Ranger Archive
Thread: Corr Summit What changes/fixes do we want?
AgonThalia
Mon Jul 19, 2004 2:03 pm
#14
Likewise, in order of preference:
Harvesting Boost
Creature Toughness Modifiers
Rather than a HAM Reduction, a noticable improvement in accuracy, speed, and dmg for weapon professions (in the force sensitive trees, there are already mods for acc and speed)
Ranger Specific Weapon
Useful Traps in the Ranger trees
Camp revamp
building on the great ideas we have already had, this is my preference.
I just want to be an elite hunter, not a mediocre harvester...
building on the great ideas we have already had, this is my preference.
I just want to be an elite hunter, not a mediocre harvester...
Rancorrider4
Mon Jul 19, 2004 6:00 pm
#15
Most of the things I want fixed or changedare in the Outdoorsman Proposal. However:
- Camps need overhaul. They need to be useful. Someone suggested having a higher healing modifier than a hospital. I agree. A droid should not be more useful for this than a camp.
- Traps need overhaul. Give current Ranger traps (some at least) to Scouts, and give us the "new"traps that were promised a year ago.
- Harvest overhaul. Make us more than Super Scouts. Master Ranger ability to harvest all 3 resources, decreasing incrementally with each resource.
- Give us the /track command we were promised a year ago
- Give us Fred Skinner's "Stealth Proposal". See previous post with link.
That is all. Motion to adjourn.
hobnail
Mon Jul 19, 2004 6:03 pm
#16
my top five...
1. improve /areatrack along the lines of the owen-lars proposal
2. improve camps. at the most i would like to see the modular camps proposal go through, but at the least give us the promised (from day one) repel hostile creature functionality of camps.
3. greatly increased harvest rates at master ranger.
4. improved traps, again the proposal owen-lars made sounds great to me.
5. implement environmental effects. i know that this is a long shot, & will likely never be put in, but i think it would greatly add to immersion & give rangers a unique role in the game that is *not* tied to hunting. this & the comment that washell makes focusing mine (i really like the idea of involving the five classes) sums itup nicely.
AgonThalia
Mon Jul 19, 2004 6:03 pm
#17
Over in the pikeman forums, they are talking about quick fixes for the combat balance delays, have we been asked to deliver a few quickies?
hobnail
Mon Jul 19, 2004 6:11 pm
#18
bah. i tried to do the fancy clicky link thing, it looked right when i previewd it & then got eaten up by some internet ghost.
this is the link that was supposed to be on the word "this" on my post above...
http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=53764#M53764
also, while i am here, i would like to add the taxidermy skill to the wish list.
MaxWellScot
Mon Jul 19, 2004 8:44 pm
#19
Alot of Scouts/Rangers like traps, what i prepose is abolishing the full line of traps from Ranger and Scout (or maybe just Ranger). Instead we get a bow, now this bow will have different Arrows that do different things, say at Novice you can craft arrows that mildly poison the creature. Following the story that we know more about creatures than anyone else, we would know which types would work best on each creature (can examine them to find out weakness). We should also use our skills to harvest materials and build our own bows, not get a weaponsmith to make one. Thats my idea in a nutshell, hope you consider it.
Max'well, Master Ranger.
Max'well, Master Ranger.
AlexKC
Mon Jul 19, 2004 9:58 pm
#20
My ideas, a combination of many posts.
- A ranger lodge that only rangers can build/place
- trap that delivers poison/disease on NPCs or players (similiar to a combat medic)
- Double the current harvesting rates
- Let master rangers harvest everything
- make /forage USEFUL besides finding fishing bait (add better food that only rangers can find)
- let rangers "dig up" rare items buried in the ground while foraging
- resistances to poison/disease
- make then creature-to-hit bonus apply to melee and ranged (right now only works with ranged)
- ranger crafteable disease/poison cure kit
something i came up with the other day....
- let the HTFB stay in place for up to two hours. Let them serve as the party's meeting place. a good example of this is when I search for Nightsister Elders with my friends on Dathomir. We each split off and search, they drive around, Irun and use /areatrack. When we find one, we couldrendezvous at my camp!
Message Edited by AlexKC on 07-20-2004 01:03 AM
Message Edited by AlexKC on 07-20-2004 01:12 AM
Squidwalker
Mon Jul 19, 2004 11:06 pm
#21
AgonThalia wrote:
Over in the pikeman forums, they are talking about quick fixes for the combat balance delays, have we been asked to deliver a few quickies?
That's what this post is for. List your "quicky" combat related changes for Ranger.
Oculus
Mon Jul 19, 2004 11:32 pm
#22
OK, fixes and changes;
TRAPS:
TRAPS:
- Let traps work on NPCs. No other profession has their 'arsenal' restricted to one specific content type. There is no justification to leave it creature-only ( unless Bounty Hunters would like their weapons to only work on NPCs ;] ) We can discuss traps in PvP later.
- If we can't get traps to work on NPCs. Remove dizzy from our trap(s) and replace it with something that actually has an effect on creatures. Since no traps currently have intimidate, that would be the number one choice.
- Allow experimentation on traps. You should be able to experiment on charges and duration of states. As a minimum.
- More traps in the Ranger profession ( Outdoorsman and Holocron's old 'promised land-post' ).
- Increase our to-hit/to-trap/to-whatever mod. As an elite profession we should be able to trap high level content at least as well as other elite professions can hit it. More so if we remain creature only.
