Ranger Archive
Thread: Just To Clear Things Up: HTFB
huggaa
Sun Dec 19, 2004 1:54 am
#27
Why dont they just make it so that the electic fence or force field acts as a see thru wall and just like a normal walls things can aggro they just cant get to you?
lootranger
Sun Dec 19, 2004 3:16 am
#28
I dont complain much, but this is pure crap. There is not a damn thing that could be done in a working (as advertised) camp that cant be done in a house. There are so many more major exploits out there than this, and they arent doing anything about it. These are reasons i cant stick with this game for more than a week or so at a time. I started playing this game in march and i loved it for a while. Then things start to get a little old after you set up your very first htfb and every aggresive creature around you aggros on you. Some of yall are happy that they finally acknowledged some of our problems. Wow it only took a year and a half, that must be some kind of record. They know about these problems they just dont give a rat's ass. If they truly didnt know about any of these problems then they arent doing the job they get paid to do. If thats the case then thats flat out incompetence. Weare a very small minorityof the player base. Translation we arent Bounty Hunters or Jedi.
Honestly, do any thnk they care even a little bit if every Ranger quit this game. If we did it wouldnt hurt them any. They will still get their paycheck.
Message Edited by lootranger on 12-19-2004 02:18 AM
frightwig
Sun Dec 19, 2004 9:13 am
#29
What should be explained is how do the devs see a HTFB being exploited?
We need an answer on what exploit they are trying to avoid. If they would state their concerns, or if we could have those exact concerns relayed here, we can have arguments to counter it or come up with alternatives.
Otherwise we're rehashing the same old ideas, with no solutions and without a clear understanding of what needs to be changed and why! (Do they even have any suggestions on a purpose of a camp?)
For an example of how a HTFB can be used to repel creatures, walk into a PvP (defunct) battlefield. The creatures outside the laser fence turn white on radar, meaning you can no longer attack them. This type of code is already in the game. The only problem I see is people running into and out of the camp for safety. Exploit solution? Anything aggroed before the camp was dropped, or aggroed outside the camp safe zone will continue to aggro and ignore the laser fence.
We need an answer on what exploit they are trying to avoid. If they would state their concerns, or if we could have those exact concerns relayed here, we can have arguments to counter it or come up with alternatives.
Otherwise we're rehashing the same old ideas, with no solutions and without a clear understanding of what needs to be changed and why! (Do they even have any suggestions on a purpose of a camp?)
For an example of how a HTFB can be used to repel creatures, walk into a PvP (defunct) battlefield. The creatures outside the laser fence turn white on radar, meaning you can no longer attack them. This type of code is already in the game. The only problem I see is people running into and out of the camp for safety. Exploit solution? Anything aggroed before the camp was dropped, or aggroed outside the camp safe zone will continue to aggro and ignore the laser fence.
Message Edited by frightwig on 12-19-2004 11:15 AM
lootranger
Sun Dec 19, 2004 9:41 am
#30
Now that i got a chance to sleep on it I've came to the conclusion that this sint that bad. i can see it now: all 20 of us Rangers unite to set up a HTFB outside of AH to grief noobs. We cant have that now can we?
/sarcasm off
I also realised that we are more than likely to be the first porfession to get nerfed on a skill that doesnt even work.
Rancorrider4
Sun Dec 19, 2004 10:27 am
#31
Owen-Lars wrote:
Rancorrider4 Wrote:
"Why did they go through the trouble of advertising this as a "perk" of the profession if they viewed it as an exploit?"
Lots of things changed in beta, some things never got updated. Most things such as the agro repellant would of most likely got put on the 'to do' list when they were looking back at ranger but obviously all this went out the window and everyone was shifted to player cities and vehicles. When they were working on it initially i bet all looked good but as they play tested (most likely in beta) they found it was very exploitable so changed it.
Dontbother getting angry about it, that doesn no-one any good, i would rather them put in a repelling system that works than have one that can be exploited. As fodder said lets focus our energies on putting forward an alternative repelling systemthat cannot be exploited such as the many dicussed already and keep the anger forTeam H**Tpants
Uhmm. I wasn't angry, nor getting "bitchy". I was merely asking questions I felt were important. Owen you missed the part of my post where I "respectfully" requested that you ask the Dev team what camps are for in Star Wars Galaxies. I was not flaming, nor was I yelling.
