Ranger Archive

Thread: So, let me get this straight.....

Calculus_Entropy
Mon Apr 04, 2005 1:37 pm
#14



Rooks wrote:
Yep Calc, they have taken away crafting from Doctors, medics and Combat medics.
Who do we sell our meats to now for buffs?
By changing those 3 professions they have just eliminated 50% of our customers' needs



Well, BE's will be making all meds. It's the removal of the actual meds, as well as the removal of the NEED to use a med for healing, that will hurt us the most (fewer meds = fewer resources used).



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Rooks
Mon Apr 04, 2005 1:40 pm
#15






Calculus_Entropy wrote:





Rooks wrote:

Yep Calc, they have taken away crafting from Doctors, medics and Combat medics.


Who do we sell our meats to now for buffs?


By changing those 3 professions they have just eliminated 50% of our customers' needs





Well, BE's will be making all meds. It's the removal of the actual meds, as well as the removal of the NEED to use a med for healing, that will hurt us the most (fewer meds = fewer resources used).






Yep, and with fewer resources needed, the less useful our harvest bonus really matters.


They have just taken away the single bone they tossed us in 20 months.





--------------------------------------------------------------------------------------
Rooks (the non-famous one)
Rooks - Master Ranger / Master Creature Handler
"Ranger is a Lifestyle, not a Profession"
Veteran of the Great Melon Nerf War of '03
An Amatuer built the Ark, Professionals built the Titanic
--------------------------------------------------------------------------------------
LangaNor
Mon Apr 04, 2005 1:56 pm
#16

i'm starting to think, as was mentioned above, that they're literally trying to get rid of the whole Ranger profession, and just keep the scout (for hides, etc...).

we're gonna get it in the end.



Lunga Nor
SoUL
Home: Trader's Luck, Talus
Playing since October 26th, 2004... Can I be part of the cool-kids club now?
Calculus_Entropy
Mon Apr 04, 2005 2:00 pm
#17



LangaNor wrote:
i'm starting to think, as was mentioned above, that they're literally trying to get rid of the whole Ranger profession, and just keep the scout (for hides, etc...).

we're gonna get it in the end.


They have told us that we are not considered a combat prof (and we aren't, we are Combat SUPPORT) and that we will be addressed in our Revamp. How does this imply, or even lead to the inference that they are going to remove us from the game?

The tin-foil hat award goes to anyone who thinks the devs are going to remove Rangers from SWG.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Dark_0ne
Mon Apr 04, 2005 2:23 pm
#18



Calculus_Entropy wrote:

The tin-foil hat award goes to anyone who thinks the devs are going to remove Rangers from SWG.




I knew it - we are getting a hat !!!!!!

yay !!!!

woot !!!!

:-0

:-p

;-)



Tony Weyland - semi retired
Owen-Lars
Mon Apr 04, 2005 5:08 pm
#19

Grats to LangaNor on the hat


I understand exactly what you mean Rooks, it sucks big time. Crap part is theres still no light at the end of the tunnel, it only seems darker and darker.


Ill carry anyone who needs it, but we need feedback and answers asap from the devs, this is what im trying to get atm. Tiggs is trying to get my community questions answered and im trying something else too. No idea if any of them will see the light of day (out of my hands im afraid) but im trying my hardest.



THORTAC BALCOR
The Lost Ranger
RANGER
DND_Cas
Mon Apr 04, 2005 5:48 pm
#20









Yep, and with fewer resources needed, the less useful our harvest bonus really matters.


They have just taken away the single bone they tossed us in 20 months.







Yeah several things have the ability to "kill ranger off" in the CU unfortuately. Some expected some not.


Harvesting only works now because of buffs and players ability to take the larger creatures solo. This change was always coming but I expected some compensation for rangers (combat orientated) which, at present, has not materialized. As the skill most rangersget thier bread and butter from currently this needs to be changed and fast (or at the very least acknowledged).


Trapsas they are now willjoin tents in the list of things that no longer are useful. The camo line has always been a very "marmitey" line in that you either love it or you hate it but that too is looking dodgy in the CU currently. I want to see how these two pan out because I'm not sure if they are currently bugged or if this is the way they will be.


