Ranger Archive

Thread: Master Ranger needs a Crowning Jewel

ElElastic
Tue Sep 16, 2003 6:05 pm
#27

I havent readany posts about the cabin but here is a go:



The cabin is perminent until you place another one.


You recieve NO experiance from placing it or people using it (as your already master)


It acts just like a house - No stealing for example.



Another idea: A man trap that can get player characters OR have all the trapping abilities now able to hit players. This would make the Master Ranger a great mercinary as well.......

NRaas
Tue Sep 16, 2003 6:20 pm
#28

"I havent readany posts about the cabin but here is a go"


- Good guess.


- You can find more information in the State of the Profession via my signature below.





Ranger Threads
State of the Profession
The Outdoorsman
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NRaas
Tue Sep 16, 2003 7:00 pm
#29

"How about the ability to be able to use forage to gain items used to make camo kits"


- That is on the list already. Please read the State of the Profession list available through the link below.





Ranger Threads
State of the Profession
The Outdoorsman
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jmatt
Tue Sep 16, 2003 7:12 pm
#30

How about the ability to be able to use forage to gain items used to make camo kits?


While I agree that forage is a useless Ranger ability and should be fixed so that it has some kind of functionality, I'm thinking the Jewel needs to be something a bit more special.


I haven't used a camo kit yet, mostly because there's no need to. And I probably won't until there's some compelling reason to do so. As I read in another post, you can see plenty of non-ranger players exploring the most advanced planets. How necessary could camo be?

Keito_Temreh
Tue Sep 16, 2003 7:35 pm
#31

More traps, traps that work on humanoids(including players) traps that work on pets. The ability to use humanoid level traps should come at the master level, giving people a reson to master and to keep the dabblers out. Our traps are above elite martial design, yet we can only use them to kill animals, since when do martial(military designers) make traps that only work on animals?


Remove the utterly rediculously rare components needed in camo kits, if i can't forage it, skin it, debone it, or use it's meat, blood and guts it shouldn't be in the recipe. My god, grease paint anybody?


Add more functionality to terrain negotiation, things that only rangers can do. Scouts can keep up with us, that just isn't right.


On camoflauge, why can't this be made to work in pvp? In eq a rogue when he stealthed was not only not visible but untargetable. Radar shouldn't even be an issue here,even if i'm on radar you shouldn't be able to target me for some time. We are men of the wild, the skill makes a true guerilla fighter if combined with the right combat skill. Rebels didn't fight the empire in big slug fests, we hit and run, used this very type of fighting. say 10 secs you can't be targeted would suffice.


Tracking range needs to be made larger, when we pick up a trail we should get something comparable to a waypoint arrow to let us know what general direction to head in. Not a point on the map but just a direction.


Camps need to be more varied, nuff said. More benefits to camps in general.


That pretty much covers my complaints, we are a great pve class with the potential to be so much more. Make us less one dimensional. People have complained since day one that CHs are too powerful, rangers are the counter they need.




Keito Tarmeh Master Bounty Hunter/Master Pistoleer Valcyn : Retired
Brant Hogan Master Combat Medic/Master Carbineer Bloodfin : Retired
Notam Vavaso Master Pilot/Master Carbineer/Master Bounty Hunter Chilastra : Active
jmatt
Wed Sep 17, 2003 12:32 am
#32

I figured this would just get lost in the State of the Profession post, so I'd like to break it out seperately. Thanks fior your forebearance.


All of the other problems aside (and they're mostly valid) the one major design flaw in this Elite Profession is that after dedicating all of those skill points for Master Scout and on up through Master Ranger, there is no crowning glory waiting for you there.


The title of Master needs some ability so compelling that it makes you want to reach it ... and stay there. I won't even venture a suggestion as to what it should be.


Ask a Master Weaponsmith or Master Armorsmith if he'd everrelinquish the title of Master anddrop back down to advanced, or expert level. They'd look at you like you were crazy.


Master Ranger has no such throne for you to sit upon and without one, this profession will whither and die.


Because once you realize that the title of Master holds nothing special for you and decide to surrender the box, you start to examine the rest of the tree. For reasons stated in a million other threads, you'll soon see that there'slittle reason to have the Wayfaring, Trapping and Frontiering trees, and only some of the Tracking tree. Those points can buy you a lot of other skills in different professions.


So unless and until there is some wildly special ability conferred upon the title of Master Ranger (like the ability to harvest an entire creature or somesuch) I see a slow and painful demise to this profession.

Dverr
Wed Sep 17, 2003 2:29 am
#33

I am only up two skill trees in Ranger, so I will only comment/suggest regarding those. Wayfaring and Tracking.(I will also comment from my perspective as a CH regarding the pet suggestion.)


Re: Wayfaing:1)It is my opinion that making the Ranger camo modifiers not apply to Maskscent was a dire mistake. The threads regarding Maskscent speak for themselves. We aren't happy with it's reliability. Return skill increases for Maskscent to the Ranger profession, so even if Scouts have an unreliable skill it becomes reliable in Ranger. Right now there is no reason to go beyond Master Scout for Maskscent since it maxes at that level. Conceal is equally unreliable since there is apparently no change in the chance of success/failure over Maskscent. Additional modifiers applicable to Maskscent, because Conceal is twinned with Maskscent, would carry over to Conceal. In short, make our two stealth skills Maskscent and Conceal highly reliable at Wayfarer and extremely rarely breakable at Master Ranger by increasing their effectiveness up the Wayfaring boxes and with a boost in the Master box. 2) What's up with four increases in crawl speed? Either get it to the point we crawl at Run speed and go from prone to upright instantly so we can Burst Run without a standup delay or just give us a bump in Run speed and dropa crawl speed increase or two.


