Ranger Archive

Thread: Heads up on all current Ranger changes on TestCenter (long)

StealthNuck
Sat Aug 23, 2003 3:07 pm
#14

/cry

Those changes are all well and good, the XP increase is a bit prickly, but we'll have plenty of time to complete those trees before hand.

What I really want to know is, what does /areatrack look like? Is there a visual effect? Is there a menu system? Is it all text based?

Also, do you have to make a Camouflage Kit for each and every person or do they have multiple charges?



Caius - | Master Useless Class | Master Rifleman
Eclipse
Ailsa
Sat Aug 23, 2003 3:35 pm
#15

I don't have a problem with the proposed xp cost to gain those skills. All I was concerned about is the credits I have spent to learn them. I just didn't want them to take those skills I already learned away from me just because I maybe haven't earned the "new" xp amount to get them. But others have already responded that this won't happen. Good enough.
YodaEar
Sat Aug 23, 2003 3:55 pm
#16

That's how they do it Rek. They give us a bunch of things we already should have had to make everyone happy, that is the smokescreen. While we are all happy blind with the changes they slip in the nerfs. Most will brush it off due to the "love" failing to realize things like tracking should have been here all along. Ranger was an unfinished class, I can't believe all the butt kissing going on over the finishing components. The game was rushed out,and you have been playing an incomplete class. Now they want to complete Rangers and nerf them at the same time.Scout xp does not come fast, it was fine where it was. Trapping would be the onlyxp I would honestlysay may have been too low.


So while you are celebrating your class being finished, remember if the game was released with these skills, which it should have been, this patch would simply be a nerf and nothing more.

Verena
Sat Aug 23, 2003 6:41 pm
#17

Scout XP was totally out of whack. I maxed Bio Science inone night just 1-shot kiling/harvesting worrts and rills around the startertowns on Tatooine.


Don't forget, this is supposed to be an elite profession. The only reason the Frontiering skill looks so awful is cause all the other Ranger skills had really low caps. I can make 40k scout XP in 2 hours, enough to fill a 4th tier skill box.




Tricky - Jedi * Trick'y - SW
Vendor in Loka Desuna 479 3679
Elder:Artisan, Merchant, Armorsmith, Entertainer, Chef, Teras Kasi Master, Musician, Medic, Doctor, Combat Medic, Marksman, Brawler, Scout, Fencer, Ranger, Creature Handler
Verena
Sat Aug 23, 2003 6:43 pm
#18

Blegh forgot to add my own question to this thread.


Does the camo kit have a graphic or is it all "behind the scenes"? Does every planet kit look different?




Tricky - Jedi * Trick'y - SW
Vendor in Loka Desuna 479 3679
Elder:Artisan, Merchant, Armorsmith, Entertainer, Chef, Teras Kasi Master, Musician, Medic, Doctor, Combat Medic, Marksman, Brawler, Scout, Fencer, Ranger, Creature Handler
rek17
Sat Aug 23, 2003 6:49 pm
#19



Verena wrote:

Scout XP was totally out of whack. I maxed Bio Science in one night just 1-shot kiling/harvesting worrts and rills around the starter towns on Tatooine.

Don't forget, this is supposed to be an elite profession. The only reason the Frontiering skill looks so awful is cause all the other Ranger skills had really low caps. I can make 40k scout XP in 2 hours, enough to fill a 4th tier skill box.






*sigh* well i guess I just suck ass.

100k scout xp in one night hardly seems the norm. I've been novice ranger for 2 weeks and i'm on the 2nd tier of bio and wayfairing. kind of makes me sick that people like you think this is so easy, and as a consequence, we all suffer.

i guess i'm the dumbass doing something wrong.



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!"
Ypiana
Sat Aug 23, 2003 6:58 pm
#20

Honestly I got Trapping 1 - 4 in two days by throwing traps on Baz Nitches. It was a bit too easy and now for some reason it seems like a waste throwing traps and getting XP for it.