We have a problem here tho that hasn't been discussed. Tyrant seems very focused on what he wants and what he doesn't want. This means we get alot done in a short space of time but the downside is that the process is a lot more inflexible than we've been used to in the past. I get the impression we'd have to make one hell of an arguement at this point to get anything but "bug fixes" into the current schedule.They've got adeadline to meet of early may when the potential to sell more copies on the back ofep3 is highest. I think, as much as it sucks toadmit it,our window to get anything decent in the CU went far before it wenttest centerdespite the best efforts of our correspondants.


Where to go from here? I don't know.I thinkthey know our problems but had to prioritize (story ofrangers life here in galaxiesit seems). To much to fix and not enough time. The best thing to happen to scouts and rangers wouldbe a complete and utter breakdown of the organics trade because then they would be forced into fixing itand hence us (I can't imagine they'd drop it given over half the mobs in the game are creatures).


Just my 2c.




Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
Rooks
Mon Apr 04, 2005 6:30 pm
#21






Owen-Lars wrote:

Grats to LangaNor on the hat


I understand exactly what you mean Rooks, it sucks big time. Crap part is theres still no light at the end of the tunnel, it only seems darker and darker.


Ill carry anyone who needs it, but we need feedback and answers asap from the devs, this is what im trying to get atm. Tiggs is trying to get my community questions answered and im trying something else too. No idea if any of them will see the light of day (out of my hands im afraid) but im trying my hardest.







I understand Owen, by the way, I think you have done a great job taking over for Calc.


You and Calc have fought the long hard fight for us, and we appreciate it.




--------------------------------------------------------------------------------------
Rooks (the non-famous one)
Rooks - Master Ranger / Master Creature Handler
"Ranger is a Lifestyle, not a Profession"
Veteran of the Great Melon Nerf War of '03
An Amatuer built the Ark, Professionals built the Titanic
--------------------------------------------------------------------------------------
Rooks
Mon Apr 04, 2005 6:34 pm
#22






DND_Cas wrote:








Yep, and with fewer resources needed, the less useful our harvest bonus really matters.


They have just taken away the single bone they tossed us in 20 months.








Yeah several things have the ability to "kill ranger off" in the CU unfortuately. Some expected some not.


Harvesting only works now because of buffs and players ability to take the larger creatures solo. This change was always coming but I expected some compensation for rangers (combat orientated) which, at present, has not materialized. As the skill most rangersget thier bread and butter from currently this needs to be changed and fast (or at the very least acknowledged).


Trapsas they are now willjoin tents in the list of things that no longer are useful. The camo line has always been a very "marmitey" line in that you either love it or you hate it but that too is looking dodgy in the CU currently. I want to see how these two pan out because I'm not sure if they are currently bugged or if this is the way they will be.


We have a problem here tho that hasn't been discussed. Tyrant seems very focused on what he wants and what he doesn't want. This means we get alot done in a short space of time but the downside is that the process is a lot more inflexible than we've been used to in the past. I get the impression we'd have to make one hell of an arguement at this point to get anything but "bug fixes" into the current schedule.They've got adeadline to meet of early may when the potential to sell more copies on the back ofep3 is highest. I think, as much as it sucks toadmit it,our window to get anything decent in the CU went far before it wenttest centerdespite the best efforts of our correspondants.


Where to go from here? I don't know.I thinkthey know our problems but had to prioritize (story ofrangers life here in galaxiesit seems). To much to fix and not enough time. The best thing to happen to scouts and rangers wouldbe a complete and utter breakdown of the organics trade because then they would be forced into fixing itand hence us (I can't imagine they'd drop it given over half the mobs in the game are creatures).


Just my 2c.








The majority of changes to Ranger are already now implemented in the CU.


Class specific weapon, just change the artwork. Add the mods to one of OUR tree lines and it is done.


Stealth, it is obvious it works now and can easily be attached codewise to either /camo or give Rangers a /stealth hotkey, easy fix.


