Ranger Archive

Thread: State of the Profession (Feb 29)

EGO
Sun Mar 14, 2004 11:53 am
#27

Superior posting


Nice... lets get it all and fast ! should have read your posting before i made my so and so posting...


/Gost


GTOfire
Sun Mar 14, 2004 12:49 pm
#28

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.




--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
Volcun
Sun Mar 14, 2004 5:52 pm
#29

What I wouldn't give. With medics all carrying around their own personal 110med droids and people being able to call rides & petsanyware now it would make the HTFB actualy worth building when your not just calling it to show off.
Flenst
Sun Mar 14, 2004 6:04 pm
#30

I agree with that completely. The HTFB should work exactly like that, being the small city that it is. Of course, I can hear the developer argument that this would increase the number of missions people can run in a short period of time and would therefore inflate the economy further, but that was the same argument they made with vehicles and they introduced those anyway (along with a mission payout nerf). Still, it'd be nice to have that kind of functionality and would add to the game much more than it would detract from it.



Ottosek Flenst
Master Ranger and Master Rifleman - Shadowrealm, Naboo
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"Zwei Dinge sind unendlich: das Universum und die
menschliche Dummheit. Aber beim Universum bin ich mir
nicht ganz sicher." - Albert Einstein
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HeavyMG
Tue Mar 16, 2004 11:52 am
#31

I have a wish:

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.
Bihlbo
Tue Mar 16, 2004 6:03 pm
#32

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.





- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
Yesurb
Wed Mar 17, 2004 4:16 pm
#33

Two things come to mind:

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



----
Eatibus Postmanicus
Ranger/Rifleman
Calculus_Entropy
Wed Mar 17, 2004 4:37 pm
#34

Yesurb, you are on a roll, keep the great ideas coming!



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Yesurb
Wed Mar 17, 2004 4:38 pm
#35

Oh yeah, in regards to camps. To me, the role of camps should be integrated into hunts:

-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.



----
Eatibus Postmanicus
Ranger/Rifleman
lilxogrex
Thu Mar 18, 2004 5:44 am
#36

I would have to agree. The idea that camp can't heal bf seems a bit unrefined. Camps provide shelter to a group to recouperate. Camps should heal wounds, battle fatigue over time.Docs and entertainers should be treated as professions that enhance a camp's recoup ability. Consider camps of a fair size should get healing bonuses for parties containing combat medics, doctors,and entertainers respectively for their contribution to the party. This way camps serve a purpose and perserve the integrity of the non-combative professions out in the field. And as for the artisan professions consider what they can do to expand camp size, duration. and as for Rangers aside from building the camp. how about camo camps, swamp camps that float in low level aquatic enviorments, desert camps camo, hunting camps that attract prey to lure bigger game to the area. The ranger is supposed to be the pinnacle outdoors man, please consider
lure as ability in stead of rescue ie rescue is a combat medic ability or at least sounds that way, and let rangers set traps real ones like pit trap, snare trap, or even some sort of bear trap that offers capture or kill option. also do something about fishing at least for scouts and ranger. also consider a modifier for area track where the longer the ranger remains outside hunting the more effective and selective their hunting can be. I'm sure it better than it was as an example i can track down peko peko and even find giant peko peko but can't type albatros peko and just hunt that.
TranSabal
Thu Mar 18, 2004 2:15 pm
#37

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.

TaylorRockford
Fri Mar 19, 2004 4:59 am
#38

good lord, if we get any of that ill be psyched im new to the ranger proff went 0/1/2/4 in less than a days work on dathomir w00t! im a master rifleman and i dropped master weaponsmith to make money harvesting doc's herb and avian meat and such. so far im extremely happy with this profession. plus the terrain nego and what not is mighty useful while on the move. i would have to say im very pleased with what you have doen so far. and what you have stated that needs to be changed. keep up the good work! id like to see an Antarian Ranger or a Outdoorsman or some branch off from ranger, cept where would most of us get the skill points ya kno? i had heard that the devs were talkin many months ago or were asked about possible super elite hybrid profession branching off the elite and hybrid ones, that'd be neat but we'd need more skill points. im havin a blast hopefully ill master soon!



I am the light, I am the TRUTH.
Bihlbo
Mon Mar 22, 2004 12:49 pm
#39


NRaas, maybe you should abbreviate the SotP in a form of a teaser so it's easier for people to read at a glance what the gist of it all is. Something like this maybe:



  • /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



- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
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