Ranger Archive

Thread: State of the Profession (Sep 18)

NRaas
Thu Sep 18, 2003 9:16 am
#27


  1. Better trap results I seem to miss alot.

  2. Longer duration burst running, fasterterrain movement then scouts.

  3. Better damage to creatures as I stated before we should be the masters of PvE combat.

  4. Higher harvesting rates then scouts.

  5. Conceal working right giving us a reason to use camo kits.

  6. I would rather see a ghille suit on me then get a bow, that would be cool!

- These are already on the list in one form or another.





Ranger Threads
State of the Profession
The Outdoorsman
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Rancorrider4
Thu Sep 18, 2003 9:17 am
#28

errr Tatoinne....doh.



nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Ki_Gu_Lon
Thu Sep 18, 2003 9:22 am
#29

Just letting Wolf_Scout know that he was not the only one against the bow idea.



"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)."
Wolf_Scout
Thu Sep 18, 2003 9:23 am
#30

Maybe I should read deeper . Thanks Nraas you do rock!!!!!!!!



"Weapons are made to kill, but it is the human mind that decides the amount of pain they will inflict"

Bladepoint Bounty Hunter

Wraiith Commando
RAMBOW
Thu Sep 18, 2003 9:38 am
#31

great stuff



||||||||||||||||
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-Rave Lupine-
Mahonri Disciple #2: The Dusk
Solusandra
Thu Sep 18, 2003 9:53 am
#32

Very nice list, thank you!


I've seen a few posts on the effects of traps --I would very much like to know what these do, exactly. If I am dizzy, and then get knocked down, I can't get up for a while. Why does this not translate to creatures? How can I stun something and then see it immediately attack me? Why do I not see a real result from blinding? Most of the scouting traps demonstrate a true value.. but the ranger ones?


I think adding a fishing net to our trapping line is an excellent idea. The demand for fish is rather high, and it is quite time consuming. I do not feel that this net should be something we can place, leave, and then revist to get our catches exactly... but the capability of catching four or five fish at once would be nice -- scale the amounts/quality to our trapping or frontiering line?


This leads me to the harvesting trap. I see this idea popping up more and more often. I understand the appeal, but I can't reconcile myself to the concept. What exactly do people mean by a trap? Something like a mineral harvester? You place something in the environment, pay upkeep, and empty it out? How is that related to hunting? Exploring? This doesn't seem like a ranger activity, but more like a slaughterhouse. Where do the animals come from? At what rate would you expect hides?


Conceptually, shouldn't there be a finite number of creatures in the world? Would it be possible to drive a species to extinction from over-farming? Perhaps that seems like imposing real life rules on a game, but this game lends itself to being a bit "realistic." Is that not the concept behind shifting resources? The particular variety of steel gets mined until it can no longer be found and a new resource must be located.


I am against any sort of harvesting trap that does not require that the animals tobe killed to be harvested.Organic resources are harder to find because there is a risk involved. Any sort of stationary harvesting machine reduces this element. Not only that, it just doesn't fit into my vision of a ranger -- and I know, everyone's vision differs.


How can I reconcile something like this into my personal vision for a ranger?Using /areatrack, a ranger looks around for creatures that might yield the bone s/he is looking for.It would require some exploration (equating areatrack to the artisan surveying sorta). Once a lair has been located,the ranger fashions a luring trap, places it near the lair, and draws more animals out.In this manner, we could increase the amount of spawns per lair for a finite time/amount. The ranger would still have to kill the animals to harvest (thereby keeping the risk factor very much involved).


I'll be honest. The above example is pretty much what I do currently. I find a lair, thentry to milk the lair for as many spawns as I can get. The difference would be that the lure could increase the total number of spawns.


-- Just a few thoughts on a matter I've been seeing resurface quite a bit.

Boji
Thu Sep 18, 2003 10:02 am
#33

As a final attempt at pointing out the flaw I mentioned earlier, (I promise you won't hear another word about it after this) I will just give you something to think about.



Imagine if the skill trees were set up so that a Bounty Hunter had all the skills needed to get bounty missions, prove that the missions was completed (bring back an ear or something, heck I'm just making this up) and FIND the target.


What does the bounty hunter do? He can ALMOST do what it takes to earn a living, but can't capture or kill the target, he needs to a) bring along a friend who can kill, or b) seperately spend skill points on combat skills. Now this is a perfectly workable system, if the same were true for everybody, but it isn't.


