Ranger Archive
Thread: Post your comments here (link to discussion thread)
Vorpaks wrote:
Dariane_Kamutsovy wrote:
If you do post that I suggest editing out the word "crap."
Dariane_Kamutsovy wrote:
Vorpaks wrote:
Dariane_Kamutsovy wrote:
If you do post that I suggest editing out the word "crap."
Oops...My apologies. I think I should have been more creative (having seen more worse words still recognisable and nothing happening).What would you say about: cr@p?
Looks too much like crop. Might confuse people. Maybe something more subtle like "Works like $h17!!one!!"
I think I just broke my last brain cell.
Kreetles always breaking your maskscent/camo, that was the problem. Does this new non-aggro behavior mean they won't break your camo?
BTW when I supported Eavik's proposal, I assumed that the functionality now had from camo (long duration, working vs. NPCs) would still stick to the Ranger skill, while the Scout-craftable kits anyone can use would behave like maskscent does now.
Also I'd like to ask if we do ourselves any good taking out our frustrations on Artisans. I've already replied to one Ranger's thread in the Artisan forum saying he'd charge them 50K credits for the worst camo kit he can make. We have plenty of issues with our profession, but I don't believe the Artisan players had anything to do with it, and being nasty to other players isn't going to win us any support.
I don't think we need to go out and bash Artisans, that's for sure. Most Rangers
I have met seem to be very mellow people, who tend to actually think.(which
explains why we all want to be Rangers so much).
However, I have exactly ZERO intention of selling camo kits. Maybe if SOE
would bother themselves to address some of our more pressing issues, I
wouldn't mind it at all. However, what SOE has done, in my eyes, is give
everyone camo from our profession, because they SCREWED UP a large
part of the non-combat aspect of the game with the CU and now they want
us Rangers to bend over, with no vaseline, and take one in the shorts for
THEIR MISTAKE.
SOE, so it works like this. You give is some of what we have been asking
for for the past 18 months, and we will play ball with the camo. Maybe.
I've been impressed with the posts by Rangers elsewhere in the Forum. Their calm, reasoned, non-inflamatory nature stands in contrast to the name calling and shallow thinking of others. I've been reluctant to post there, because others have already expressed things eloquently, and because something snarky might slip through. Thank you, for your restraint.
I don't mind letting people know how I feel, but I try not to make it personal,
or overly childish.
i'm sorry. but i posted not once but twice. page 12.
but, as you all can see i changed my signature to let everyone know that i do NOT represent the level headed and civilised Ranger community.
so that's my disclaimer.
I posted my comments.. and they go a little somethin like this.. hit it:
profession, and turning it into nothing more than a "TITLE". Where is the uniquness? Where are the
Function: adjective
Etymology: Latin ludicrus, from ludus play, sport; perhaps akin to Greek loidoros abusive
2 : meriting derisive laughter or scorn as absurdly inept, false, or foolish
Eavik wrote:Well, I know I'm in the minority on the whole camouflage issue, as I think this benefits us more than it hurts us. But since everybody seems to be in an uproar over this - what about this as a possible solution:Swap the camouflage/conceal skill with the mask scent skill. Meaning, give scouts the conceal ability and the kit schematics and make them run around and gather the resources, craft the camo kits and wear or distribute them. Then, once you get up to the Ranger level, you gain the Mask Scent ability, and no longer have to make, buy, or carry around crates of your own camouflage kits. You could get mask scent at Wayfaring 1 now with +50 mask scent modifier, with a +10 bonus in each wayfaring box...plus a +20 at Master Ranger. As a Master Ranger with +100 mask scent ability, mask scent never breaks.
QFE lest such a simple, sensible idea get lost in the hubbub. Make the non-Rangers craft for their maskscent.
And I'd settle for 100% against kreetles.
The points you are missing are that camo offers increased effectiveness,longer duration andworks againstcreatures and most NPCs. I would *much* rather Scouts craft and sell 'Aroma Screen' type mask scent buffs.
KapowBzapp wrote:
Eavik wrote:
Well, I know I'm in the minority on the whole camouflage issue, as I think this benefits us more than it hurts us. But since everybody seems to be in an uproar over this - what about this as a possible solution:
Swap the camouflage/conceal skill with the mask scent skill. Meaning, give scouts the conceal ability and the kit schematics and make them run around and gather the resources, craft the camo kits and wear or distribute them. Then, once you get up to the Ranger level, you gain the Mask Scent ability, and no longer have to make, buy, or carry around crates of your own camouflage kits. You could get mask scent at Wayfaring 1 now with +50 mask scent modifier, with a +10 bonus in each wayfaring box...plus a +20 at Master Ranger. As a Master Ranger with +100 mask scent ability, mask scent never breaks.
QFE lest such a simple, sensible idea get lost in the hubbub. Make the non-Rangers craft for their maskscent.
And I'd settle for 100% against kreetles.
JascoSmlee wrote:
The points you are missing are that camo offers increased effectiveness,longer duration andworks againstcreatures and most NPCs. I would *much* rather Scouts craft and sell 'Aroma Screen' type mask scent buffs.
Well, I don't think I really missed that point as I suggested that the effectiveness of the mask scent skill be increased to a point where it is completely unbreakable on a Master Ranger.
The way I see it Camo kits should break often and need to be applied often, thus requiring you to carry around crates of the kits. Once you hit Wayfaring 1 in Ranger, you no longer have to carry around the kits, but Mask Scent still breaks about as often as before. The further up the tree you go, the more reliable it becomes, and Master is unbreakable. Gives a nice reason to become Master rather than just dabble.