Ranger Archive
Thread: Top 5 WEEK 2
Raverbane,
Trophies have been mentionned several times in this forum. While I agree that it would be a cool gimmick to have, I really think that there are other pirorities. After all,wouldyou prefersolid improvements to yourcombat and support abilities or would you rather have a rustically decorated cabin with a boar's head over the fireplace? I'll take the combat skills. ![]()
1) Foraging : Agree. It should give some exp like surveying. And it should add to Frontiering.
2) Camping : I think a General Crafting Station is useless, because a Ranger is a HUnter, not a crafter. He will never crafts weapon or droids. A food/Chemical, instead,is well worth since in the field medic runs out often of medicines and a food/chem is unvaluable to craft things better. Also, the fact of implementing healing BF after Frontiering III camps would have a real meaning to be a high skilled ranger
3) Tracking : AGREE !!!!!!!!!!!!
4) Trapping : Agree.
5) Grouping : Add conceal to NPC's work like Duramar suggested (only for radar and only after Wayfaring III at most) and maybe a ConcealGroup Skill at Master Ranger Level. Do all this (and all before this, especially a LURING SKILL)and rangers would be unvaluable for grouping (imagine a character who can give BF healing space in the wild, who could root mobs, who could LURE !, who could conceal to investigate, who can tracks mobs ... UnvaluableI call him, A MUST for high levels groups)
Hi everyone -
I'm currently a Novice Ranger and only in the beginning stages (wayfaring 1 & 2 and trapping 5 & 6) so I'm probably not as experienced as some of the rest of you, but I did have a few comments considering I plan on mastering Ranger.
- I whole-heartedly agree with the idea of =luring= really aggressive mobs that help protect each other and lure ONE at a time with traps. This should be a Master Ranger ability in my opinion and would make a Master Ranger invaluable to a group (even though the Ranger profession is more geared towards rogue-ing in combination with another brawler profession).
- Also make the traps more like traps rather than grenades please. We should be able to set a trap which would lure the closest mob. We should be able to drag this trap away from the mob's breathren and have the particular mob in question follow (just the one). Again, make this a Master Ranger ability or trap so not everyone can do it. I really don't believe this would make the Master Ranger all-too powerful since the mob you want to draw out one a time could be potentially a lot more powerful than the Master Ranger. And if it's an issue of imbalancing Master Ranger with another profession (Master TKA, for example), make Master Ranger more expense in the skills! But intuitively, luring mobs (even the higher difficulty levels) should be something a Master Ranger should be able to do!
- I would like to reinforce the suggestion about camps healing BF. Of course, make sure that an entertainer is present so we don't screw that profession. Ranger camps are so useless in groups other than the very requirement to reach Master Ranger.
Don't fight for the removal of any crafting machines...I use my food/chem machine daily.
Improve the already exsiting camps, don't remove something to add something else.
Foraging - What about the 'items have beed discarded because your inventory is full' bug? And not receiving multiple items at high levels?
Traps (Scout and Ranger) - Trap effectiveness ie Durability. Traps Seem to stick longer when made of higher Decay Resist materials. Or is this only a function of our +Trapping mods? It's a difficult area to test, especially in the heat of battle and half of the traps having no 'state' icon on the mobs con. If traps duration is only effected by our skill levels, then why the 100% DR requirement in the schematics?
Currently, using the highest DR materials i can find 800s 900s i cannot make a trap that is higher in durability than the low 30s. This is Nothing compared to what and Artisan can do with experimentation points (ultimately in the 100s). Do we have to all become Master Artisans to make more effective long lasting traps? And yes, traps can be experimented up.
This may not seem important now. But if the quality of the trap truly figures into the equation, then it will be critical on very high level mobs with specific and higherresists and perhaps the ability to break earlier from lower quality traps due to their level. I think this is an area that really needs to be clarified and perhaps fixed before the Devs think that they are 'done' with us.
In a nutshell, trap duration quality, if it works (and it should), should not be dependent on Artisan skills. That's right. Experimention points for Traps and Camps for each level of skill. That's why the top Field base has a general and weap crafting station. But it's not useful if we cant use it to experiment.
It almost seems as if the Devs couldnt decide what profs would mesh well with Ranger. Artisan? Rifle? CH? There isn't enough skill points to go around.
Oops sorry Mineras, I see you addressed the foraging bug in your Week 2 Final submission.
But I also think you missed the boat in that submission on Traps. Set traps that you leave and return to vis a vis dynamically spawning mobs will be a coding nightmare for the devs and clutter up the database even more. I don't even think its an efficient way to harvest. Far more time consuming than simply killing mobs. I don't have a problem keeping a good stock of resources via hunting. But i do agree that higher yeilds for Rangers would solve thier money and and traps/camps stock problems without a lot of additional code and without turning them into mini Artisans.
Setting up Ranger harvesters to go do more 'Rangerly' things, is itself not very 'rangerly'. Again, upping looted resource yields solves these problems.
(Some of the Ranger's monetary problems stem from an economy where Artis won't pay more than 3-4 credits per piece for harvest resources because that is what they charge for mined minerals etc.. Artisans have yet to acknowledge the difference between mass harvester produced resources that can be obtained by turning on a machine and walking away to do other things, and time and energy intensive hunting for bones/hide/meat. This probably isnt fixable via code.Perhaps rangers/scouts doing a bit of price fixing and scouts moving up to other professions in favor of selling harvest, making our commodities rarerwill resolve this.)
Please take a look at my post above regarding what I feel are the real issues with Traps atm. (broken Ranger AE traps excluded) Traps Do work, and they do make Ranger a valuable group member. They need defintion and some fixing up though.
Much appreciated,
Waeyness Tamm
Hello hello , and thank you for working on our behalf
Now , don't forget to include the fact that foraging for a rare item does not work ... it says there is no room in the inventory and the item is discarded . This happens even if your inventory has a big fat ZERO items in it .
Ummm , yeah I would add that the additional resources we are supposed to get with improved harvesting skills doesn't offer much of an improvement of a master or even a novice scout .
The camps are lame and hopefully they will add a hunting blind that offers us a few more shots at the MOB before it detects us .
Trapping , or " bombing " as I call it now - these are not traps - is lame . Only one trap is of consistent usefullness and that's the slow trap . The glue trap is buggy and the others suck .
Thanks again and peace
Jon
Mineras, area effect stun and blind are great skills. AND they are a reason to have a ranger in your group. Many creatures attack in packs when one of their party is provoked. For this reason you need those skills, and for those skills you need a ranger.
If you don't believe me take a party SW of Mos Espa into the mountains and attack some mountain dewbacks. Don't use your area effects and see how fast your group gets wiped out.
Repeat this drill a second time and you will probably win using those area effects. Both of those greatly reduce the chance to hit of your opponent and are invaluable in attacking pack creatures.