Both of the above, done in a DAY and Ranger is halfway through a real revamp cause the Devs have already placed the codes in teh CU for other classes.


Alter our Traps to match the Pistoleers' special effect shots and our traps work again, allowing them to hit Players, NPCs and creatures just like a pistoleer.


3 tree lines in Ranger fixed in a day, simple attaching Ranger code tags to the existing ones in the CU.


All that leaves would be our Ranger Hat and Camps.


I could wait a few months for those final 2 items if we got the other 3 taken care of now







--------------------------------------------------------------------------------------
Rooks (the non-famous one)
Rooks - Master Ranger / Master Creature Handler
"Ranger is a Lifestyle, not a Profession"
Veteran of the Great Melon Nerf War of '03
An Amatuer built the Ark, Professionals built the Titanic
--------------------------------------------------------------------------------------
Owen-Lars
Mon Apr 04, 2005 7:05 pm
#23

Rooks Wrote:


"Stealth, it is obvious it works now and can easily be attached codewise to either /camo or give Rangers a /stealth hotkey, easy fix"






This is a problem i came across when writting up that Ranger2.0 thingy.


As a ranger i wanted a concealment ability (like camo currently works but much more effective) that i can use against creatures and npcs. The only problem if you directly link radar invis and because of that visual invis is that you would be invisible nearly all the time hehe, like even when you are just going on a small hunt with friends or just exploring with a hunting partner.


I didnt want to have to go invis just to get protection against critters and npcs (in an anti-agro sense) so i opted to split the skills down into 4 main areas under stealth:



  • Camo (camo kits): A more effective version of current camo. Orientated around avoiding the agro of critters and npcs, does not make you invis to other players etc.

Designed as tool to help the group and the ranger in dangerous environments. Could even provide defensive/offensive bonuses when active.



  • Stealth (on/off button): Makes you invis and takes you off the radar. Breaks when players get within 15m like the cover stealth

Designed as tool primarily for pvp. As it takes you out of visual sight it can be compared to a unrestrictive /cover skill. You can run around at full speed, lay down ground traps, camo/mask yourself (for double effect), attack (but will bring you out of stealth) andperform intel gathering tasks from stealth.Cant initiate when in combat.



  • Ambush (on/30s duration): An unbreakable stealth mode so players can run right through you even and it wouldnt break.Once activiated you have 30s before it brings you out of invis and makes you completely visible to the enemy.

This skill allows you to essential lay in wait for an enemy, even until they get into melee range to strike. This ability can only be used from stealth and once activated replaces the stealthed state with an ambush state. This starts a 30s countdown at the end of whichyou will be removed fromambush mode and will be visible/attackable. Its not designed to be used as a god mode, its designed to be used as a risky skill you must commit to 100% when you activate it (as in attack before the 30s or get out of their before the 30s is up).



  • Extraction (Activate/15s warmup): An in combat move thatwhen activated starts a warmup sequencefor 15 seconds whereby the ranger cannotmove or be attacked. At the end of this warmup, targets currently in attacking the ranger will be peaced out (as well as the ranger) and the ranger will enter stealth mode where the stealth rules apply.

You wont be able to do this every fight, more orientated around when a battle is going badly you can shimmy off into a corner and attempt to get away. Can only use once every 15 mins or even every 30 mins. It needs restrictions as its a get out of combat ability but i feel the restrictions deal with this.


Like i was saying, i came across this when thinking about the other proposal, it kind of made sense to split the skills up into two areas. Visual stealth and pve/npc stealth as being invis all the time would be irritating on group hunts and having to stay 15 from everyone in your group (not including the fact no one will know where you are) everytime you set foot on a dangerous planet.I also like the idea that perhaps camo could become a great group benefit.




THORTAC BALCOR
The Lost Ranger
RANGER
Rooks
Mon Apr 04, 2005 7:14 pm
#24






Owen-Lars wrote:

Rooks Wrote:


"Stealth, it is obvious it works now and can easily be attached codewise to either /camo or give Rangers a /stealth hotkey, easy fix"







This is a problem i came across when writting up that Ranger2.0 thingy.


