Ranger Archive

Thread: Top 5 Debate

Starraider
Wed Oct 15, 2003 8:08 am
#27

I see a lot of people saying the conceal needs improved or that resources are stillto hard to find. Then I saw another person ask to have the flora components put back in but make the foragable.The resources should be hard to obtain on some of the planets like Lok, Dath and Endor.


I actually am currently not having any problems with conceal. I was on Dantooine the last two nights and was using camo kits the entire time and only had a few creatures break conceal happened twice when approaching grauls and once when approaching voritor lizards and none of those times was I attacked. I was able to gain enough resources to make 60 Dant camo kits one lair of pikets is enough to get you the resources to make this many with some to spare. In the two nights I was there I managed to go through only one stack of 13 kits between the 3 breaks and the rest wearing off overtime or enaging in combat.


The one complaint I would have is that crafting Camo kits gains no survival XP. I ama trandoshan and am currently 4/3/4/4 heading towards Master. I am just wondering the exact specifics of what is happening to people with conceal? What creatures are you finding break Conceal? What skill level are you at is it possible you need higher skill? If Master Ranger and have the problem is there a possibilty that the Camo skill becomes bugged when you reach +100?


As far as My top 5I would have to say.


1. Improved bonus to hit in PvE.


2. Camo Kits should award Survival Xp when crafted


3. Info on upcoming traps


4. Info on upcoming camps


5. Traps and/or Conceal should work in PvP




Virzot Yssossk
TKM/Commando
Ahazi
EBurki
Wed Oct 15, 2003 8:11 am
#28

I totally agree with your list!


I know you said the devs consider maskscent to be a scout skill, and is no longer part of ranger, but I got better success rate with it as a scout than I do as a ranger....I can't even run by krettles without it breaking now, where as before I could sit in the middle of a herd of them and it would never break.


It would be nice to see more information about camps, but also what is the deal with fixing the current ones? I still get aggroed too much using either of the top two camps!


A ranger only weapon would be sweet....personally I hate traps, maybe this could take place of, or better yet work along side of traps. We could make different type of arrows to cause different types effects. It could even be thrown in with the trap line. My character would much more cooler shooting and arrow to cause poison(or whatever effect)than sneaking up into range and throwing something then automaticallly entering combat.


We are the sneakiest profession in the game, born to hide and stalk creatures, NPC's and in some cases PC's...lets make it that way!

stillblue
Wed Oct 15, 2003 8:18 am
#29

  • /areatrack (why can't I see those lairs?)
  • Creature Damage bonuses (we are Rangers... we should be the most formidable hunters)



  • Amen brother, amen.....

    NRaas
    Wed Oct 15, 2003 8:21 am
    #30

    "this makes sense but starts getting involved in the combat class debate. I dont think Rangers should be a stand alone combat class but when it involves hunting creatures we should definately get some bonuses."


    Even with bonuses to damage, we would never be a stand-alone combat profession, as we have no ability to inflict damage without the use of weapon skillsprovided by another profession.



    • Yes, yes... We could useCDEF Weapon... But that would only get a Ranger so far.

    The bonus would only augment the damage dealing potential of whatever combat profession a Ranger chooses, rather than replacing it entirely.





    Ranger Threads
    State of the Profession
    The Outdoorsman
    (please refresh once you arrive to receive the latest version)
    ScoerFusou
    Wed Oct 15, 2003 8:24 am
    #31

    "A better request may be a Creature Dodge bonus"


    Yea thats actually what I was thinking but I saw someone else mention the Creature Toughness and I couldn't think of a better way to say it. I forgot that Toughness and Dodge are different.




    Shubacca
    Master Ranger

    Scoer Fusou
    Master Chef
    Mayor of Ouxan Bay, Talus
    Fusou Foods (764, -5596) Ouxan Bay, Talus


    NRaas
    Wed Oct 15, 2003 8:28 am
    #32

    "when players leave city, a "bubble" of 512m around them is spawned with lairs, this is repeated every 10-20 seconds"


    That is essentially how the dynamic spawn system in this game was meant to work.


    However... As server capacity is limited, the number of spawns available at any one time in the game space appear to be limited.



    • With most of the lair slots being used nearer to town in the heavy traffic areas, it leaves fewer to appear around your character while in the boonies.

    I noticed this effect on Test Center, where the spawn rate around my character was quite impressive... But that is simply because there are fewer people online pulling the lairs to their locations.


