Ranger Archive
Thread: The trap crafting debate is resolved :).
Almagill
Tue Sep 27, 2005 11:27 am
#14
AgonThalia wrote:
Oreet wrote:
AgonThalia wrote:
CorethLandwalker wrote:
I can live with that.
Now, if we can only convince them to allow us to use the traps on kreetles, I'll be a happy ranger...!
or have maskscent work on kreetles..
maskscent is irrelavent with kreetles now.the devs took the fight out of the kreetles. they don't aggro anymore.
/salute Kreetle
The Kreetle: The Heart of a Lion, The Strength of a Flea
oh yah... ive spent so much time hating them and fearing them... i forgot about the great kreetle nerf of '05.
bless them.. bless those stupid bugs.
Who, among us, has not taken some guilty pleasure from learning spray shot and immediately heading for the biggest cluster of kreetles?
Or, when we got tough enough, tracking down some mountain squill family and slaughtering them where they stood scratching their nethers?
Yeah, and you said "Chase ME will you? hahahaha die now you scum..."
Who didn't have to go get clean underwear the first time a Tusken Sniper headshot and incapped them from over 75m away? The realisation that there's bad guys in the wild that don't care if they hate you or not, they're just going to use your skull for target practise does wonders for a sluggish divestive tract..
Remember travelling in big looping zig zags because 'if it's red go round' and it was probably going to be some thug, spice fiend, hooligan or yahoo who you had -5k faction with...
Happy days. Happy, happy days.
-JungleKing-
Tue Sep 27, 2005 2:05 pm
#15
Yes I think its good to keep us out of the comerce and high end craft.
I havnt the patience necessary to look at vendors for good resources, pieces etc. Self sufficent fit very well with my role.
I havnt the patience necessary to look at vendors for good resources, pieces etc. Self sufficent fit very well with my role.
Phenix1050
Tue Sep 27, 2005 3:32 pm
#18
i think I'll take this opportunity to test out today's word from the "L337-5p34k w0rd 0f th3 d4y" callendar I got...
wh3wt!!!!!
success! my eyes melted! it MUST be leet!
DaveG
Tue Sep 27, 2005 6:19 pm
#19
Calculus_Entropy wrote:
From Helios, on the Corr forum:
"Currently, all Ranger schematics are granted within the Ranger tree and for the most part only require simple resources using only OQ for all attributes. This was done so that the Ranger could be self sufficient and easily create the equipment that they will need to replenish constantly since everything is consumeable. It wasn't meant to be a full-fledged crafting profession, but because our Rangers are supposed to be more or less self-sufficient covert operation units they should also have the ability to manufacture their own equipment in the field."Message Edited by Calculus_Entropy on 09-27-2005 10:30 AM
That's good news, thank you for relaying the information, Calc.
I must confess that I hadn't even conceived this as an issue; I had taken it for granted we'd still be crafting our own gear.
So, the next thing is to stop them limiting what we can use the traps on!
We set a minefield off in the middle of a group of StormTroopers and Bantha's, then we should get Bantha Burgers seasoned with Trooper Chips
maigy
Tue Sep 27, 2005 8:20 pm
#20
Calculus_Entropy wrote:
From Helios, on the Corr forum:
"Currently, all Ranger schematics are granted within the Ranger tree and for the most part only require simple resources using only OQ for all attributes. This was done so that the Ranger could be self sufficient and easily create the equipment that they will need to replenish constantly since everything is consumeable. It wasn't meant to be a full-fledged crafting profession, but because our Rangers are supposed to be more or less self-sufficient covert operation units they should also have the ability to manufacture their own equipment in the field."
Message Edited by Calculus_Entropy on 09-27-2005 10:30 AM
I like this approach maybe they should do this for more professions, maybe Pistoleers can craft there own pistols and rifleman there own rifles and so on... WTH do I have a munitions crafting tree and rangers can craft mines better than me
Steegee
Tue Sep 27, 2005 9:08 pm
#21
Would insp buffs work with crafting?
Can we make schematics?
Equipment in a crate would be very nice. Even if it's just parts and we put them together in the field.
