Ranger Archive

Thread: Tweaks and additions to the profession(s) Foraging, traps, concealment, harvesting, etc.

JerethBane
Sat Jun 11, 2005 1:43 pm
#14

"(Ranger and CH only, not mastery, but it should also not be available for dabblers.)"


Please explian this concept


What exactly is a "dabbler" in regard to this profession and how can the game contextualize the difference?

BioEngine
Sat Jun 11, 2005 1:57 pm
#15






Phenix1050 wrote:
I'll give you my two cents when you add my name to the people in the name of the thread. I'm feeling slighted here.





Sorry, lol, I removed the names since the replies picked up a bit, but "the title cannot exceed 100 characters," and those were the ones I could remember half-asleep, slightly dehydrated, and coming down off of my medication.



I think it's time for that second dose





Account active 'till November 10th, contact me on forum name:
Stamina
Phenix1050
Sat Jun 11, 2005 2:13 pm
#16






BioEngine wrote:








Basic Fixes:


  1. Show the level of creatures on the tracking feedback (both "difficulty level" and "conning level,) show Lairs on the tracking feedback, and re-divide the npcs creatures and players into their rightful separate results. Not sure I want to see the level of the creature. It just doesn't seem like something that would be logical for when you're staring at the tracks. You can tell if it's bigger than normal, but not how fierce. I wouldn't mind it, but I don't think it's neccesary.

  2. Allow Creature Knowledge to provide a percentile bonus to avoiding a death-blow from creatures. Not a triple-incpa, mind you, and this should not cap at 100% at Master. I like this a lot, but i think you're focusing too much on creature-only combat, which is, i think, our biggest hinderance right now. Creature Knowledge should provide defenses against melee and ranged attacks. The avoiding the auto-DB is a great idea, btw. It's just that I think you focus too much on stuff that only works against creatures.

  3. Allow Creature Knowledge to apply a bonus to creature milking and egg harvesting, if it "won't fly" as a result of creature harvesting. Don't forget fishing! Rangers need to fillet more or catch more as a result of either harvesting or creature knowledge.






there's some feedback for you. I'll try to address some more stuff specifically later.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Modru
Sat Jun 11, 2005 2:24 pm
#17

After reading post after post after post of Ranger "Revamp ideas" I do believe that if the Devs do anything for us they need to look at this post, I like the ideas, and the possibility of specific quests just for us.



Good Work!!





Modru--Elder Ranger/Bio-Engineer/Rifleman/Pistoleer
Vidron--Elder Tera Kasi/Swordsman/Doc

HAVOC
Vendor at (917,1083) Naboo

BioEngine
Sat Jun 11, 2005 2:40 pm
#18






Phenix1050 wrote:






BioEngine wrote:








Basic Fixes:


  1. Show the level of creatures on the tracking feedback (both "difficulty level" and "conning level,) show Lairs on the tracking feedback, and re-divide the npcs creatures and players into their rightful separate results. Not sure I want to see the level of the creature. It just doesn't seem like something that would be logical for when you're staring at the tracks. You can tell if it's bigger than normal, but not how fierce. I wouldn't mind it, but I don't think it's neccesary. Ok, maybe not a good idea. It wouldn't be logical, I guess. Edited out.

  2. Allow Creature Knowledge to provide a percentile bonus to avoiding a death-blow from creatures. Not a triple-incap, mind you, and this should not cap at 100% at Master. I like this a lot, but i think you're focusing too much on creature-only combat, which is, i think, our biggest hinderance right now. Creature Knowledge should provide defenses against melee and ranged attacks. The avoiding the auto-DB is a great idea, btw. It's just that I think you focus too much on stuff that only works against creatures. I don't know the direction we want non-creature combat to go, besides our traps applying to NPC's. I don't want us to end up like the "favored enemy" ability of D and D Rangers either. Perhaps a "general knowledge" ability could show the resists, deathblow tendency, aggressive, stalker, health regeneration and action regeneration rate, and whether or not they are within a radius of assist to another one of their npc group members nearby? Maybe we should have a NPC module for traps, that can only be applied to certain traps but allows them to affect NPC's instead of creatures.