As a ranger i wanted a concealment ability (like camo currently works but much more effective) that i can use against creatures and npcs. The only problem if you directly link radar invis and because of that visual invis is that you would be invisible nearly all the time hehe, like even when you are just going on a small hunt with friends or just exploring with a hunting partner.


I didnt want to have to go invis just to get protection against critters and npcs (in an anti-agro sense) so i opted to split the skills down into 4 main areas under stealth:



  • Camo (camo kits): A more effective version of current camo. Orientated around avoiding the agro of critters and npcs, does not make you invis to other players etc.

Designed as tool to help the group and the ranger in dangerous environments. Could even provide defensive/offensive bonuses when active.



  • Stealth (on/off button): Makes you invis and takes you off the radar. Breaks when players get within 15m like the cover stealth

Designed as tool primarily for pvp. As it takes you out of visual sight it can be compared to a unrestrictive /cover skill. You can run around at full speed, lay down ground traps, camo/mask yourself (for double effect), attack (but will bring you out of stealth) andperform intel gathering tasks from stealth.Cant initiate when in combat.



  • Ambush (on/30s duration): An unbreakable stealth mode so players can run right through you even and it wouldnt break.Once activiated you have 30s before it brings you out of invis and makes you completely visible to the enemy.

This skill allows you to essential lay in wait for an enemy, even until they get into melee range to strike. This ability can only be used from stealth and once activated replaces the stealthed state with an ambush state. This starts a 30s countdown at the end of whichyou will be removed fromambush mode and will be visible/attackable. Its not designed to be used as a god mode, its designed to be used as a risky skill you must commit to 100% when you activate it (as in attack before the 30s or get out of their before the 30s is up).



  • Extraction (Activate/15s warmup): An in combat move thatwhen activated starts a warmup sequencefor 15 seconds whereby the ranger cannotmove or be attacked. At the end of this warmup, targets currently in attacking the ranger will be peaced out (as well as the ranger) and the ranger will enter stealth mode where the stealth rules apply.

You wont be able to do this every fight, more orientated around when a battle is going badly you can shimmy off into a corner and attempt to get away. Can only use once every 15 mins or even every 30 mins. It needs restrictions as its a get out of combat ability but i feel the restrictions deal with this.


Like i was saying, i came across this when thinking about the other proposal, it kind of made sense to split the skills up into two areas. Visual stealth and pve/npc stealth as being invis all the time would be irritating on group hunts and having to stay 15 from everyone in your group (not including the fact no one will know where you are) everytime you set foot on a dangerous planet.I also like the idea that perhaps camo could become a great group benefit.








These are still fantastic ideas Owen, and there is not a single reason why we cannot have them code wise this week.


This would go a long way into a Ranger revamp and with a few changes to our Traps to be like the Pistoleer state effects and a change to give us a Ranger Specific weapon identical to Combat medics for Mods and such in one of our tree lines and the Ranger Revamp would be 75% done.


I could wait 2 months or more for a Ranger hat and new camps if we got the above now.






--------------------------------------------------------------------------------------
Rooks (the non-famous one)
Rooks - Master Ranger / Master Creature Handler
"Ranger is a Lifestyle, not a Profession"
Veteran of the Great Melon Nerf War of '03
An Amatuer built the Ark, Professionals built the Titanic
--------------------------------------------------------------------------------------
Owen-Lars
Mon Apr 04, 2005 7:16 pm
#25

Hehe aye


I realy hope the devs give us some feedback soon, we need answers and some early feedback on whats going to happen.



THORTAC BALCOR
The Lost Ranger
RANGER
CuchulainnDarklight
Mon Apr 04, 2005 7:22 pm
#26






Owen-Lars wrote:

Hehe aye


I realy hope the devs give us some feedback soon, we need answers and some early feedback on whats going to happen.






Too right,

nearly had a breakdown earlier *cough,cough* and im ok now, but how much longer. Its like having 5 of the 6 lottery numbers and waiting for that last lottery ball to drop , but it bounces back up , and drops, and bounces back up. Oh no, its happening again, think calm happy thoughts.




...has mastered the Pilot profession
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