Ranger Archive
Thread: Request for Questions...
Big game traps. I want big game traps. Anyone want a Ranger along who can lower the defense of a Kimo or Kryat? You bet your a$$ they do.
All I use camps for lately is to pull vehicles, and that will be going away soon as well. We need camps that are more effective towards a group. Perhaps a permiter fence that actually keeps things out? BF healing would be great, as would modualr camps. Perhaps mission terminals as well in the camps?
My 2 cr
Ok...I think I can coax a few more questions out of this thread.
Hmmm...
Currently, foraging is more a toy than anything particularly useful. At one point, I seem to recall the devs mentioning that the higher you went, there was the possibility of finding items of higher quality (and possible items). I also seem to remember someone suggesting that the "inventory full" bug with respect to a successful forage that yeilded no item was linked to this aspect of the game not operating correctly. So, the question is: does the current version of foraging conform to their original vision of the skill? If not, are there any plans on making this skill reach that vision? If not, would it be within the realm of possibility to get that sort of thing into the framework? Wouldn't this be in concert with the addition of "milking" and increased hauls of eggs? After all, those strike me as just being a form of foraging. I realize that there is probably a feeling that we shouldn't be getting something for nothing. But the current implementation is more like something that gets you nothing.
Another question... What was/is the devs vision of the ranger's role in PvP? Will our role be impacted by current efforts to rework the combat system?
Yet a third... When the harvesting mod was added that enabled group havests off of a single kill, there was a general fear on the part of the devs that this would flood the market and harm the overall economy. One of the ways of dealing with this was to increase the overall quantities of resources required to manufacture scout/ranger tools, such as camps. Did the change adversely impact the economy as predicted? If not, would it be possible to roll back the resource requirements to pre-multi-harvest levels? Doing so might add a little spark to people's willingness to routinely deploy the higher-end camps. With the change to the pet/vehicle requirements, it might make the non-ranger members to actually want the better camps for the small bonuses they have. Or at least encourage their creation in the first place by not requiring so much material.
Machs N'ihx - Master Ranger, Kettemoor
NRaas wrote:"Will the roofs of the FB and HYFB ever stop leaking?"The bane of the Ranger's existence. This one should indeed be onthe list."Will we ever be able to go into the bunckers and tents of the FB and HTFB?"Those bunkers are really really tiny. A player could fit in one if they ducked, standing up inside one would probably look bizarre."Can we ever get a straight answer about the REAL difference in modifiers that /conceal and /maskscent give, if there is any?"I don't understand this one. Elaborate.