I think we, as a Community, might have a better understanding of where we are, if the Dev Team would answer that one simple question. What is the purpose of a Ranger Camp in Star Wars Galaxies?
VERY respectfully,
Oppma
Fodder650
Sun Dec 19, 2004 10:43 am
#32
Would you guys please stop treating this thread as some hyper deep what do we stand for post.Its not its meaning in life is real short and simple. Come up with something the HTFB can do, beside BF healing, that would approximate the forcefield in the description.
Thats it, thats all. This is not an addedum to the whole outdoorsman post or anything. Just a simple "Ok i think it should conceal us, mask our scent, hide us from the enemy, cause the creatures to be intimdated when they see it, stun the creatures within 10m of it".
So please stay focused. We have plenty of other threads to talk about the deeper meaning of our profession. Lets not miss this oppurtunity
Thats it, thats all. This is not an addedum to the whole outdoorsman post or anything. Just a simple "Ok i think it should conceal us, mask our scent, hide us from the enemy, cause the creatures to be intimdated when they see it, stun the creatures within 10m of it".
So please stay focused. We have plenty of other threads to talk about the deeper meaning of our profession. Lets not miss this oppurtunity
Hakai
Sun Dec 19, 2004 11:17 am
#33
any way to set it up so that anyone that attacks a critter outside of the camp gets the boot?
Would kind of act as a deterrant wouldn't it?
Ted: "Hey Zeak! Quit looking at them Grauls like that and get over here for your steak!"
Zeak: "That damn graul has been staring at me funny! Eat blaster!!!!"
*Zeak, thinking that his party will back him up when thecamp disbands, is suddenly hurled to the edges in plain view of the hungry animals*
Ergo, if someone wants to try to attack something while in relative safety, they'll have to keep itON Safety.
Asecondnotion would be to make it so that you have to disarm your weapon before entering camp. Once you arm it, you get ejected. Kind of lets the camp stay there and allow everyone to be ready if they want to attack something.
Can anyone think of an exploit? I think the equip timer would work as a kind of deterant from jumping in and out of camps.
So if you're being chased, you can run for the relative safety of the camp but have to disarm your weapon. If you have the weapon armed, the camp boundaries act as an invisible wall and you have to spend an extra few seconds running around the edges.
(note, i think this should be limited to the HTFB, so that not everyone can get a safety zone by just getting novice scout).
Tarnak_Archvold
Sun Dec 19, 2004 11:57 am
#34
Hakai wrote:
A second notion would be to make it so that you have to disarm your weapon before entering camp. Once you arm it, you get ejected. Kind of lets the camp stay there and allow everyone to be ready if they want to attack something.Can anyone think of an exploit? I think the equip timer would work as a kind of deterant from jumping in and out of camps.So if you're being chased, you can run for the relative safety of the camp but have to disarm your weapon. If you have the weapon armed, the camp boundaries act as an invisible wall and you have to spend an extra few seconds running around the edges.(note, i think this should be limited to the HTFB, so that not everyone can get a safety zone by just getting novice scout).
* TKA's they do not have to have a weapon armed, and with lunge attack they can hit up to 20 m away.
* Traps.
* Grenades.
* Rocket Launchers and the commandoes heavy beem weapons.
* Disease/Poison packs of Combat Medics (or the use of range stim)
* Creator Handlers commanding pets.
* Anyone with combat droids/faction pets.
* Any kind of DoT's applied before entering the camp.
There are many ways to do combat besides using a weapon in ones hand.
Hakai
Sun Dec 19, 2004 2:10 pm
#35
Tarnak_Archvold wrote:
* TKA's they do not have to have a weapon armed, and with lunge attack they can hit up to 20 m away.
* Traps.
* Grenades.
* Rocket Launchers and the commandoes heavy beem weapons.
* Disease/Poison packs of Combat Medics (or the use of range stim)
* Creator Handlers commanding pets.
* Anyone with combat droids/faction pets.
