Ranger Archive

Thread: Top Ranger Issue

Yrrkoon
Sat Sep 20, 2003 8:22 pm
#27






jmatt wrote:

There is, to my mind, only one camo effect that would justify the hassle, expense and inventory slots -- and that is if camo kits give us the ability to pull a single pack-assist mob from a group without agrroing the others. That's a worthwhile ability, in fact it's so worthwhile it should only be available to Master Rangers.


Otherwise they couldgive you everything you're asking for and in 2 weeks from now we'll be right back here having this conversation all over again: Why do I need camo kits?





I agree with this as well.. kits should work with NPC's and help us with social mobs..

Klif_Hangar
Sat Sep 20, 2003 8:48 pm
#28

Um, we're supposed to be getting a lure trap that does this. I guess I don't understand why you think a camouflage kit would help us lure a creature away from a lair. Could you explain the logic behind that to me?


Also, fixing the bugs with camo (which is what NRaas's post is basically saying) should make it more useful in other applications, like attacking a lair surrounded by aggro mobs, so we will have a better idea of how they can be used. Just my opinion, and thanks for reading.






Dyne Cloudskimmer
Antarian Ranger, Ahazi
Ki_Gu_Lon
Sat Sep 20, 2003 9:56 pm
#29

The logic behind being able to pull one single creature while concealed is:


If the creature you are firing at can't detect and attack you, why can it's pack?!


Your target will meander about, giving you up to five free shots at it, but that first shot immediately alerts it's packmates to your location!


Where is the logic in that?




"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)."
NRaas
Sat Sep 20, 2003 10:21 pm
#30

"Please do not request to make the floral component foragable. Foraged stuff is not stackable, and there for not repeatable in a factory."


Hmmm...


The idea behind the request is to receive the same functionality as /medicalforage which pulls up the flora currently available on the planet.


That flora would be stackable, just like all other resources.





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Huhahee
Sun Sep 21, 2003 6:32 am
#31

I have had a major issue with the fact that you have camo or MS up and you attack and all the other creatures see you immediately. This is not in line with the concept of camoflague. They should have to try to detect you and as individuals not as a collective. Please bring this to the Devs attention. It really degrades the ranger and scout lines.

ChasEpp
Sun Sep 21, 2003 8:09 am
#32

Your point and solutions seem right on to me and I cannot think I can add more than support to the submission.



________________________________________________________________
"The more things change, the more they stay the same"- Rush

I am not one of the many Bothans that died to get the Death Star plans.


Scout/Marksman on Corbantis
Thieving Smuggler on Chillastra/ Novice Smuggler
NRaas
Sun Sep 21, 2003 9:36 am
#33

"I have had a major issue with the fact that you have camo or MS up and you attack and all the other creatures see you immediately."


This is an issue related to assistive creatures seeing through your camoflauge.


It is already listed in the issue above.





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Ki_Gu_Lon
Sun Sep 21, 2003 1:54 pm
#34

"For all you Rangers who say that the Packs don't work on NPCs, I have some screenshots of my character standing next to a Stormtrooper. Which by itself isn't a big deal, but I am a Rebel and I was OVERT. On top of that I had killed about 5 of his buddies (with help of course)."


Comouflage works on some NPC's, not all.


There are some factions of NPC's on Tatooine (and I'm sure other planets) that will see through camouflage 100% of the time, no matter what means of sneaking you use. Crawl, walk, run or breakdance for all the good it will do ya, they will spot you every single time.


Good news is, they won't break your camouflage. Bad news is, that means that they are not even checking against your camouflage, they are immune to it.


And whats worse, even factions that I have +5000 standing with will break it and attack, including Jabba's gang and the Alkhara Bandits.


So, stop bitchin about us bitchin about the Packs not working on NPCs. Some of us do go out and test these things extencively before we come here to complain.





"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)."
Lifebane
Sun Sep 21, 2003 2:42 pm
#35

I mentioned this in a previous post but will mention it again.


what about a concealself command. One that doest require the camo kit but is self only.


This would allow for the ranger to have an improved maskscent without having to worry about kits. I am sure the kits will be in demand and useful for groups, but the ranger who makes his living in the wild probably doenst need much in the way of a crafted kit to help him get around safely. Not liek we need a kit to mask our scent and you have to assuem that involves some form of liquid or substance to mask our scent.



----------------------------------------------------------------------
Harbinger, Kauri
NRaas
Sun Sep 21, 2003 3:09 pm
#36

"what about a concealself command. One that doest require the camo kit but is self only."


Thanks, I missed that one...


I'll make sure it is in the final version.





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NRaas
Sun Sep 21, 2003 3:15 pm
#37

"Comouflage works on some NPC's, not all. "


I've added a linerelated tothis problem,though it is rather vague...


No one seems to be able to pin down the issue.





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-Gman-
Sun Sep 21, 2003 3:58 pm
#38

First things first. Please make the camo "rarely" break.


After that, I agree with Tripp. Give us more charges per kit to apply on everyone, or give us a /groupconceal command that can apply a single charge to a group. These ideas would make the resource cost worth it.


By the way, thanks for the effort Nraas. The only reason I havent given up on this profession is because of your obvious concern.


Hypothetically speaking, if theyaccepted half of your suggestions, how long do you think it would be until they were actually implemented online?

NRaas
Sun Sep 21, 2003 4:08 pm
#39

"Hypothetically speaking, if theyaccepted half of your suggestions, how long do you think it would be until they were actually implemented online?"


Hypothetically speaking?


I am a Software Developer, so I have a little knowledge of the craft...


And some of things we have requested are rather detailed...


My guess would be several months.


----


At the moment GreenMarine is working on coding Player Cities...


Once the Majority of that is complete, he has been tasked with looking into Smuggler issues.


After that, he will probably turn his attention to one the other underappreciated profession under his care.


He maintains the Ranger, Scout, Smuggler, Chef, Tailor, Merchant, Squad Leader (co-shared), Politician, City Planner professions, so he is a busy developer.





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