  3. Allow Creature Knowledge to apply a bonus to creature milking and egg harvesting, if it "won't fly" as a result of creature harvesting. Don't forget fishing! Rangers need to fillet more or catch more as a result of either harvesting or creature knowledge. Well, I've talked to a lot of BE's and Chefs, and they don't need fish. Maybe that's just because the popular items don't need fish. I'll have to look over their schematics when I can. However, I will edit it to include fish. Thank you for reminding me, hehe. Maybe we should also get more Chum from fileting them. I recently discovered that I could sell a stack of 5 chum to a junk dealer on Kashyyyk for 125 credits. Not much, but it may be able to be stacked over time.






there's some feedback for you. I'll try to address some more stuff specifically later.








Account active 'till November 10th, contact me on forum name:
Stamina
LastEE
Sat Jun 11, 2005 2:59 pm
#19

My 2cr

Let's just get creature knowledge implemented somewhat realistically. Make the %chance of looting anything based on your knowledge vs their CL. How in the H#LL is a non-scout supposed to be able to figure out where the kliknik gland is to remove it? How is someone with absolutely no creature knowledge supposed to be able to yank off 11 pieces of pristine rancor hide? How is a non-scout supposed to be able to find his way into the gullet of a Krayt and find and remove the pearl? Did he crawl down it's throat and find it lying there? He can't even pull off one unit of meat... we know there are a couple thousand units on that sucker and he's not smart enough to get one unit but he can find dozens of tissues and a pearl??? Picking the pockets of a thug in Moenia, sure anyone should be able to figure out, but removing the brackaset plates should be the role of a scout-based class.

Make it so that if your Creature knowledge is even to the critter's you have a (for example) 50% chance of looting something besides a shoe from someone it ate (I love idea of some of the loot on kashyyyk). At Master Ranger, we should ALWAYS be able to get something off of it, maybe of our choosing just like we can choose to harvest meat, we can choose to harvest the pearl?

Every Krayt has 1 pearl, 15 tissues, 15 hides, and several remains of someone it ate. Rolls happen when first person does the /loot all or opens the loot box with the radial. Roll 1: which to loot (creature knowledge increases chance of pearl/tissue/hide and decrease chance of remains), Roll 2: how many (knowledge increases quantity roll), Roll 3: Condition (pure luck).

Right now, the survival line of FS does absolutely nothing. All our skills go into FSXP for these lines yet benefit us not. +5 to camping? Are you joking? Make that survival line of FS mean something... put a bit more added creature knowledge there and if they want to loot pearls, they (someone with 0 scout, not singling any one profession out *grin*) at-least have to have that full line of FS to give them a chance. Make that line raise our knowledge level enough to make a difference such as a bit better chance to get loot off the creature.

Throw in the luck line of FS to up the chance a bit more, rather than just incresing the amount of credits looted or w/e it's supposed to do now it should increase the chance of finding something, or even better would be an increase to the average quality of what we find (ie: more likely to get a premium, less likely to get a poor).

Wait! What happened to all the group loot options here? Why give all the loot to the ranger now? I propose using the random option and if some jack@$$ loots first (we all see it on-screen) he be kicked in the head by everyone else in the group and kicked from the group if he/she does it again.

Next publish: More tropy love that has noting to do with having to have scout...

********************
New Elite MOBs: When using the Loot option on the radial dial to you will need to drag the Trophy into your inventory or use the "Loot All" option on the corpse.

* Bane back spider with Trophy drop
* Murra Blanca with Trophy drop
* Painted Spat with Trophy Drop
*********************



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
LastEE
Sat Jun 11, 2005 3:07 pm
#20


BioEngine wrote:


LastEE wrote:
I wanna be able to go inside my tents like the NPCs get (as safe as being inside a house when in them) along with everything else BioEngine said and the whole outdoorsman proposal, and invisibility, and...