* Any kind of DoT's applied before entering the camp.
There are many ways to do combat besides using a weapon in ones hand.
Very good points!
So then why not just set it up so taht anyone that is in combat (someone else mentioned this) cannot enter a camp, and if they try to initiate it while in one, they get moved outside?
Cango
Sun Dec 19, 2004 2:15 pm
#36
Let the camps take about 20 seconds of standing still, not in combat, to place. This keeps people from setting it to escape a fleeing gorax.
When your in the camp, creatures will not aggro you. If you attack a creature, it will attack you, and come into your camp. If *anyone* attacks a creature and runs into your camp, your camp is no longer anti-aggro from that creature, or any of its social friends.
The HTFB as far as being anti-agro, should be to prevent agro, not escape or defend.
When your in the camp, creatures will not aggro you. If you attack a creature, it will attack you, and come into your camp. If *anyone* attacks a creature and runs into your camp, your camp is no longer anti-aggro from that creature, or any of its social friends.
The HTFB as far as being anti-agro, should be to prevent agro, not escape or defend.
Hakai
Sun Dec 19, 2004 2:25 pm
#37
make it5 and you have a deal......20 seconds is like forever when you're standing in one place. You have to remember it takes about 5 or so seconds before the server registers that you're standing still.
Owen-Lars
Sun Dec 19, 2004 4:32 pm
#38
Rancorrider4 Wrote:
"Uhmm. I wasn't angry, nor getting "bitchy". I was merely asking questions I felt were important. Owen you missed the part of my post where I "respectfully" requested that you ask the Dev team what camps are for in Star Wars Galaxies"
Im sorry if you think i was having a go at you but i wasnt, i was simply highlighting the degrading tone of the thread. Some genuinly interesting ideas where tossed around early on which have lots of potential, but then things started getting to the point where we were dicussing the larger meaning of ranger in swg which like fodder said, isnt for this thread. The devs know that camps are not as they should be, they are more or less worthless but knowing is one thing, finding the dev time to do something about it is another. They are open to suggestions, they like the modular camp ideas, they plan to revamp ranger but things take time especialy when you consider the massive scope of the CURB.
There is no point asking the devs "what camps are for in SWG" because we already know the answer and so do they..... which is...... nothing much at all at this time. Thats not to say they always will be, infact in all likelyhood quiet the opposite. The devswant to do something about it, as do we (passionatly) but finding the time to do the changes is another area all together (although much more likely now that the dev team is getting beafed up considerably).
All we can do is crack out inspiring ideas that the devs can read and hopefully base the new ranger systems on. All im asking for is that we develope some ideas that we can push for.
As for finding out how the system is exploitable... do we realy need to know? The devs made a system or designed a system and their set up was exploitable, thats it. Just because their ideas for a repelling system where exploitable doesnt mean we cant suggest a way with no possible exploitable areas.
Ok back to the ideas. Anyone have any opinion on camps giving creatures with a certain radius of the camp a repelled state? The state would disapear if the creature engaged in combat (if then goes back out of combat in an occasion such as killing the attacker then the state is reapplied). This state would make the creatures slowly move to a perimater around the camp giving a safe zone around the camp for the inhabitants. This idea wouldnt require a camo/mask/camped system as you wouldnt need it, there would be no animals near enough to agro so unless someone trains a beast into the camp, you should be 100% safe from agro.
Any more thoughts?
Owen-Lars
Sun Dec 19, 2004 4:41 pm
#39
Hakai Wrote:
"Ergo, if someone wants to try to attack something while in relative safety, they'll have to keep itON Safety"
I like this idea. Reminds me of being ejected from AH Tavern because i gained a TEF. I cant think of any way this could be exploited, as it wouldnt handle a camp much like a house, where you cant enter under certain conditions, instead of TEF it would be combat instead.
Having to unequip your weapon would be fun too hehe but im happy just for the combat kick out system.
Question: Would a player be basically imune to attack then if he was inside the camp and not attacking? Such as if i was in group and my frield went off on one and started attacking a super nuna and died right next to the camp, could the critter have a chance to turn around and agro ontome or would anyone inside the fence be unattackable from an agressive creature standpoint?