, d) waste resources & time (making them).

I tried using traps for a long time and stuck with it just because I had them and could make them. I think about the time buffs came out, or maybe just before, I started slowing down on using them. Now I don't even think about them anymore. If I had to pay & wait for buffs, it'd probably be a little different story but since I don't have to do either...

I also think it's somewhat amusing almost every Ranger on these forums that does use traps only uses the ones from the Scout line. I wonder if the devs have some stats on overall trap use in the game? That'd be an interesting read.






When I bother using traps, I often do use the Ranger ones. They make nice noises and light effects that can really scare the newbs. Then you can just go up to them all amazed and ask them what they did. Although I usually do end up telling them after a bit.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


TrancerKarn
Thu Apr 29, 2004 2:10 pm
#18






Ogo wrote:

I also think it's somewhat amusing almost every Ranger on these forums that does use traps only uses the ones from the Scout line. I wonder if the devs have some stats on overall trap use in the game? That'd be an interesting read.




Heh, yeah well can't argue with you there. It would be interesting to see. I know on my part I don't use the Ranger traps as much because they are AOE and if I am ina solo fight that requires an AOE type effect things probably are not going very well. That said I do use them. Just not that much. On the whole I like the effects of the traps. The only thing I have found that irritates me is the number created. Why a 2 max. for Adhesive Mesh? I see no logic in that. If I have the materials why can't I make 5 or even 8 for that matter like Noise Makers. The stack cap just seems randomly assigned to me.


What I wouldn't mind seeing (on top of the stack change mentioned above) is the whole creation process made a bit more involved and interesting. Like maybe a way to make a trap AOE or single target regardless of trap, and make changes in the effectivness of the trap accordingly of course. Maybe change a trap's potency based on skill, materials or something appropriate. Or somehow make the Trappingskill more valuable so there is a greater difference between a Trap III Ranger throwing a Bone Spur than a Trap 1 Scout.


Just some thoughts. Anxious to here what Calc has to say now that he has us all in suspense.


-------------------------------------------------------------


trancer karn


Nemo0
Thu Apr 29, 2004 2:19 pm
#19






TrancerKarn wrote:




Ogo wrote: I also think it's somewhat amusing almost every Ranger on these forums that does use traps only uses the ones from the Scout line. I wonder if the devs have some stats on overall trap use in the game? That'd be an interesting read.



Heh, yeah well can't argue with you there. It would be interesting to see. I know on my part I don't use the Ranger traps as much because they are AOE and if I am ina solo fight that requires an AOE type effect things probably are not going very well. That said I do use them. Just not that much. On the whole I like the effects of the traps. The only thing I have found that irritates me is the number created. Why a 2 max. for Adhesive Mesh? I see no logic in that. If I have the materials why can't I make 5 or even 8 for that matter like Noise Makers. The stack cap just seems randomly assigned to me.


What I wouldn't mind seeing (on top of the stack change mentioned above) is the whole creation process made a bit more involved and interesting. Like maybe a way to make a trap AOE or single target regardless of trap, and make changes in the effectivness of the trap accordingly of course. Maybe change a trap's potency based on skill, materials or something appropriate. Or somehow make the Trappingskill more valuable so there is a greater difference between a Trap III Ranger throwing a Bone Spur than a Trap 1 Scout.


Just some thoughts. Anxious to here what Calc has to say now that he has us all in suspense.


-------------------------------------------------------------


trancer karn







Check out this thread (hmm, they seem to not want to let me post a link anymore so here: http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=43455) for a potential way of doing just that. It's not fully worked out but it was just one idea for making traps useful again.



Lythender Nirou

Master Ranger/Master Rifleman

Eclipse Server




Lythender Nirou
Crazy Bothan


Shaylin
Fri Apr 30, 2004 10:44 am
#20

I am a master Ranger that uses traps all the time. I carry a couple of crates of Glow wires, Adhesive mesh and P dart when I go hunting. I think template and play style has a lot to do with whether you find traps useful. Since my pistol skill is limited to Marksman Pistol 4, traps are very handy to me.


Thanks for looking into this Calc, those of us who use traps often would love this fixed.




Cressida


arriviste
Sat May 01, 2004 5:21 am
#21






Calculus_Entropy wrote:

I brought this issue up in the corr forum. I will let you know when I hear something.







/cheer; /kowtow; /wookieehug @ Calculus_Entropy


¡Muchas gracias!





¤ Ka'atdesk Dharini ¤

"Sheep go to heaven. Goats go to hell."

Squidwalker
Sat May 01, 2004 8:46 am
#22

/sign



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Serraphin
Sat May 01, 2004 1:58 pm
#23






Shaylin wrote:

I am a master Ranger that uses traps all the time. I carry a couple of crates of Glow wires, Adhesive mesh and P dart when I go hunting. I think template and play style has a lot to do with whether you find traps useful. Since my pistol skill is limited to Marksman Pistol 4, traps are very handy to me.


Thanks for looking into this Calc, those of us who use traps often would love this fixed.




Cressida






This was a fix to the Ranger profession, wasn't it? Someone has to finish nailing the coffin on rangers.
Wideshot
Sun May 02, 2004 1:12 am
#24

I found the unanounced change of making traps only throwable if they are in the main inventory a real pain, on the few soloing occaisons when I want to use them. As a ranger I often find my inventory is full of different meats, hides etc. and about 80-90% full. Adding traps to it is just ridiculous. Yes, I could and do store harvest resources in my pack, but I find the dragging interface slow and cumbersome to use; especially if I'm attempting to short things in combat. If this is meant to be a realism change, i.e. how would someone throw a trap from their backpack, can we explain to the Devs that:



  1. The amount that you can hold in an inventory is unrealistically high anyway, this is simply the nature of computer games with realism (correctly) being conceeded to enhance game-play.

  2. The change, intentional or not, to make traps throwable only from the main inventory is a great hinderance, which does nothing to add to game-play or atmosphere.

  3. The drag interface in the inventory is slow, cumbersome and frustrating (OK my opinion others may not agree) particularly if something, like traps, needs accessing in combat.

  4. Ideally, we would like to see the '/throwtrap' command working as intendedand items being able to be thrown from packs. Although this would not address the problems with the usefulness of traps it would greatly enhance the game play functionality of using traps.

  5. The ranger professions functionality has been continually and indirectly chipped away at since the game launch. The introduction of vehicles, player cities and changes to use of camps have all had a direct and significant impact on the usefulness of rangers. Although, these changes are obviously better for the game overall it would be nice to see some functionality and ease of use returned to the profession. The fact that regular posts from those leaving the ranger community are all along the lines of 'I love this profession but I find that I never use <add tree 1 to 4> and cant justify the the skill points because I love the Master Ranger tag when I can hunt far better as a Master Scout' should be a telling tale as to why more people are not drawn to the profession.

Post over -).
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