I've come to the conclusion that, if you truly mean to have the tents contain graphics of the interior, that it would not be very good as it would cause lots of lag. The best we could get is for them to be a non-collidable structure. If you would want graphics for the inside and outside of the tent, both surfaces would have to be rendered. One-layered graphics help keep the lag at it's current status.

I'd like for them to at least have entrances or something. You know, we can see the door, but we can't open it. Hehe.






Nerf the NPC Camps!!!! I didn't realize they were the reason for our lag, now I want them nerfed!

Seriously, I don't notice any additional lag with any NPC camps. The tents that were set-up for the wookie life-day celebrations didn't seem to add lag. The domes at the village seem to be working fine and not the source of any lag.

Maybe there's a better arguement against them, but it isn't lag. (ie: exploitable as safe-havens from krayts)

Message Edited by LastEE on 06-11-2005 05:13 PM



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
BioEngine
Sat Jun 11, 2005 3:07 pm
#21






LastEE wrote:
My 2cr

Let's just get creature knowledge implemented somewhat realistically. Make the %chance of looting anything based on your knowledge vs their CL. How in the H#LL is a non-scout supposed to be able to figure out where the kliknik gland is to remove it? How is someone with absolutely no creature knowledge supposed to be able to yank off 11 pieces of pristine rancor hide? How is a non-scout supposed to be able to find his way into the gullet of a Krayt and find and remove the pearl? Did he crawl down it's throat and find it lying there? He can't even pull off one unit of meat... we know there are a couple thousand units on that sucker and he's not smart enough to get one unit but he can find dozens of tissues and a pearl??? Picking the pockets of a thug in Moenia, sure anyone should be able to figure out, but removing the brackaset plates should be the role of a scout-based class.

Make it so that if your Creature knowledge is even to the critter's you have a (for example) 50% chance of looting something besides a shoe from someone it ate (I love idea of some of the loot on kashyyyk). At Master Ranger, we should ALWAYS be able to get something off of it, maybe of our choosing just like we can choose to harvest meat, we can choose to harvest the pearl?

Every Krayt has 1 pearl, 15 tissues, 15 hides, and several remains of someone it ate. Rolls happen when first person does the /loot all or opens the loot box with the radial. Roll 1: which to loot (creature knowledge increases chance of pearl/tissue/hide and decrease chance of remains), Roll 2: how many (knowledge increases quantity roll), Roll 3: Condition (pure luck).

Right now, the survival line of FS does absolutely nothing. All our skills go into FSXP for these lines yet benefit us not. +5 to camping? Are you joking? Make that survival line of FS mean something... put a bit more added creature knowledge there and if they want to loot pearls, they (someone with 0 scout, not singling any one profession out *grin*) at-least have to have that full line of FS to give them a chance. Make that line raise our knowledge level enough to make a difference such as a bit better chance to get loot off the creature.

Throw in the luck line of FS to up the chance a bit more, rather than just incresing the amount of credits looted or w/e it's supposed to do now it should increase the chance of finding something, or even better would be an increase to the average quality of what we find (ie: more likely to get a premium, less likely to get a poor).

Wait! What happened to all the group loot options here? Why give all the loot to the ranger now? I propose using the random option and if some jack@$$ loots first (we all see it on-screen) he be kicked in the head by everyone else in the group and kicked from the group if he/she does it again.

Next publish: More tropy love that has noting to do with having to have scout...

********************
New Elite MOBs: When using the Loot option on the radial dial to you will need to drag the Trophy into your inventory or use the "Loot All" option on the corpse.

* Bane back spider with Trophy drop
* Murra Blanca with Trophy drop
* Painted Spat with Trophy Drop
*********************




I agree, it is absolutely absurd that creature parts as intricate as a poison gland or a tooth or a pearl can be obtained from someone without knowledge of the creature's anatomy. One false slip and a trained Sushi Chef has killed a customer because he did notprepare a certain fish correctly. I can't remember the name right now, but the Chef has to remove the poison gland very delicately from the fish or else the customer will in fact dieafter consuming any amount of it'spoison.


