Ranger Archive
Thread: 9.10.03 Ranger Issues List Please Read and Sign or add Feedback
/signed!!!!!! I agree with everything...Nice post ![]()
I just have 1 more for the wishlist... Please, oh please! Give Rangers and/or Scouts the ability to determine if creatures will "bring friends" when attacked!!!! Put it in the examine window under a "community" listing. Have the ceatures fall under either "Social"-meaning they protect each other or "Individualists"-meaning they fight solo. You'd think that with all this creature lore we've accumilated we'd know that those other Robas, way over there,are going to attack as a group if I decide to fire on this guy sitting 40m away.
I have been a master ranger for about a month now. On Endor last night it happened again. My group asked me to turn off maskscent because it was messing them up when travelling from one mission to another. Yellow Panshees would aggro. Red creatures would agro on me from 70m away and ignore the rest of the group as they wove through the mobs. It was very annoying that my Ranger skills were an impediment to my group travelling cross-country rather than a boon.
Raspi wrote:Console Commands
/areaTrack animals
/areaTrack people
/areaTrack players/disbandCamp
/throwTrap [TrapType]
/throwTrap spread [TrapType1] [TrapType2] [TrapType3] ( throw 3 traps fast at reduced accuracy )
Can you put me on the list of people that want the trap throwing macro? It would be brilliant if they could take themselves out of my factory crates, but I can deal without that.
Ranger enemy. The Ranger selects 1 creature per level of Hunting to be a particular enemy of the Ranger. this would give the Ranger bonuses to killing the animal. Master Ranger should be able to choose from a range of fairly tough creatures.
This sounds really great too, but one has to be careful since some rangers might take to exploiting weak creatures.
A couple of other things.
Should the Devs provide an option to /harvestall, we'll probably end up seeing a 60% reduction in each resource type to offset an overflow of resources into the economy. Grouped, this could potentially be reduced even further.
Regarding /areatrack, we need better results. I don't like the truncation at 50, rather we need to see everything, in columns, with a sort option. If I'm looking for one person in particular, truncating the list isn't going to do me any good if they're Person 51.
And I don't mean looking for Player ABC, I mean looking for a Squad Leader trainer, for example.
mmaugehme
/maskscent once to apply. /maskscent again to turn it off.
It has worked for me in the past, believe it still works today. I found that out by mistake ![]()
/sign
A Ranger should be able to guess about how much ofa resource he'd get off of a creature... they need to put the numbers back, evenif they don't take out the ~2ish uncertainty.
I agree that a higher level camp shouldn't just be randomly abandoned like that, at least not Ranger-level ones. They cost too much to just forget about. Though, your timing is a little big there. Instead of time, it should be distance. If I take off over 500m from my camp, there's a good chance I'm not coming back, and then it should disband. For hunting parties that want a semi-permanant field base to return to, there should be an option to keep the camp up until you disband it personally in lieu of getting experience. So, camp never goes, but you don't get any XP for it. Also, making another camp or going off-planet would cancel the camp no matter what.
I also agree that some resource should be recovered for disbanding a camp. You don't take down a tent and just throw it away, you keep it and set it up again. Though it'd likely never happen, it'd be great to see a camp be re-deedable, but un-usable again until some material was used for 'repair and upkeep.' Of course, even if we only get recovered material out of this, you can bet camps will become more expensive to produce yet again. So be it.
It'd be nice to see you be able to conceal people from radar. I don't know about anyone else, but I sure as hell don't walk around with a radar on my wrist to keep track of people around me. Especially in PvP, it'd be a boon to not be seen, especially to a melee fighter like myself. But, for now, there's no way to take the eyes off the back of someone's head.
Wasted harvest is something that's gotten me for a while, too. We're RANGERS, self-sufficient, wasting nothing. If nothing else, we need a skill, say "Field Dress Corpse," to get everything out of something. Unlike just harvesting, it'd take longer, require HAM, and tools (need to have a survival knife one you, for example). While you wouldn't get as much of each type of resource, you'd get them all and of a mildly better quality. It'd also be nice to have a Taxidermy skill.... imagine having a stuffed Fambaa in your house ![]()
Those last ideas sound good, too. Off-hand, seems Tuskens use Counting Coup, what with the slapping of noses we've all heard about.
/sign...
But...no where was the issue of components of the conceal kits addressed. These kits need to be gone over to make sure that all the components are available on that planet (i.e. Lok domesticated meat) and that the resource is atleast not super rare (the Endor insect meat is available on only a single creature). The kits should not be overly burdonsome to make. The requirement should include resources that are fairly common to the planet - otherwise it doesn't even make sense (a camoflage kit made from rare resource is counterintuitive).
I personaly would take this one step further to say that the resources should be relaxed slighty such that, for example planet-specific hide is needed not planet-specific leathery hide (so that any hide wooly, bristley, leathery or scaley from that planet will work). This allows rangers to hunt for specific high quality resources to make their kits from and also allows the Ranger to put the kit together faster in a pinch while still requiring planet specific resources. The current system requires the Ranger to plan well in advance of group hunts if they are expected to contribute through /conceal on group members which is far too inflexible to the way people actually play the game (i.e. the kits hinder exploration and moving around to enjoy the universe by forcing players to only go to places they have kits for).
Frankly, I will probably never use a camo kit. The resource requirements to make these things are absurd.
Second, someone else here asked for trophies. I asked for this several weeks ago, as have others, for the same reason. It'd be nice to be able to harvest the head of a creature for display on a wall in the house.
Of course this would also require providing us with a better means of furnishing houses, i.e. providing us with a /move [up/down] ability and giving us the option set stack items.