Ranger Archive
Thread: /TRACK
One thing you keep mentioning is the ability of the Ranger to "spawn" these lairs, or the big game beast. I just want to point out to anyone who has issue with this: because of a Ranger's natural ability to track and hunt down animals/beasts more efficiently than anyone else, they will find said beasts faster than anyone else. This requires the lairs/beasts to be spawned. Simple as that.
Having said that, here's some other opinions:
Beast Tracking: I don't think a waypoint should be given. That's too specific and real-life trackers follow their nose and nature's clues, not a waypoint. Instead, a status message should appear on the screen: for example, you do a /track Beast Track for zucca boar and if you're within 1000m of zucca boar you get "You find indications of a zucca boar trail leading Northeast." Now this isn't much different from doing an /area now, except that currently /area limits you to 500m for any creatures in your area...doing a specific beast track would increase the range. I wouldn't be adverse to seeing it range from 1000-2000m, based on Ranger level. The thing to remember is that the range shouldn't exceed a specific beast's perceived/imagined natural habitat.
Also, there's only so much game out there. There should be a limit to how many times you can Beast Track, kinda like being able to heal with stimpacks when you're grinding toward Medic. You have to wait a certain amount of time until you can track again. This would reflect the Ranger gathering his senses, clearing his head and getting his bearings for the next track. This time would decrease as you level up. Either this, or the devs incorporate spawn times for beasts within a given area, governed by the amount of times a particular beast has spawned and then been wiped out. Limiting the Ranger's ability to constantly find lairs will maintain resource values.
Big Game Tracking:
All my opinions are taken from what I've learned about tracking animals in real life. I'm not a tracker, but have hunted before and have friends that hunt quite a bit. The idea of tracking a creature outside it's habitat doesn't make sense. A creature's habitat is everywhere it travels, hunts, sleeps. So the idea of these mysterious "Track Interface Prompts" should be dropped. If a creature has never been to a particular location there should be no way to track it. Only when within the creature's habitat should the Ranger be able to track it, and finding the creature's habitat is something that Rangers should do without any tools, but by just travelling everywhere and doing Beast Tracks. In answer to previous posts concerning instances vs. static: I think general creature habitats are static anyway...for instance you won't find Krayts hanging out just west of Mos Eisley. They're all NE.
Having said that, I think your ideas on Big Game Tracking, although well thought out and much appreciated (you obviously put thought, effort and time into this), is overkill. I think any map overlays like potential tracks can be shown in the normal overhead map. I think the whole Big Game Tracking idea can be rolled together with just the regular Beast Tracking skill.
To conclude, I believe all of this discussion is positive. We're all on the same page of increasing the Ranger's value. Whatever the devs decide to do, hopefully they'll look at some of the ideas presented here and roll them into the next Ranger update.
Ok I'm tired now, I'll just up and press "submit post."
Reos2 wrote:
...
...for instance you won't find Krayts hanging out just west of Mos Eisley. They're all NE.
...
Calculus_Entropy wrote:
Darl wrote:
It's probably been suggested before, but I always envisioned /track like the /find command that you get in the cities. Maybe not the god awful yellow line with green arrows, but maybe a series of glowing foot prints in the sand/mud/whatever. Maybe a percentage chance of loosing your target as time goes on. Maybe the age of the tracks themselves could be implemented into the figures, as they fade over time. But then I suppose you could or would have to throw in other factors such as weather, terrain, etc.
It maybe to many variables and to difficult to code, but it was what I always thought of when I read this type of post.
One thing to point out is that the paths given by the /find command in a city are all hand drawn (that is why the yella' line doesn't always start where you are standing). This may make a similar implementation in the /track command impossible.
Nemo0 wrote:Reos2 wrote:
......for instance you won't find Krayts hanging out just west of Mos Eisley. They're all NE.
...Well, you might be surprised. Go a bit south of Mos Eisley and have a look around. There is a nice krayt skeleton there. The krayts do travel all over the planet (I used to fight them all over the place before cities came around). They are just most common near the graveyard (and, since cities were added, I have yet to see one outside the graveyard area). The same is true of most of the rare spawns. Even the Gorax used to be found in the southern regions of Endor instead of the desert where you currently find him. The spawn system really needs help right now. It used to be great.
Well I think the key word here is "used to be." Now I might be speaking out of place here, after all I've only been playing since early June, but I have never seen a Krayt anywhere except the graveyard. Bottom line is, it sounds like it's a rare thing at best to find a Krayt anywhere but the Krayt graveyard. My point is, if there isn't pre-mapped out locales or "habitats" for a particular type of creature, then there probably should be, with some small/minor overlapping. There are many types of creatures indigenous to particular planets. The same rule, although relaxed a little bit, should be said for areas of a planet.
Darl wrote:It's probably been suggested before, but I always envisioned /track like the /find command that you get in the cities. Maybe not the god awful yellow line with green arrows, but maybe a series of glowing foot prints in the sand/mud/whatever. Maybe a percentage chance of loosing your target as time goes on. Maybe the age of the tracks themselves could be implemented into the figures, as they fade over time. But then I suppose you could or would have to throw in other factors such as weather, terrain, etc.It maybe to many variables and to difficult to code, but it was what I always thought of when I read this type of post.
One thing to point out is that the paths given by the /find command in a city are all hand drawn (that is why the yella' line doesn't always start where you are standing). This may make a similar implementation in the /track command impossible.
Halendor wrote:
I think this might be a too powerful tool for a ranger.And it would probably be very hard for the developers to implement this in the game.I feel this powerful /track ability would take away the hunting aspect.With /track,the ranger is in control of spawning the lairs. If you were a real ranger out in the wilds, you would first have to find the tracks before you can track an animal down, you can't 'generate' them.
Being a ranger means better terrain negotiation, creature harvesting, trapping and camps. I agree that there are points in that list that can be improved. But the only people who are able to 'spawn' creatures, are bio-engineers. Not rangers.
Already the only way to find our prey is to "spawn" them. Beasts are generated through player movement and the accursed mission terminals, which in my book isn't very "hunterlike".
I can just see the rl hunters in the woods:
"Yeah, I know there aren't any elks in this here forest, but if we run around in circles they will come. Shooting rabbits and squirrels also helps by giving the elks room to spawn(?)!"
Ever hear the phrase: If a tree falls over deep into the forest, and there is noone there to hear it crash, does it make a sound? Well, in SWG there aren't even any trees in the first place unless someone is there to see it, which is WRONG on so many levels. Asking for ranger to actually track down our prey and not just use a glorified binocular as our "secret weapon" doesn't seem too much to ask, now does it?
Bioengineers are NOT wildlife experts, so why they would have such an option boggles me. Elaborate?
Murph,
murphy7 wrote:
Well, I am glad to see this resurface for further discussion.
I don't see the ability to force spawn with /track as imbalanced, but I can see how it might pave the road to server hell.
Something that leads to the Ranger asa portable mission terminal might get out of hand. Lots of people going ranger to force their own spawns and turning every planet into the laggy loveliness that Dantooine might well ensue.
But I'd still want that ability, no doubt about it.