Ranger Archive
Thread: Time to rock the old boat. I say remove foraging!
- Effect Duration Increase
- Increased Chance To Stick (yes i want to trap large beasts)
- Increased Charges
- Faster Speed (like have to wait 50% less time before you can perform another move)
- Reduced HAM Special Cost
Only 1 enhacment is allowed per trap so you have to make a choice what area you increase.
Camps:
Camp interaction with foraged items work in a similar way to traps although this time they give camp benefits to anyone who happens to be inside the camp perimeter. When camps get thier revamp (possibly into the modular aproach) there should be an optionalcamp fire enancement slot.This slot can be filled with any of the buffs oritems you make from foragedparts. The idea is that you can put certain items in the fire and the burning of such items distributes its effects (ill be it a dilluted form) between the members of the camp. Below is a small list of how they would effect the camp:
Gumglak Serum: Dispells 5 poison effect from any player in the camp every 5 seconds.
Antlak Solution: Dispells 3 disease effect from any player in the camp every 5 seconds.
Endrian Sumi: Gives all players in the camp a 30 minute 10 poison resist buff.
Falmak Tipclaw: Gives all players in camp a 30 minute10 disease resist buff
Anyone these are just some scribings of a dreaming ranger hehe. I hope they help toget my take on the concept of foragingacross.
JeCy wrote:
preach it man... ranger is about survival and being on your wits.. How many of these whelps go out and hunt for a week strait in the wilds of yavin or endor and not come back to civization once.. no mind buffs, no doc buffs, no groups, no missions terminals, no freinds no bf heal, no nothing..... Just you, and the great unknown. and then come back with 150k of a haul.. get a clue before you go takling about taking away the DEFINING tree in ranger/rant=OFF
Je'Cy
If Foraging defines Ranger I'm not doing it right I guess.
I have to say I agree with the chuck foraging thing - why ask for lesser verions of skills other people can provide when we can concentrate on getting unique skills that will be just ours?
If foraging is truely loved and used, let it be beefed up in the Scout line where it will be more useful. Mini-buffs and resists that are inferior to chef foods and Doctor buffs are really useful to the new player who cannot afford these things. Why give a beefed up version to the established players and keep the crappy version for the new ones?
If I was given a choice between beefing up foraging to provide food buffs and resists and such, OR changing the foraging mod into a trophy mod I would totally go for the trophies.
Buffs & Items
Foraged items in their raw unprocessed form can provide the ranger with small temp buffs that can be used during combat or infact any other time. However these bonuses are weak and are not intended to be purly used in their raw form. Where they realy shine is when they are used as components in powerfull self buff items. The idea is that foraged items when mixed with creature looted items and other foraged items create very powerfull and usefull effects. Below is just small selection of what could be used:
Gumglak Serum
Requires:
- 1x Gumglak Root
- 1x Simoseo Resin
- 2x Magla Fruit
- 2x Generic Poison Gland (see loot revamp document)
- 1x Foraged Rain Water
- 10x Insect Meat
Effect:
Dispells 120 poison effect from ranger
Antlak Solution
Requires:
- 1x Antlak Leaf
- 1x Simoseo Resin
- 1x Kashmal Seed
- 1x Disease Sack
- 1x Foraged Rain Water
- 25x Carnivore Meat
Effect:
Dispells 15 disease effect from the ranger
Endorian Sumi
Requires:
- 1x Foraged Rain Water
- 1x Kashmal Seed
- 1x Magla fruit
- 1x Poison Gland
- 5x Endorian Insect Meat
Effect:
Increases poison resistances by 50, lasts for 1 hour,5 charges, can only be applied to the ranger.
Falmak Tipclaw
Requires:
- 1x Foraged Rain Water
- 1x Simoseo Resis
- 1x Disease Sack
- 5x Yavanian Carnivor Meat
- 5x Yavanian Avian Bone
Effect:
Increases disease resistances by 25, lasts for 1 hour. 5 charges, can only be applied to to the ranger.
Other such buff items could have effects such as: (btw, HoT means Heal over Time)
- Melee Defense (Meditative Herbal Tea)
- Burst Run Recovery (Lactic Neutraliser)
- Bleed Recovery (Makeshift Bandage)
- State Immunity/Cure (Mind Snappers)
- BF HoT (Theraputic Chewing Root)
If you are reading these please remember that these are Ranger only items, can only be used by rangers, crafted by rangers and therefore only support the rangers survival specialities rather than replace medic or doctor importance or functionality.
Traps:
With traps, as stated above there is an option in the crafting process that allows you to add an enhancer to increase a various trap trait. Although not all foraged items can be used as trap enhancers, a selection of them would give these effects and will clearly represent this upon examining:
- Effect Duration Increase
- Increased Chance To Stick (yes i want to trap large beasts)
- Increased Charges
- Faster Speed (like have to wait 50% less time before you can perform another move)
- Reduced HAM Special Cost
Only 1 enhacment is allowed per trap so you have to make a choice what area you increase.
Camps:
Camp interaction with foraged items work in a similar way to traps although this time they give camp benefits to anyone who happens to be inside the camp perimeter. When camps get thier revamp (possibly into the modular aproach) there should be an optionalcamp fire enancement slot.This slot can be filled with any of the buffs oritems you make from foragedparts. The idea is that you can put certain items in the fire and the burning of such items distributes its effects (ill be it a dilluted form) between the members of the camp. Below is a small list of how they would effect the camp:
Gumglak Serum: Dispells 5 poison effect from any player in the camp every 5 seconds.
