Ranger Archive

Thread: State of the Profession (Sep 12 / 2003)

ChunkyMunky
Fri Sep 12, 2003 11:05 pm
#14

1) make crafting stations private, and the efficiency relative to experimentation


2) /conceal on Dathomir seems pointless. So far, about 70% of the time it breaks in the first few minutes


3) ranger traps that work, and higher percentages of hits on all traps (especially scout level traps)


4) /stoogeeyepoke command for paraboles and other bug-eyed critters




ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
CrazyfishRanger
Fri Sep 12, 2003 11:47 pm
#15

[quote]


  • The across the board reduction in harvesting seems to be far greater than intended. Many Rangers have asked for a return to the original values in lieuof the recent camp resource increases.
  • Harvesting bonus seems to be no longer significant enough to make it worthwhile.

  • [/quote]



    I agree. My 1/1/1/1 ranger harvests about 4 more bone/hide/meat units than my second account characterwho is a 2/0/0/1 scout.


    Also another issue is that my ranger maskscent seems to be wearing off faster than my newbscout's version.


    NRaas
    Fri Sep 12, 2003 11:55 pm
    #16

    "Another reason you would want to turn it off would be to lure a pack animal away from it's buddies."


    - Now that sounds like areasonable reason tohave an option to unconceal yourself.





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    KauriRebel
    Sat Sep 13, 2003 1:34 am
    #17

    I got a neat one for you. Just started happening this evening (that I noticed). To begin with, I'm on Panshee faction on Endor, and am maxxed at that (and have been for some time). However, my dear old friends the Panshees, who willhelp me outwhen I run to them with creatures hot on my heals, will ATTACK me if my Mask Scent goes down while I am near them. The first time a Panshee started attacking me, I was very confused - I looked through my combat log to see if I had mistakenly attacked one, but nope, I didn't. The second time, I just happened to notice my Mask Scent wearoff 1/2 second before it attacked me. So then I went and tested it in the middle ofa Panshee camp, and sure enough, when it wore off, they attacked me. However, when I took off my Mask Scent BEFORE it had run it's natural course, I had no problems. If this is not a bug, I don't know what is. I suppose it could be worse, between the fact Mask Scent works worse than before they "fixed" it, and the fact that there are NO creatures any longer on Endor, Dathomir, Lok, and Dantooine beyound 600m from any outpost, I guess it's not a large concern... Hmm sorry correction, in my 3 hour hunt on Endor I found 3 lairs, in 3 1/3 hours on Dathomir, 4 lairs, 4 hours on Lok, 1 lair., So I guess there are SOME still out there /sigh



    (ex-Master) Ranger 4-4-4-1, Creature Handler 4-3-2-4, Rifleman 4-0-1-2

    Sembrin Riflehunter, Kauri
    Dverr
    Sat Sep 13, 2003 2:02 am
    #18

    Basics: You can Maskscent then toggle it off then refresh it. After Concealing and Conceal wears off, this ability is lost.


    Reason: Besides the other reasons given, refreshingMaskscent will give it full duration again in case you are going to be around aggressives for awhile and don't want it to drop on its own (e.g. taming, killing an aggro mob lair, killing a non-aggro mob lair with aggros nearby, getting to your house when you know Maskscent is nearing the end of its duration, etc.) If you want roleplay equivalents, when a hunter uses something to mask his scent, he does not have to wait for it to wear off to reapply it. (For that matter he doesn't have to wait for his camoflauge to wear off to put more of it on either.)


    Example 1: I take a Crazed Durni mission. I Maskscent for the run to the lair. I near the lair. Just out of aggro range I refresh Maskscent so it will stay up while I kill the live mobs, trigger additional mobs, kill them, and then destroy the mission lair.


    Example 2: I take a mission for regular non-aggro Durnis. I near the mission lair. I note that a Wrix lair is within aggro range on one side of the mission lair and a slicehound lair is within aggro range on the other side. Since slicehounds and mottled wrix's are aggressives, I refresh Maskscent to assist me in avoiding detection. It also helps by keeping the Durnis milling around a bit when I attack in the same fashion as kneeling or going prone does. So I refresh Maskscent to assure it remains up while I'm at the mission lair.


    Example 3: I near my house and notice some aggressive spats are near my door. I'm not sure of the timing of my Maskscent but think it mightwear offsoon. I refresh it just to make sure it is up and I have what protection it gives while Irun through the aggro radius tomy house.


    Example 4:I Tab through a group of aggressives and find a baby I want to tame. I have Maskscent up while traveling for what protection it may add. Outside the aggro range of theaggressivesI refresh Maskscent so it will not drop naturally while I'm in the middle of the aggressives taming the baby. I do this because I may have to attempt several tames before I am successful or critically fail, which is time-consuming.


    Those are a few examples but there are others. For those familiar with EQ, refreshing your buffs before doing something important was standard practice. Refreshing invisibility was particularly important in many situations. Since Maskscent is the closest equivalent to invisibility v animals we have, refreshing it has become standard practice for me. The flag created by Conceal which apparently is not removed when Conceal wears off blocks the utility of refreshing Maskscent. It is primarily for this reason I rarely use Conceal (secondarily it is the resource requirements of using Conceal over the course of a game session, which is itself a considerable inhibition to my use of Conceal. If you want my suggestion re: Conceal - Make it break almost never at Wayfarer/Master Scout and extend the timer on it to at least a half hour, duration could be tied to skill level).