Re: Tracking: 1) I think Tracking has some game mechanics issues so it will take a long time to improve tracking beyond what it is now. Specifically, the game doesn't "remember" nonmission spawn when they leave your HUD. So the tracking limitation with the current game mechanics is HUD distance. However, the Tracking skill on the horizon which allows waypointing a mob type could borrow code from Destroy Missions so that the mob type is spawned at the "Track Waypoint". This wouldpossibly entail a "warp" if thewaypoint were over a zoneline, but it would at least be reliable and would allow mob types to be "waypoint tracked" outside the HUD distance.2) Several improvements to this line's additional information regarding Creatures has been suggested, I won't reiterate them, but certainly some indication of the "assistiveness" of creatures should be on the list. Also, at Wayfaring IV several lower level mobs like Gualama Patriarchs and even some Gubburs and Vrelts don't display the fields Wayfaring opens up. The mobs whose database info is not complete should be completed so we aren't left guessing. 3) Harvesting a second resource at Tracking IV seems reasonable as well, since that is not a dabblers level, so the increase in resources entering the economy shouldn't significantly skew the economy.


Re: Additional pet levels at Master Ranger: An interesting idea. Point of information - nothing under +10 pet levels would be worthwhile. However, a Master Creature Handler only gets +15 pet levels. So a Master Ranger/4 4 4 4 CH would have essentially everything an MCH would have if the pet levels of Master Ranger (+10 pet levels) and CH were cumulative. On the other hand if they were not cumulative a CH who was over 1 1 0 0 would lose a valuable skill at Master Ranger (+10 pet levels) by virtue of choosing to be a Ranger/CH. That seems unfair as well. A lot to think about on this one. I think if this were implemented it would have to be in tandem with an improvement in MCH that would create a significant distinction between an MCH and a Master Ranger/4 4 4 4 CH. Specifically an increase in the pet levels awarded at MCH to create a significant distinction on the order of 25 to 35 pet levels, i.e. a Master Ranger/4 4 4 4 CH would have 65 pet levels, an MCH would have 90 to100. (The devs are being very resistant to raising MCH pet levels above the current 70). As it currently stands a Master Ranger/4 4 4 4 CH would have 65 pet levels and an MCH would have 70 pet levels. That really is too close. Limitations - to safeguard CH distinctiveness the additional pet levels would have to be restricted to Master level and nonaggressive pets. (Still, this would allow calling a Greater Sludge Panther, which currently requires Novice CH and two additional CH boxes, so it would be an enormous benefitto the Master Ranger for zero CH skill investment.) Bottom line, I think the Ranger community and CH community would have to come up with a package deal both could agree to and the devs would accept for additional pet levels to be implemented for Rangers. On the upside, an agreement by the two communities might be more favorably received than a suggestion from either community seperately.This is an idea that will require interdiscipline co-operation and backing I think.

Wolf_Scout
Wed Sep 17, 2003 6:47 am
#34

My thoughts and it probably is somewhere in the Nraas's list, I know we might get the Hunting Blind camp why not make this ONE of but not all the skills you get at Master ranger. Make this a kick ass hunting camp with great intial to hit bonuses, low detetction from Mobs etc, that people would be screaming for Rangers to group with. Make it Master only so every l33t fad fazing punk does not just go up a skill tree just for that. It is earned when you become master and something only a Master Ranger has the ultimate hunting camp.



"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
Fred_Skinner
Wed Sep 17, 2003 6:52 am
#35






jmatt wrote:

How about the ability to be able to use forage to gain items used to make camo kits?


While I agree that forage is a useless Ranger ability and should be fixed so that it has some kind of functionality, I'm thinking the Jewel needs to be something a bit more special.


I haven't used a camo kit yet, mostly because there's no need to. And I probably won't until there's some compelling reason to do so. As I read in another post, you can see plenty of non-ranger players exploring the most advanced planets. How necessary could camo be?





Actually I have found some really good buffs for my hunting by foraging. Trouble is you can't use themafter you log off (this is the food bug the Chefs have been hollering about).



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


TheWeaponsmith
Wed Sep 17, 2003 6:55 am
#36

This thread is funny, Im a BH on Scylla and Master BH is saying the same thing, ....we have no reason to hit master ....... I bet every class is saying the same thing. A note did you all know they added master of proffessions like as a last minute idea in Beta.



Roland Deschain
~ Master Smuggler - First Slicer on FarStar~
Black Diamond Inc. - Spice Vendor at -27 -5500 Coronet, Corellia and at 4767 -4080 Moenia, Naboo

"Out of order? F**k! Even in the future, nothing works!." - Dark Helmet - Spaceballs

TheWeaponsmith
Wed Sep 17, 2003 6:57 am
#37

Also the Rangers will not get traps for PC's, they are figuring out how to give that to BH's in their investigation line.



Roland Deschain
~ Master Smuggler - First Slicer on FarStar~
Black Diamond Inc. - Spice Vendor at -27 -5500 Coronet, Corellia and at 4767 -4080 Moenia, Naboo

"Out of order? F**k! Even in the future, nothing works!." - Dark Helmet - Spaceballs

jmatt
Wed Sep 17, 2003 9:16 am
#38

Actually I have found some really good buffs for my hunting by foraging.


The ones I've come acrossare so puny in comparison to Tatooine Sunburns, food buffs, spice, etcas to seem in consequential. And since I've been living out of my backpack for 10 weeks, it's already pretty darn full. All the foraged items did was jam my crafting tool (inventory full) the next time I stopped to make traps.

Fred_Skinner
Wed Sep 17, 2003 9:28 am
#39

spice for hunting is bad, I can see using it for PvP but I don't do that. I'm a RIfleman and I got a fungus that added some mind stats for quite a bit: not uber like a spice but decent enough to clear a lair fast. I don't want to wait for the downer to finish.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


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