Ranger Archive
Thread: State of the Profession (Feb 29)
Superior posting
Nice... lets get it all and fast ! should have read your posting before i made my so and so posting...
/Gost
A suggestion for the Market Place for organics:
a Ranger can flag an outstanding order as 'working on it'. It won't make the order exclusive to them alone, but then at least other people can see that order is about to be filled, avoiding headaches caused by one Ranger seeing the order and spending a day to fullfill it, only to find another Ranger already did so when he returns to deposit the stack.
It might induce grief in the form of people trying to quickly go and hunt for orders already flagged to get them done before the flagger does.
A Ranger may also flag one order at a time to avoid one guy flagging a whole bunch hoping no one will touch those.
However, it avoids headaches from people coming back after long hours/days of hard work only to find they'll have to find a different buyer. Personally, I have yet to see any Rangers in-game (counting non-holo-grinders only) who weren't friendly, so Im hoping the griefing issue won't be an issue at all.
Just a small item, but it might prove useful.
I would like to see our camps not expire when going into combat. There isn't a very practical reason for doing this, and all kinds of reasons for getting rid of it. The Ranger camp needs to be a safe haven out in the wilderness so that aggro creatures won't attack when someone is inside of it. If I'm almost dead, I want to be able to run to my uber field base and be safe and healing. This could be a great way to increase the value of camps when hunting really tough creatures.
I'd add this to the "Traps" section of GAMEPLAY:
- Traps fail far too often, especially at higher levels of trapping skill
- At higher levels of trapping skill, traps should almost never fail against creatures under a certain challenge rating
See, I mastered Ranger before I got very good at my combat profession (I cared about mastering Ranger more, is all). So when I mastered Ranger I was throwing traps against challenge level 13 creatures and everything seemed kinda okay. The bug where some traps (espeically the last ones in the stack) wouldn't have any affect was annoying, but I didn't get many failures. Now I'm fighting around challenge 25 creatures when I solo and much bigger ones when I group. My traps have about a 60% success rate against the level 25s. It seems that if you're going to master Ranger, it should remain useful as you progress in your combat profession, without requiring you to get something like a trap launcher.
Ideally, traps would have about a 80% success rate against a creature that an unbuffed Master (of any combat profession) could solo, and would have a 100% success rate against anything under challenge 20. Instead it looks like I should expect about a 20% success rate once I master Pikeman. That's pointless.
1) I have heard some or most of these suggestions in game. Strangely enough I have never heard the idea of hunting lodges. I totally love that idea. If you remember the Ewoks movies - there were make-shift houses on the advanced planets (Endor). Very Wilderness-Like. I guess the hunting lodges would be similar to the merchant tents, except I feel that Rangers should be able to make the cabins with an extraorindary amount of resources. I think the cabins should function the same way as the camp does when its placed, in that the ground will adapt. Also (maybe its just me) but I think that the cabins should only be buildable in 'outdoorsy' areas - that is - away from civilization. The devs can implement this by doing a nightly maintenance that creates a 'wilderness zone' for each planet/server based upon distance from the current municipal zones. When placing a cabin, you can only build in wilderness zones. Would also allow devs to have control on where things are built on non-buildable planets.
2) Outdoorsiness can be done easily by the devs by borrowing already-implemented game features:
a) Make /forage (scout/ranger) get floral ingredients such as tubers, fruit, veggies,etc (survey)
b) Make /pillage (ranger only) get wood and perhaps stone ie. necessary for cabins?) (survey)
Make a certain type of resource per planet only attainable through /pillage. Then use that
resource to make other game items (other professions need us, and not scouts)
c) Using creature harvests and /forage ingredients, allow rangers to have recipes like chef, but
for outdoorsy meals (beans). Limited foods, much less buffage than chefs, and all buffs
relative to what is done in the wild. (Artisian/Chef)
d) Use lots to deploy trap containers. Put existing traps or newer direct damage traps (like
grenades). (Basically a minefield - may have to do some work so critters can be affected by them)
e) Build make-shift housing. Requires LOTS of wood, hide, etc. High decay rate (whenever they
implement it) (Architect)
Requires resources instead of cash for maintenance (like faction bases)
f) Give scouts and rangers the ability to detect camps within 500m (ie. You see the smoke 100m to NW)
Also its a way to draw people to a camp instead of setting up another camp (in the
wilderness you tend to meet other people most often by seeing their camp fire)
PS - great post
-You go out, do some killing with your group.
-After a while, your group has BF and wounds.
-A 20 minute camp in a high quality camp kit gets the party back on track.
-If you let the BF or wounds go higher, camps can't heal it. For example. BF 0-25, normal healing. BF 25-50 (80% less healing). BF 50-100 (95% less healing ie. EXTREMELY slow). BF over 100 doesn't heal - you need a lapdance. Similar outcome with wounds.
Its simple and it works. Entertainers WILL complain, but they are no different than docs in this regard... Camps can heal injuries and wounds, how come they can't rest the mind and muscles.
So basically camps are worked into the hunting equation like this: If you camp often - the party stays in good health. If you are in a hurry and don't want to - you're gonna need a trip to town.
As Ranger is my prefered profession (though I've dropped it 9 times to pursue the holo-grind!), I have to agree with many of the statements here that state that there should be an outdoors Battle Fatigue solution. But, I think it should be limited to Field Bases (Ranger-level camps). The high-level camps have game boards, beds, medical canisters, crafting stations, etc. The only thing that you can't find in the field bases that you find in cantinas and medical centers is a microphone!
No one uses camps to heal anymore... they were only used to bring out your surgical droid, your pet or your bike... and now that's not necessary anymore. We would have a lot more Frontiersmen out there if BF was added to camping.
- /rescue doesn't work. When it succeeds, the effect is so paltry that it isn't worth it.
- /areatrack is a joke for anything but player hunting
- Master Rangers shouldharvest more than 30% more than a master scout
- Melee combatants have 5 terrain negotiation skill out of the whole profession thatthey can make use of
- Limiting the creature to-hit bonus to normal ranged attacks isn't good enough
- The HTFB is the only camp that's worth making because it has crafting stations and a bonus to healing equal to a medical droid. And those being the only two reasons to make the HTFB, there's almost never a reason to make a camp.
- Versus difficulty 22 creatures at the master Ranger level,traps fail about 60% of the time. Against creatures that any character with a master level in a combat profession can solo unbuffed, traps are worthless.
- Camoflauge barely offers any bonus greater than what mask scent gives you, so mainly it's only good for hiding non-scout friends.
Or you could even shorten it to this:
Currently the only reasons to be a master Ranger are:
- For flavor, because you like the idea of being a Ranger
- 30% bonus to creature harvesting
- For Riflemen, the terrain negotiation is helpful