    Orid
    Sat Sep 13, 2003 2:21 am
    #19

    I very much have that problem. Gubburs have been breaking my mask scent ability. Gubburs. And I'm almost Master Ranger.
    Fred_Skinner
    Sat Sep 13, 2003 2:59 am
    #20

    I can verify that MS and Conceal break more often after getting Master. It happend a little too much already... now it's actually more: 6 times and 4 attacks from them in my last hunt.


    I propose dropping the exp gain and NOT rolling an extra attack. I never used it at low level and if there is a way to exploit it on a creature that does not trip it peeps will find it. Safer really not to give exp and I'd have rather have a skill that does not increase the chance of attack and aggro range, as this seems to be the case now. If for some reason the chance of it breaking is not going to be improved then PLEASE make it so that if it breaks, the conditions are the same as not having the skill, not actually attracting things that would not otherwise have been in range for a check for aggression. It's as if we are trying to walk through a wall of lairs where the rest can walk between the pickets of a picket fence.


    I have crawled, walked, ran and there is no pattern. I do know the EXACT range the check is performed, I can run right up to 67m, then do little half-steps closer. When I see 65m on the targeting I see the exp bit come up. 2 times I was attacked walking in, once crawling and once running. 2 times it broke running and I did not get attacked, it simply broke.


    Before I became Master it would break about half this amount. I have a log and I will try to find out how many times it succeeded. I thing the ratio is about 95% success. I can pretty much egnor such a thing on Corellia. I would have half black HAMs on Endor.


    If they still have a "balance" problem then make it so you don't really know if it broke, and you have to guess.




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


    Solid_Siphon
    Sat Sep 13, 2003 4:38 am
    #21

    I will also agree that maskscent seems to be far less effective the higher you go



    examples:


    master ranger on Flurry - and level 8 agro critters (gubbers or grubbers or whatever they are) break it 99% of the time (I have even tried walking past them and it still breaks 50% if not more)... I have stopped using it for the most part on planets like Endor as its much more of a liability then its worth (the fact that critters seem to like to warp 60+ meters making it even more so)



    novice arcitect on Tarquinas (with scouting only for the terrain negotiation) - regularyRUN through level 18 agro critters (tusk cats... maybe they are 16) and level 30 agro critters (plains hunters) while doing harvestor rounds and have little to no break




    also... I would like to suggest something be added so that we have an indication of when our maskscent works on a critter once scouting exp is capped

    rek17
    Sat Sep 13, 2003 5:14 am
    #22

    NRaas,
    I'm dragging out an old harvesting bug from way back that has never been mentioned, addressed, fixed...

    If you try to harvest a resource off of a creature that does not happen to have that resource, it ruins any future attempt to harvest. I.E., just give up because you screwed up and now can't harvest anything.

    Before you say, why would you do that, Padain, you dumba$$... Well, it happens on accident, particularly if you have harvesting hotkeys. And then you forget which resource the creature doesn't have. For example, trying for bone or hide off of a hermit spider... or trying for bone off of a chuba. Would be nice if you could still get the meat or whatever off the creature even if you mistakenly tried for something else.

    Thanks,



    Padain Fain
    Master Ranger / Fencer (1-1-1-1) / Novice Artisan (2-0-0-4)
    Flurry Server
    Thread killer "If I post a thread, no one responds, if I respond to yours, it WILL die, 100% money back guarantee!"
    novamarine
    Sat Sep 13, 2003 5:42 am
    #23

    "Request to remove the specific resource types from the camoflauge kits. Most Rangers feel that having the resources Planet Specific is sufficient (rather than having to find a specific meat on the planet )"


    I would clarify this point to include:


    Request to remove the specific resource types from the camoflauge kits. Most Rangers feel that having the resources Planet Specific is sufficient (i.e. needing Dantooine meat rather than Datonooine Herbivore Meat).


    Thank you.

    Ki_Gu_Lon
    Sat Sep 13, 2003 6:49 am
    #24

    Padain,


    That bug is going to be even worse once the current Test build goes live.


    They have removed more organics from some creatures, like kreetles no longer yeild hides and gorgs no longer have bones... at least this was the way it was yesterday when I was on.




    "Daddy, what's that bad man doing to my (Star Wars)?"

    "Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
    Japhy_Chilastra
    Sat Sep 13, 2003 7:50 am
    #25

    What?!? Krettles no longer have hides? That bug must be bugged.



    Perhaps N'Raas you need to add a bug section to the report that is for long standing, or higher priority bugs. This way everytime the report is handed in, you, they, we can monitor just how many of them they are picking off.



    Japhy




    Japhy Riesling
    Master Ranger/Pistoleer
    Anchorhead Irregulars - Chilastra
    Ehope
    Sat Sep 13, 2003 8:04 am
    #26

    Request to make harvesting high level creatures a certification. Similar to weapon certification or Creature Handler Taming bonus.


    The higher you are on the Ranger/Scout trees, the more creatures you are able to harvest from.


    Cuts back on the casual, just got Novice Scout to harvest for my Artisan profession, characters. Let them have the kreetles. Give me the Pickets.


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