Ranger Archive
Thread: Top 5 List Poll
1. camps.-particularly the bug with non repelling of aggresive creatures.
2. area track-Implementation of new /track skill, allowing for us to hunt specific creatures.
3. Camo/Conceal.-Particulalry with regards to problem of camo not working on npc's.
4. Traps.
5. Harvesting.
Why is harvesting bottom of my list you might ask-reason is because I play with a group of friends who I know well and we all help each other out. More important for me is being able to contribute SOMETHING to our exploration of dangerous worlds.![]()
Calculus_Entropy wrote:
TH wants the list by Friday. I would like to have a draft ready by tomorow so you guys can approve it. We only get 5 so please rate you top 5 choices. For discussion on each topic, see the Top 6 issues thread that has been stickied.
Traps (need more and better traps) #1
I think this is number 1. yea you say you don't use them, but thats because they are worthless. The traps are one of the few things that set scout/rangers apart from other professions in pve combat. We need a lot more traps, that are actually usefule, and actually make a difference in pulling down a crature. And they need to work on cratures of at least levels 20-40. Above that I can see them not having "much" effect.
Harvesting (greater mod and multiple resources) #2
yes yes yes yes yes. master ranger needs to harvest at least 2x more then master scout. and novice ranger should be able to pull 2 resource, and master able to pull 3. Keep in mind, most creatures only have 2 available anyway, so if you want that higher, make the 2 resources say at tracking 2 or 3.
Camps (very little utility) #5
Eh yea, I agree I don't find much use for them other then if my hunting group needs to heal sit and rest. For this purpose fix and raise greatly the repel effect camps. If for no other reason, to sit recoop, catch our breath, remove poisons, re buff, bio breaks etc, it would be nice for the group to know that my huge impressive HTFB will give them a secure safe place to do so. There should almost no chance of anything coming near a master ranger in a HTFB other then Krayts and Kimo's.
Camo and Conceal (needs to work against all NPCs, needs to be better #4
This is something that needs to be changed. not much, but some. I have +129 camo and +126 mask scent. mask scent doesn't work any better then master scout just last longer. So I use camo, but it breaks to often on the medium level creatures, at master ranger with +129 camo skill. Totally rediculus. A master ranger should be almost invisable to both creatures and NPC a like.
Creature Defense Mods (poison resist, etc, damage mitigation) #3
This is a much needed added feature of the ranger. naturally built up defences against natural types of damage such as poisons and disease. Rangers have spent years in nothing but the wilderness, and have built up immunities. We have also spent a lot of time fighting and hunting cratures. Giving us the study of how the predetor hunts, and how the prey hides.
Areatrack (spawn rates)
Ranger Calc here: My votes are as follows, but I will tally all your votes to see what goes where:
Traps 2 (I never use any, much less that Ranger ones)
Harvesting 1 (I think this will be the easiest to get)
Camps4 (I use them as a novelty item now, not as a useful item)
Camo and Conceal5 (It still works occasionally, but I stick with maskscent)
Creature Defense Mods No vote this time (I would love them, but not a priority)
Areatrack3(It is our only truely unique skill. It needs some help.)
I personally would go for fixes first then for new content. Lets hear what you guys have to say.
Message Edited by Calculus_Entropy on 04-05-2004 02:04 PM
- Harvesting rates are way too low to support the economy
- /areatrack is full of bugs and the spawn system doesn't help
- where is /track that was promised back in August?
- What happened to all the ideas that would make us different than Scouts that Holocron posted for us (from GreenMarine) that were in the works back in August?
- Scouts and Rangers are essentially the same right now. Rangers get almost nothing for the extra 63 skill points on top of Master Scout.
- Additional Creature defenses might help us be better creature hunters, in addition to fixing all our other trees.
- Traps are almost never used once you hit Master Ranger. Give us some reason to use traps.
- Make Ranger Trapping more than just a bunch of skill mods. We get **2** new traps that rarely work anyway. Scouts get a LOT more traps than that. Maybe a modular system would increase trap diversity?
- Traps almost never hit anything worth trapping. Give us some way of upping the trap effectiveness. Or just give us a big increase in trapping skills.
- What happened to the new traps promised back in August?
- EDIT: Let traps work in PvP combat (preferably PCs and NPCs as well--why can my trap stop a rancor in his tracks but not a meatlump or a crafter:stormtrooper
. Give us something that works in this supposed "endgame" other than just supplying resources. Stealth should be on top of this. We need both.