However, the FS luck tree is "supposed" to increase the chances of obtaining creature loot. I dont' know if it does or not, because I don't have a single FS box myself, much less one in Luck.


It's about the Market. One item is of interest to Jedi, and that is the Krayt pearl. If we removed everyone's ability to loot a Krayt peral, as an example, then we need the increase in chances to loot one or an increase in amount looted from a single Krayt to balance against the shift that the first change could have on the economy. Economical reasons are the only ones that would prevent us from being very good at looting creature components.


Actually, maybe the Luck FS tree increases the stats of the tissue, or has a chance of doing that. I can't be certain.


We should be able to loot creature parts in more amounts, or have a higher chance of looting creature components, than other people, because I do not believe that removing all non-Scouts' ability to loot creature components is going to be accepted by anyone but us.





Account active 'till November 10th, contact me on forum name:
Stamina
BioEngine
Sat Jun 11, 2005 3:09 pm
#22






LastEE wrote:





BioEngine wrote:





LastEE wrote:
I wanna be able to go inside my tents like the NPCs get (as safe as being inside a house when in them) along with everything else BioEngine said and the whole outdoorsman proposal, and invisibility, and...




I've come to the conclusion that, if you truly mean to have the tents contain graphics of the interior, that it would not be very good as it would cause lots of lag. The best we could get is for them to be a non-collidable structure. If you would want graphics for the inside and outside of the tent, both surfaces would have to be rendered. One-layered graphics help keep the lag at it's current status.


I'd like for them to at least have entrances or something. You know, we can see the door, but we can't open it. Hehe.









Nerf the NPC Camps!!!! I didn't realize they were the reason for our lag, now I want them nerfed!



Ok, I thought about it a little longer. I think that it wouldn't do much, because the camp is stationary, but it can also be placed and disbanded, whereas NPC cities do not have that feature. There is a great amount of lag right after selecting "use" from the camp kit's radial menu (I am talking about the larger ones, of course, which would have more objects in them to load.) So, the doorway idea may be feasible afterall.




Account active 'till November 10th, contact me on forum name:
Stamina
LastEE
Sat Jun 11, 2005 3:25 pm
#23


BioEngine wrote:
I do not believe that removing all non-Scouts' ability to loot creature components is going to be accepted by anyone but us.





I agree. When I first started writing it, I had the removal of the loot option for creatures all-together for non-scouts and realized that wouldn't fly, but then decided the %chance would be a lot more acceptable option. thinking: 1:20 chance for someone with 0 knowledge, 1:10 chance with novice scout, 1:2 chance for Tracker, better than 3:4 chance for Master Ranger with FS Luck and Survival or something along those lines.



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
BioEngine
Sat Jun 11, 2005 3:39 pm
#24






LastEE wrote:




BioEngine wrote:
I do not believe that removing all non-Scouts' ability to loot creature components is going to be accepted by anyone but us.








I agree. When I first started writing it, I had the removal of the loot option for creatures all-together for non-scouts and realized that wouldn't fly, but then decided the %chance would be a lot more acceptable option. thinking: 1:20 chance for someone with 0 knowledge, 1:10 chance with novice scout, 1:2 chance for Tracker, better than 3:4 chance for Master Ranger with FS Luck and Survival or something along those lines.




I already edited in that Harvesting or Creature Knowledge should give us a bonus to the chance of looting a component and / or the size of the stack.


I think that's the best we can hope for.




*Edited: Weeee!!!! 2 pager!

Message Edited by BioEngine on 06-11-2005 05:41 PM



Account active 'till November 10th, contact me on forum name:
Stamina
Phenix1050
Sun Jun 12, 2005 12:00 am
#25

I'll give you my two cents when you add my name to the people in the name of the thread. I'm feeling slighted here.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
BioEngine
Sun Jun 12, 2005 9:48 am
#26

Cmon, there's gotta be something I left out.



Account active 'till November 10th, contact me on forum name:
Stamina
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