    "when a lair has no players within 512m for30 minutes, it despawns"


    Actually, I was under the impression this was how the system worked right now.





    Ranger Threads
    State of the Profession
    The Outdoorsman
    (please refresh once you arrive to receive the latest version)
    ImperialViking
    Wed Oct 15, 2003 8:31 am
    #33

    It is a good idea though... Perhaps a Creature Toughness skill mod inline with Unarmed Toughness.

    --------------------------------------------

    Wouldn't that make TKA almost invincible PVE?

    Isiac



    ------------------------------------------------------------------

    Isiac
    BlueDog Corp Medical Division.
    Vendor on Haven Island, Corellia.
    novamarine
    Wed Oct 15, 2003 8:33 am
    #34


    /areatrack. I am so sick of being laughed at that /areatrack doesnt work. You use it, get a small list of mobs, move 50M and bam your in a lair that never showed up. It's embarassing when you are out leading a group and this happens. The dynamic spawns clearly do not work with this skill. [side note: mounts that move faster than burst run speed are going to be a hilarious nightmare with this crazy spawn system]


    + creature harvesting provides minimal bonuses.


    /track. where is it?


    Solusandra
    Wed Oct 15, 2003 8:35 am
    #35






    NRaas wrote:

    "when players leave city, a "bubble" of 512m around them is spawned with lairs, this is repeated every 10-20 seconds"


    That is essentially how the dynamic spawn system in this game was meant to work.


    However... As server capacity is limited, the number of spawns available at any one time in the game space appear to be limited.



    • With most of the lair slots being used nearer to town in the heavy traffic areas, it leaves fewer to appear around your character while in the boonies.





    Isn't this the key part? "Was meant to work"... and "leaves fewer to appear".


    I won't presume to know how to fix it, but for me, it is a real big problem. What is the challenge of running through a mobless Endor? If there is no reason to veer more than 2k away from an outpost... why amI called an explorer? What can I explore, exactly? The thrill of making it from point a to point b... lessened. The necessity of /camo... gone. Usefulness ofa ranger? Diminished.


    Don't get me wrong, I'm still happy with the class -- but the lack of creatures really strikes a deep chord in me. There has to be some fix...

    NRaas
    Wed Oct 15, 2003 8:35 am
    #36

    "Im a TKA. Im not sure a damage bonus would really add that much to me."


    I am a TK(0444) as well... Any general (not Ranged only ) damage bonus would be an improvement.





    Ranger Threads
    State of the Profession
    The Outdoorsman
    (please refresh once you arrive to receive the latest version)
    NRaas
    Wed Oct 15, 2003 8:42 am
    #37

    "I'm curious... really, really curious... what came of the meeting yesterday?"


    I stated in another thread that the meeting was mostly a Meet and Greet affair.



    • Mostly Q-3PO was testing the waters to see how effective an ingame meeting would be.

    I didn't really get much out of the rabble until the end when only the Developer for Architect, Droids, and Artisan remained...



    • Amiable fellow with a lot of high hopes and ideas for the future (none of which I could repeat )




    Ranger Threads
    State of the Profession
    The Outdoorsman
    (please refresh once you arrive to receive the latest version)
    NRaas
    Wed Oct 15, 2003 8:47 am
    #38

    "Are we not going to bring up the status of /track (the keen thing that /areatrack was supposed to be a short-term substitute)?"


    /areatrack was not a short term substitute as far as I know... It is simply another command.


    I doubt that GreenMarine has forgotten about /track, so he probably doesn't require anymore prodding on the matter.


    It would be nice to nice the status of the new additions, and when we might be seeing them implemented...



    • Would this be your focus issue?




    Ranger Threads
    State of the Profession
    The Outdoorsman
    (please refresh once you arrive to receive the latest version)
    Flynn_Nomad
    Wed Oct 15, 2003 9:12 am
    #39

    I know, I presented both sides of the issue


    I guess I'm against it because it doesn't feel Star Warsy to me...


    But, if it were in place, it wouldn't be horrible, because Ewoks have primitive weapons...


    So I'm on the fence leaning towards NO




    --------------------------------------------
    Kid, I've flown from one side of this galaxy to the other. I've
    seen a lot of strange stuff, but I've never seen anything to make me
    believe there's one all-powerful force controlling everything. There's
    no mystical energy field that controls my destiny.
    Page 3 of 8