- Most Rangers don't bother with camouflage. Maskscent works just about as well with no resource cost. NPC reactions to the skills are unpredictable (either change /conceal's description or fix it to work right).
- Many Rangers believe that PvP stealth is one of the few skills that might make our profession worth the skill point cost. Even if it only works at Master Ranger.
- Recent changes have made camps all but worthless.
- Previous changes made camps almost worthless unless you needed to call a med droid or a vehicle/pet/mount.
- Make this tree useful in some way.
- What happened to the new camps promised back in August?
Master Ranger/Master Rifleman
Eclipse Server
Message Edited by Nemo0 on 04-05-2004 11:41 PM
3) Traps
This aspect of being a ranger really defines us in the eyes of other professions. This is something that we truly need to excel at. I would push for multiple harvests of a creature to be added to the game. I really dont think its too hard to do. However, a harvesting boost that distinguishes us from our scout brothers and sisters would truly add to our usefullness in the game and for all the excellent reasons previously posted would make a lot of us really happy.
Traps are my bread and butter, there are very few animals that I dont trap, however the only traps that I use are the scout traps, because they are the only ones that truly add a tactical advantage. Once at the level of Ranger, traps should truly be deadly and creative mechanisms that a Ranger has at his/ her disposal. Experimentation, added state effects, duration etc should be added to the crafting of these potentially amazing little weapons.
The maskscent as is, is fine, however camouflage should be figured into the combat revision as a tactical advantage in both PvP, PvE, the GCW and other factional fighting. I dont want the ability to disappear as in a cloaking device or a magical effect, however, there have been a lot of great ideas in this arena such as the ghillie suit or a negative modifier to hit.
This is something that could be scattered throughout the Ranger skill tree and truly implemented for the Master Ranger, the argument is that Rangers are masters of their environments and encyclopedias of creature knowledge. The wind of Dathomir, the Rain of Dantooine, the dust storms of Tatooine, the harsh sulfur rivers of Lok and the altitudes of the Corellian mountains have weathered our skin and given us not only an innate resistance to the environments that we flourish in, but we Rangers have been bitten, kicked, head-butted, knocked down, poisoned, diseased and poked with sticks so often, that we develop an innate resistance to certain typed of attacks.
Camps as they are right now are for field healing and looks, thats it. There really needs to be much more depth, creativity and customization to our camps. They are the physical representations of what we are and what we can do. They need to be much more than pretty. Once again, the Outdoorsman proposal truly has some of what a ranger's camps should be able to do.
It's a little bit buggy, and there are bugs and it can be much more than it is right now. But I would much rather have the promised "/track" command for spawning creatures.
Thank you for your time on this Calc and all you other wonderful rangers.
/cheer Nemo0
I would really go for that
Calculus_Entropy wrote:
Going with an approach like Nemo's may be the way to go...if you like his vote for it, otherwise, keep on the same path we are on.
Might be worth editing the original post in case people don't read this far down
.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
I am all for Nemo's version of the top 5. I really like the part about traps working for pvp and npcs. Combat medics are a support class and can hit anyone with poison disease, why can't we hit people with our status traps.
Tracking needs to be fixed. I dispise the fact that it is easier and more profitable to pull destroy missions to go and harvest than it is to use areatrack. I personaly believe that the destroy missions sould be limited to low level creatures for new players. The Mission ATMs are destroying hte economy. The value of money is worse than the reichmark after WWII.
order of importance to me.
1. traps-
2 tracking
3. harvesting
4, camps
5. camo- or nerf the kreetle
G'ollum
1. Harvesting - Make us more effective in both or combat with and harvesting of creatures. Furthermore make track work on players who are not searchable. "Searchable" and "Trackable" are two different things.
2. Camps - Make them useful to the greater SWG population again. I favor the Modular Camp Idea, but I am still screaming for the "field bases" not to disappear once combat starts.
3. Diversity - We definately need more distinction from the scouts. I am quiet honestly tired of being a "super scout" that isn't all that super for 63 skill points
4. Wayfaring - Make camo work against everything or don't bother with it
5. Traps - This is perhaps the most broken portion of our class. However I have adjusted to life without them. I would rather see a fix focus more on all of the above items than the one I never need anyway. Functional Traps would be really nice, but they are not a priority for me. Most of us dont make traps once we master, and there is still a huge organics shortage. Imagine if we all made them. We need to fix harvesting before we fix traps.