The fact is that everyone is CAPABLE of carrying out their chosen professions (assuming the opportunity to do so exists, like doctors) without being forced to learn any other skills. The skills offered by the profession tree are enough, the rest is optional.


Rangers, on the other hand cannot harvest without killing, and the ranger profession provides no way to deal with that. You are in essence FORCED to take a killing skill in addition to ranger, because the ranger skill is the only one that does not give you everything you need to be capable of carry out your duties.


Here are a few examples of ways that things could be different. Please keep in mind that the examples are only there to serve a point, not suggesting that they are any good.


1) scavange. the ability to harvest any corpse, whether you killed it or not. Died of old age? fine.. killed in a fight between creatures? fine.. Killed by another? fine. you get the point.. dead animals happen, ranger can harvest.


2) other ways to harvest that are more indirect, like the suggestion of traps I read about that could be treated like other harvesters.. set them, maintain them and come get the hide/bones/meat.


3) give the ranger SOME way of killing within the ranger profession itself, so you are not required to go get it elsewhere, (you always can if you want to specialize)


The only difference I'm trying to point out is that rangers are not capable of harvesting profitably using onlythe skills granted as a ranger. I don't think the same can be said of any other profession. There may not always be an opportunity to heal for a doctor, but when healing is needed, they are capable of doing it. Anything that makes the need for killing skills an option rather than a requirement will fix the problem. I'll probably keep my pistoleer skills just because I WANT to, but it still is inconsistent in that it really isn't a viable choice for a ranger who wants to do things differently.


Thanks for bearing with me. I am only pointing this out because I see it, and generally, when there are fundamental issues like this that go unaddressed, all the beat around the bush solutions just cause turmoil and usually just introduce more problems instead.


Osborne Maelstrom


Eldur
Thu Sep 18, 2003 10:22 am
#34

I agree with what you have posted. You are doing a wonderful job representing the Ranger class.



Thanks,


Eldur Longbow

Mynroe
Thu Sep 18, 2003 10:35 am
#35

way to go! it was elaborate, articulate, and organized. very nicely done, and please keep up the fabulous work ^_^



-=-=-
Jenyme Fujikuro - Starsider - Ranger 4344, Sharpshooter 1102
-fishing-- the only nerf-free pasttime left-
NRaas
Thu Sep 18, 2003 10:38 am
#36

"How is that related to hunting? Exploring? This doesn't seem like a ranger activity"


- The Exploring and Hunting portion would of course come from finding the optimal spot to place the trap, not in the use of the trap itself.


"Conceptually, shouldn't there be a finite number of creatures in the world? Would it be possible to drive a species to extinction from over-farming?"


- That concept is defined in the Resource shifts. If too much of the resource is harvested, a new shift will occur sooner for that resource.


- So, yes, you could hunt a resource to extinction.


----


- But yes, the idea of Harvester Traps is a controversial issue among the community.





Ranger Threads
State of the Profession
The Outdoorsman
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EvoBeck
Thu Sep 18, 2003 10:58 am
#37

The list looks good. The only thing I would change is that I would still like droids to show up. I want to know when imperial droids are around etc.


Just like pets this can be a benefit or pain depending on what you are looking for.


I would like both Pets and Droids to be optional so that everyone can be happy. I checked today and I can't see factional ATST's even when they are right on top of me. How hard could those be to track? I have yet to try on a NPC ATST.




Beck - Bloodfin
NRaas
Thu Sep 18, 2003 11:09 am
#38

"The only thing I would change is that I would still like droids to show up. I want to know when imperial droids are around etc."


- Agreed, they just shouldn't appear in the animal listing.


- I'll add a note for an option to list themas a separate option.


- The question is whether droid tracking is the perview of the Ranger profession at all. Many droids fly and certainly wouldn't leave any tracks.





Ranger Threads
State of the Profession
The Outdoorsman
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MrWraith
Thu Sep 18, 2003 11:36 am
#39

Has anyone brought up the idea of nesting the foraged items we gather? It seems weird we can carry up to 100k units of any resource type in a single slot, but we can only carry 1 melon on the same single slot. I'm not saying carry an insane amount, but 10-25 of the same type of item in a single slot doesn't seem like a game unbalancer.


Esiom


Novice Ranger/Kauri

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