Ranger Archive

Thread: Have we forgotten about camps being able to repel aggressive creatures?

Un4tun8
Fri Aug 29, 2003 8:40 am
#14

Theywork right now.


I make those HQ camps I got as novice ranger. Here's scenario. Get into the middle of the constantly spawning group of foaming fynocks (aggros, yellow in strength to me). Kill a couple quick. Place the camp. The rest of them (2-3 left) run in all directions from the camp till they are about 70m away (from the camp as well as from their original spawn point). Additional spawns occur nearby and also run away. Now you can get out of the camp to quickly kill several of them and get back in. Continue replacing camps as necessary.


Xael (Talus/Naritus)




=================
- Zing! You've got milk!
- You start generating a lair. There's a Ranger 1000 m SE. You cannot place a lair that close to Ranger.

Xael K'Bouri - Master Ranger Talus/Naritus
D'aitan Touhi - Ranger Corellia/Shadowfire
Fred_Skinner
Fri Aug 29, 2003 8:51 am
#15

Ya, "skiddish" creatures do run away, but I see this just standing there sometimes. I'm not yet sure the camp is doing this. I do know that Vrelts will wonder into my camp (Blue con, yellow on 'dar) but Vynocks run away (same). I'm not sure what is happening here, but I forgot to check if I was in maskScent mode at the time. If someone had contact with a dev....



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


DeltaXi65
Fri Aug 29, 2003 8:53 am
#16

Fred,


If I run into the Scout/Ranger dev, I'll ask him.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

slippsu
Fri Aug 29, 2003 9:29 am
#17

another thing i wish is that my htfb didnt go poof at 50 min that they stayed up till i log or db it and that i could even hunt and it would stay up i think after 200 hours or what ever of camping to get a htfb we could get a few more benys then a hq camp.
davidjp1234
Fri Aug 29, 2003 10:23 am
#18

I think we need to make sure everyone is on the same page here. The title of the thread mentions “camps being able to repel aggressive creatures.” But a few of the posts seem to be talking about ‘agro.’ The third post in the thread, by WesleyJanson, says that “camps should repel any agro.” Not sure if people are differentiating between aggressive creatures and ‘agros’ or not. I think it is the general understanding that an ‘agro’ is a creature that is currently in combat with someone. This is different from a creature that is simply aggressive. I don’t think camps were ever meant to repel creatures that were currently in combat with players (i believe they actually did to some extent early in beta but i am not sure) because that would be a huge exploit. But they definitely should cause creatures that are just wandering or perhaps even creatures that are ‘stalking’ to keep away.
Un4tun8
Fri Aug 29, 2003 1:27 pm
#19

It was me who used 'agro' where I should have used 'aggressive' (as appearing red on radar) when describing foaming vynock.


Also, it was camp that repelled these creatures - I stood for two minutes there (in the midst) without them running away or attacking. Only when I set camp, they went to 'safe' distance. I was wearing /maskscent both before and after setting a camp.


Xael (Talus/Naritus)




=================
- Zing! You've got milk!
- You start generating a lair. There's a Ranger 1000 m SE. You cannot place a lair that close to Ranger.

Xael K'Bouri - Master Ranger Talus/Naritus
D'aitan Touhi - Ranger Corellia/Shadowfire
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