But for the love of Jabba thankfully they dropped the Wilderness Survival XP. I'm 4/1/4/4 because my crew hardly ever gets wounded enough for camps. Mother of God.....


Now if only they'd give us Survival XP for succesful foraging!!!! I do that all the time to feed friends' pets.


-- YP




I killed my parents... You're next!
/godmode 1
Zip_Moonblast
Sat Aug 23, 2003 7:14 pm
#21

I don't think most of us are as naive as YodaEar implies. We knew the game was pushed out too soon, we knew the Ranger profession was incomplete, and we knew there would be many adjustments to advancement rates, for a long time to come. Some players may not have known all that, but I'd put good odds on the vast majority of people posting here having kept up on these things through the pre-launch Discussion Board.


So with all that in mind there's first of all nothing wrong with people expressing some happiness that the profession is moving much closer to completion. We could sit and go "Hrmmph, about time, shoulda been done a long time ago," but giving the devs constant reminders of past mistakes that they already know about and probably had no control over doesn't really accomplish much. Secondly, all of us knew what the game and profession was like, but we bought the game and became rangers anyway. That carries an implied willingness to roll with whatever changes might come down the line. It doesn't surprise me at all that when the devs really looked over rangers they realized that along with all the problems they found a few things that were working too much in our favor ($10 on trapping xp being further nerfed some time in the future). Whether or notwe alleven agree with the assessment that our advancement is too easy in three lines, we still have over a week to take advantage of the current requirements, which is more than some players have gotten on other issues.

mp294
Sun Aug 24, 2003 12:28 am
#22

This is exactly how the trees are laid out on TC as of Saturday.(new stuff only)


-Novice


-/area track (Gives player ability to study tracking clues in the area to figure out what kind of creatures or people have been in the area recently.)


-Area Track:Animals (innate, gives the ability to scan animal activity using /areatrack)


-Wayfaring (20k, 30k, 50k, 70k)


-Box 1


-Camo +40, Camo kits (Corellia, Naboo, Tatooine)


-/conceal (applies camo kit to be far less detectable to NPC's and creatures. Can be applied on other players)


-Box 2


-Burstrun eff. +10, terrain neg. +20, Camo kits (Rori, Talus)


-Box 3


-Camo +40, Camo kit(Dantooine, Yavin)


-Box 4


-Burstrun eff. +10, terrain neg. +20, camo kit (Endor, Lok)


-Frontiering (20k, 30k, 40k, 60k)- No other changes yet.


-Tracking (20k, 30k, 50k, 70k)


-Box 1 -Area Track: Direction (innate, judges approx. direction of target using /areatrack)


-Box 2 -Area Track: People (innate, enhances skill to allow tracking of NPC's)


-Box 3 -Area Track: Distance (innate, ability to judge approx. distance to target using /areatrack)


-Box 4 -Area Track: Players (innate, allows tracking of PC's)


-Trapping (20k, 30k, 50k, 70k) -No other changes yet.


-Master Ranger -Camo +20, camo kit (Dathomir)



Other than what I posted, everything else is still the same. And if someone posted this already, sorry in advance for cluttering the board




Kreel
Lyllian
Sun Aug 24, 2003 12:35 am
#23

Haha thank you mp294!


I was just asking for this in my other post




~Cammie 'Come What May' Ky'Lara
Master Ranger
Master Creature Handler
mp294
Sun Aug 24, 2003 12:38 am
#24

Hehe, yea I saw that right after I posted it



Kreel
Zip_Moonblast
Sun Aug 24, 2003 12:40 am
#25

I just NOW created a character on TC, and I'm not seeing any of that stuff in the Ranger skill tree. Do the new things only show up for actual rangers?
mp294
Sun Aug 24, 2003 12:41 am
#26

Log out, do full scan, then log back in. The changes will be there. Same thing happened to me LOL.



Kreel
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