Ranger Archive
Thread: Ummm, nice new spawns but.....
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Calculus_Entropy
Thu Jan 27, 2005 10:10 am
#14
Owen-Lars wrote:
Do you think if this gets out of hand that camps should be placable near lairs? So for instance you should be able to pop a camp even when next to a lair?
Since they don't repel aggro now, I don't see a problem. I was going to say that that would nullify our chance for getting camps to repel aggro again, but, I vaguely remember the devs saying that won't happen anyway.
DureenaBadKarma
Fri Jan 28, 2005 4:55 am
#15
Calculus_Entropy wrote:
Since they don't repel aggro now, I don't see a problem. I was going to say that that would nullify our chance for getting camps to repel aggro again, but, I vaguely remember the devs saying that won't happen anyway.
Did they give a reason for this? That seems pretty harsh? And they should really remove the intimation that it does that from the camps description as well.
I can't see why they can't make it a "safe haven" from red critters unless it was you that aggro'd them. Critters must have some coding in them to know who hit them, as they sure as heck come after you when you go near them again after peacing so it wouldn't be a way to cheat those. So how hard is it to make the camp code like a 100% camo kit for anyone inside it?
I don't see this as being able to be exploited OR very hard to code? Someone with more experience of Ranger'ism please enlighten me 
Calculus_Entropy
Fri Jan 28, 2005 9:18 am
#16
DureenaBadKarma wrote:
Calculus_Entropy wrote:
Since they don't repel aggro now, I don't see a problem. I was going to say that that would nullify our chance for getting camps to repel aggro again, but, I vaguely remember the devs saying that won't happen anyway.
Did they give a reason for this? That seems pretty harsh? And they should really remove the intimation that it does that from the camps description as well.
I can't see why they can't make it a "safe haven" from red critters unless it was you that aggro'd them. Critters must have some coding in them to know who hit them, as they sure as heck come after you when you go near them again after peacing so it wouldn't be a way to cheat those. So how hard is it to make the camp code like a 100% camo kit for anyone inside it?
I don't see this as being able to be exploited OR very hard to code? Someone with more experience of Ranger'ism please enlighten me
They feel it has too much griefing potential.
ArtisanAaron
Tue Feb 01, 2005 9:53 am
#18
I love the new massive spawns, I do agree it makes camping a little bit rougher but, Good maskscent skill + swoop + 1,000 mobs per 300 meters = scout xp heaven.
Alpha_Cluster
Tue Feb 01, 2005 10:01 am
#19
LOL the best thing about the spawns was the Kaadus spawing 200m from theed starport i was nice enough to remove the lairs for the noobs so they would resist suicide. 
xixi
Wed Feb 02, 2005 11:51 am
#20
/rangerSarcasm1;
Wait until about 12 hours after server reset.
Then you'll have... pretty much the entire planet to camp, without any pesky lair proximity or aggro issues.
/rangerSarcasm2;
Hey, if you're lucky enough to get a camp down, your wounds'll be healed after that 12 hour wait!
/ranger Sarcasm3;
Eureka! There's some strange wookie outside Coro starport,spamming ads for spawn viagra and rancor enlargement! This is our lucky day!
All Ranger specials aside, the lair proximity and aggro disbands have the POTENTIAL to be a deal/prof breaker.
It's not, as yet. Once the spawn Gods get bored, we're fine.
Yet if they do find a way to keep the spawns up, this will be an issue to be reckoned with.
For example, imagine assembling a group on Endor, prepping for Mellichae et al, and not being able to drop camp anywhere--no mind buffs, no crafting stations, nowound healing, no instant swoop calls, no rest stop.
Pretty much negates a great deal of my skill points, which does not make me smile.
As to fixes.... I don't know the exact distance from a lair needed to drop camp, so this suggestion may not be all that useful, but could they make some adjustment so that a lair cannot respawn within a certain distance of the one just cleared? There's a bit of one now, but the Devs could possibly be compelled to tweak things to accommodate camp distance requirements, since the rest of our prof's problems have been, and will continue to be, largely ignored.
Not that I understood it completely, but before the krayt revamp, there used to be a trick (or an exploit--not sure) of dragging the krayt 350m away so that a new one could spawn. Perhaps there's something in that code that could help us with the regular re-spawn location/rate situation?
I'm wondering, though, if the dropping-over-time spawn rate isn't an exploit protection for our target-cycle-outward macroing friends. Even still, we Rangers shouldn't have to have cat-like reflexes to drop camp at the precise nano-second we're clear of lairs.
Anyway, I'm not asking for perfection or a challenge-free gaming experience, here.I AM, however,staring the entire frontiering tree in the face--been master ranger on another character, but rebuilding on this one--and I'm not looking forward to problems getting those tabs done. Don't MAKE me craft-grind it (again). Afterwards, I really don't want to put up with the pointing and laughing from fellow gamers because I stubbornly stick with this skillpoint hawg of a profession, even though the last of my fun party tricks--the high tech base--is iffy when its actually needed.
Okay. I'll be quiet now =)
Good luck with this one--
Xixi--MD/M Dancer
Acot--ID/Merch/Obsessive Compulise Harvestor
Aroari--TKM/Ranger
xixi
Wed Feb 02, 2005 12:04 pm
#21
Leo,
There's already many ways to manipulate terrain, quest containers, etc. with a well-placed camp.
If we could drop on top of a lair/spawn point and make a krayt or GDK disappear or otherwise un-attackable, you KNOW someone would spent a great deal of their time running such seek and annoy missions.
And that, no doubt, would be only the beginning.
So much for being quiet. Sorry /kowtow
X
LowbaTherf
Wed Feb 02, 2005 3:59 pm
#22
ah, that is true..I didn't think of the terrain manipulation...thanks xixi.
LordArkon
Thu Feb 03, 2005 1:30 am
#23
Something interesting last night. Usually if I'm within 100m of a lair, I get the system message that I can't drop a camp that close to a lair.
Last night I was playing around, and dropped a camp 28m from one lair, and 33m from another. To see if this was a fluke, I tried it again in another area, and the same thing. I'm pretty sure this isn't supposed to happen.
Last night I was playing around, and dropped a camp 28m from one lair, and 33m from another. To see if this was a fluke, I tried it again in another area, and the same thing. I'm pretty sure this isn't supposed to happen.
loafster
Thu Feb 03, 2005 1:41 am
#24
i also noticed that i was able to place my camps REALLY close to lairs last night as well. a lot closer than it has ever let me in the past. altho they werent agro lairs so im not sure if that has anything to do with it. but maybe this got adressed in the last patch.
we can hope at least.
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