Antlak Solution: Dispells 3 disease effect from any player in the camp every 5 seconds.
Endrian Sumi: Gives all players in the camp a 30 minute 10 poison resist buff.
Falmak Tipclaw: Gives all players in camp a 30 minute10 disease resist buff
Anyone these are just some scribings of a dreaming ranger hehe. I hope they help toget my take on the concept of foragingacross.
THAT is a work of art. MyMaster Rangerhas been sleeping and dreaming of a future like the one above. I became a Ranger for 2 reasons. The first was to be able to wander hostile environments without killing the inhabitants. The second was to be able to live off the land using my skills and knowlege of the world around me. My hope was that as a MR I would be totally self-sufficient, able to live in the wilderness till the need for social interaction lured me back to civilization.
It's pretty amazing that with only the teachings of 3 Pistoleer blocks, I can remain alive in a hostile environment. Yes, I am one of those Rangers that also carries the title Master Creature Handler. I am not an efficient killer, I am a Ranger. My creature companions, fed with the foods I forage, often give their lives as a distraction while I run the other way.
I was nicknamed Bait Lady early on. I never liked the title but I would hate to lose the skill.
While pet stims are certainly more effective in healing damage,they are also expensive and I only use them when my pet is near death. Foraged food will completely heal wounds sans mind at no cost to me. To use Chef's Food Buffs on pets is just a waste, not to mention, Chef food isn't cheap either. I use BE pets and I do use pet stims, so I'm not against BE's by any means. I'm just more thrifty. I also use Chef foods but where they work best, namely me: milk, brandy, canope and steak. Would you feed your real pets any of these things (well, Canope perhaps but how many people have that in their cupboards?)
Dariane_Kamutsovy wrote:
NlMH wrote:
As a MR and a MCH, I find Foraging to be essential in keeping my pets healthy but more than that, it does add to the play experience of simulated outdoorsman behavior.
As fellow MR/MCH i completely disagree here. To keep my pets alive, i use the special petstimpacks from the BE or foodbuffs from a Chef.. These are way more usefull then anything foraged yourself.
Which, being a MR sounds really stupid to me, so that imho (and lots of others Foraging is borked).
Message Edited by NlMH on 01-22-2005 11:44 AM
JeCy wrote:
preach it man... ranger is about survival and being on your wits.. How many of these whelps go out and hunt for a week strait in the wilds of yavin or endor and not come back to civization once.. no mind buffs, no doc buffs, no groups, no missions terminals, no freinds no bf heal, no nothing..... Just you, and the great unknown. and then come back with 150k of a haul.. get a clue before you go takling about taking away the DEFINING tree in ranger
/rant=OFF
Je'Cy
I will never let Ranger become a profession that is defined by bending over and picking crap up off the ground. That is NOT a Ranger. You say that you want a Ranger that can be alone in the wilds and have no concerns? If we make the inherent skills I outlined, we will have just that. Make no mistake though, the devs will never make a profession that doesn't have to have any interaction with anyone else.
So, tell me how Ranger is defined by foraging?
Calculus_Entropy wrote:
I think that when we have our revamp, we ask that foraging be removed instead of beefed up. It is a relic from beta that should not have made it into the live game (at least that is my understanding..I have not Dev quote, so this is not an official statement). It has been suggested the we should be able to forage various items to help us in the field:
- Mini-food buffs: People think we should find foods that give mini buffs (lower power and less duration) similar to Chef foods. My response is, we have Chef foods, so why do we need crappy versions of them?
- Resist Buffs: People think we should be able to forage foods that give us defense vs. creature derived poisons and diseases. I think these should be inherent skills that allow us to avoid damage from poison and disease.
- Healing Herbs, etc: Herbs that allow us to heal ourselves? Bring a medic.
So, who here is with me?
Feel free to argue for either side (I may have to clarify my points/reasoning).
I think the opposite, I'd like to see one whole branch of ranger devoted to herbalism, to bring a useful crafting dimension to the profession. We'd need forage for that.
Why? Why make us into Medics?
DaveG wrote:
Calculus_Entropy wrote:
I think that when we have our revamp, we ask that foraging be removed instead of beefed up. It is a relic from beta that should not have made it into the live game (at least that is my understanding..I have not Dev quote, so this is not an official statement). It has been suggested the we should be able to forage various items to help us in the field:
- Mini-food buffs: People think we should find foods that give mini buffs (lower power and less duration) similar to Chef foods. My response is, we have Chef foods, so why do we need crappy versions of them?
- Resist Buffs: People think we should be able to forage foods that give us defense vs. creature derived poisons and diseases. I think these should be inherent skills that allow us to avoid damage from poison and disease.
- Healing Herbs, etc: Herbs that allow us to heal ourselves? Bring a medic.
So, who here is with me?
Feel free to argue for either side (I may have to clarify my points/reasoning).
I think the opposite, I'd like to see one whole branch of ranger devoted to herbalism, to bring a useful crafting dimension to the profession. We'd need forage for that.