- Fix the reduced|no non-mission spawn issue(s).
- Implement /track.
- Camps shouldn't disband in combat.
- Fix or finally implement the 'repel creatures' system for camps.
- Add 'Explorer' mission terminals to the HTFB and increase the pay-out on these 'kill 45 creatures that don't even spawn' missions.
- Increase our harvest mod and rework the algorithm so that Novice and Masters get roughly the same scaled benefits from harvest droids and veghash ( goes all the way down to scout ).
- Allow Master Rangers to collect all organic resource types from creatures. Not just one.
- Foraged items were overlooked ( surprise ) in the Chef revamp. Filling is currently 50+ on all items which is absurd. Reduce filling or greatly increase the effects.
- Allow Rangers to forage items that can cure disease/poison etc. or fix the 'rare items' system and add such items to it. Only Rangers should be able to use/apply these items. If possible add a small mini-game where Rangers can combine foraged items for different effects.
- Make camo work on everything including NPCs and fix the issues regarding faction standing.
- Add 'Creature Toughness' 'Creature To-Hit' and 'Creaure Damage' mods.
- Reduce creatures armor rating against Master Rangers.
ArillOnahe
Tue Jul 20, 2004 12:20 am
#23
Traps arn't particulary broke, hell, they've saved my neck a number off times over the past year, but why are my 'favourite' and most effective all within the scout traps tree? Surely the ones in the ranger trapping tree should improve upon those before.
So thats what i want fixing/changed, the effects caused by the ranger traps, and the length of time they last. As has been noted i believe, 'dizzy' on a creature is next to useless as you can't kd it so what does it achieve?
Captain Arill Onahe, Bria Master Ranger/Rifleman
Corporal Camray Onahe, Wanderhome Ranger
Ariven
Tue Jul 20, 2004 12:38 am
#24
Calculus_Entropy wrote:Hey guys, with the Correspondent Summit on the Combat Balance approaching (at the end of August), I would like to get a list of the changes you would like to see to the Ranger profession. Please just list the general idea here and link to a post that focuses on the issue if there is such a post (i.e. Fred will list Stealth as what he wants and will provide a link, or address to his stealth thread). The idea of this list is to have a quick guide so I can see what the hot topics are.
Please keep this thread on topic.
Give camps meaning....
Make the high level camps have a higher level of med rating than a hospital... then Rangers become more in demand for combat (bigger buffs (I hear the hissing from Teranus.. hush you))... and gives a better revenue stream than wedding consultant
Fix (and add to) ranger traps to use states that actually mean something against creatures
SimianApeMan
Tue Jul 20, 2004 7:01 am
#25
* Creature damage modifiers which apply to both wild creatures and pets.
* A decent Dodge modifier versus creatures and pets.
* More traps (AoE versions of Scout traps?)
* Traps that work on pets.
* Harvest bonus for Master Rangers.
* A significant offset to the 40% harvest penalty for being grouped. Currently Rangers nerf themselves when they group which renders the Camouflage line more or less redundant as Camo is much more useful to group-mates than the Ranger himself.
* Increase Camo effectiveness to justify the resource cost. (Radar invisibility would be lovely but I'll take anything as a quick fix)
* /track (any of the suggestions from this board)
* Make Ranger camps repel creatures. Balance by putting in a delay before the camp is erected to prevent the obvious exploit.
* Allow players to fight from Ranger camps. Balance by dropping camp's ability to repel creatures when combat begins.
* Make Ranger camps stay up for 1 or 2 hours. They are Field Bases after all.
Eventually I'd like to see Master Rangers get the ability to harvest trophies from killed creatures. I know we're not getting new content from all this but when we do trophies would be a cool addition.
* A decent Dodge modifier versus creatures and pets.
* More traps (AoE versions of Scout traps?)
* Traps that work on pets.
* Harvest bonus for Master Rangers.
* A significant offset to the 40% harvest penalty for being grouped. Currently Rangers nerf themselves when they group which renders the Camouflage line more or less redundant as Camo is much more useful to group-mates than the Ranger himself.
* Increase Camo effectiveness to justify the resource cost. (Radar invisibility would be lovely but I'll take anything as a quick fix)
* /track (any of the suggestions from this board)
* Make Ranger camps repel creatures. Balance by putting in a delay before the camp is erected to prevent the obvious exploit.
* Allow players to fight from Ranger camps. Balance by dropping camp's ability to repel creatures when combat begins.
* Make Ranger camps stay up for 1 or 2 hours. They are Field Bases after all.
Eventually I'd like to see Master Rangers get the ability to harvest trophies from killed creatures. I know we're not getting new content from all this but when we do trophies would be a cool addition.
Gelotri
Tue Jul 20, 2004 9:44 am
#26
Lets us compare something real quick..........
- Master Bounty Hunters now, do not have to master Scout and have all those points left over to use somewhere else.....
- Rangers have to master all of scout and have less skill points left to add to their template.......but arent near as effective as a MBH
This leads to my question........Why can we not have a requirement of less skill points to attain a similar level as a MBH skillpoint wise or grant us the skills we need to justify the 140 skillpoints.............
Second question..............
Since some of us have been faithful and loyal and have stuck by the profession through all the set backs.....will we get a bonus for our loyalty? (just thought I would throw that one in)