BioEngine
Tue Sep 27, 2005 9:50 pm
#22
maigy wrote:
Calculus_Entropy wrote:
From Helios, on the Corr forum:
"Currently, all Ranger schematics are granted within the Ranger tree and for the most part only require simple resources using only OQ for all attributes. This was done so that the Ranger could be self sufficient and easily create the equipment that they will need to replenish constantly since everything is consumeable. It wasn't meant to be a full-fledged crafting profession, but because our Rangers are supposed to be more or less self-sufficient covert operation units they should also have the ability to manufacture their own equipment in the field."
Message Edited by Calculus_Entropy on 09-27-2005 10:30 AM
I like this approach maybe they should do this for more professions, maybe Pistoleers can craft there own pistols and rifleman there own rifles and so on... WTH do I have a munitions crafting tree and rangers can craft mines better than me![]()
However, pistoleers can use Rifles, but they cannot use our traps. All of our "Traps" are specific to our profession, instead of some being CL and others being profession certed.
Owen-Lars
Wed Sep 28, 2005 12:54 am
#23
Great news. Im glad that they still percieve us as the self sufficient
Oculus
Wed Sep 28, 2005 2:58 am
#24
It was in the In Development document 
"A New Beginning"
The new vision for Rangers is a bold and exciting new move for the profession. These new Rangers are geared for stealth and combat, able to hide and conceal themselves in both urban and wilderness environments. They can set special traps and create potent new explosives and traps.
Never had a doubt.. *whistles*
/mumble Phew...
"A New Beginning"
The new vision for Rangers is a bold and exciting new move for the profession. These new Rangers are geared for stealth and combat, able to hide and conceal themselves in both urban and wilderness environments. They can set special traps and create potent new explosives and traps.
Never had a doubt.. *whistles*
/mumble Phew...
DaveG
Wed Sep 28, 2005 3:27 am
#25
maigy wrote:
Calculus_Entropy wrote:
From Helios, on the Corr forum:
"Currently, all Ranger schematics are granted within the Ranger tree and for the most part only require simple resources using only OQ for all attributes. This was done so that the Ranger could be self sufficient and easily create the equipment that they will need to replenish constantly since everything is consumeable. It wasn't meant to be a full-fledged crafting profession, but because our Rangers are supposed to be more or less self-sufficient covert operation units they should also have the ability to manufacture their own equipment in the field."Message Edited by Calculus_Entropy on 09-27-2005 10:30 AM
I like this approach maybe they should do this for more professions, maybe Pistoleers can craft there own pistols and rifleman there own rifles and so on... WTH do I have a munitions crafting tree and rangers can craft mines better than me![]()
Hi there,
Sorry you're unhappy that we can craft weapons, although it's not so bad. We're of no competition to weaponsmiths because the only people who can use (and hence who we could sell to) the things we can craft, can make them just as well as we can, so there's not going to be too much of a trade.
Having said that; there wouldn't be a trade if material stats didn't matter. Although now our equipment is dependant on OQ, there'll be some people hoarding the best stuff to sell the best kits
Oculus
Wed Sep 28, 2005 4:39 am
#26
maigy wrote:
Calculus_Entropy wrote:
From Helios, on the Corr forum:
"Currently, all Ranger schematics are granted within the Ranger tree and for the most part only require simple resources using only OQ for all attributes. This was done so that the Ranger could be self sufficient and easily create the equipment that they will need to replenish constantly since everything is consumeable. It wasn't meant to be a full-fledged crafting profession, but because our Rangers are supposed to be more or less self-sufficient covert operation units they should also have the ability to manufacture their own equipment in the field."Message Edited by Calculus_Entropy on 09-27-2005 10:30 AM
I like this approach maybe they should do this for more professions, maybe Pistoleers can craft there own pistols and rifleman there own rifles and so on... WTH do I have a munitions crafting tree and rangers can craft mines better than me![]()
Rangers ( and Scouts ) have always been able to craft their own traps.
These traps have always dealt damage and inflicted state effetcs on the targets.
Our traps are only usable by us and they don't work like every other weapon... when was the last time you crafted an Advanced Laser Rifle that refused to fire at a NPC or PC? Or in case of these new traps that seem to be a problem, hit a creature?
I'm tired of people complaining about things that have always worked like they will after the revamp. We are not being handed something new... we get to keep something we've always been able to!