Ranger Archive

Thread: Request for Questions...

Raverbane
Mon Jan 26, 2004 11:05 pm
#27






NRaas wrote:


"Can we ever get a straight answer about the REAL difference in modifiers that /conceal and /maskscent give, if there is any?"


I don't understand this one. Elaborate.





grr. Aorry about my empty previous post. My left (*^# for edit button. Hmm, maybe you should ask about that.... j/k



What I mean is, as far as a ranger doing it to just themselves. Is there any real difference between mask scent and conceal, as far as the chances of critters detecting you?

NRaas
Mon Jan 26, 2004 11:10 pm
#28

"Is there any real difference between mask scent and conceal, as far as the chances of critters detecting you?"


Yes. The maximum success ratefor /maskscent is 95%, while for /conceal it is 98%.




Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
spoff
Tue Jan 27, 2004 8:42 am
#29

1. Is the creature-to-hit bonus going to be improved to make us far more effective whilst soloing?, and will it also be applied to specials?

2. when do we get the new traps we were promised, and will we get ones which work against NPC's?

3. what bonuses / changes are going to be made to camps? they really do need to be more useful.

4. Will conceal be revised to work against NPC's again?, I think it's only fair that it should.

5. will we be given harvesting skills FAR in advance of master scouts? I mean for extracting more of a resource that is far better quality.


That's all I have for now
most is asked already.

Spoff Darko, Farstar, Master ranger.



Post NGE Force sensitive and proud of it!
Calculus_Entropy
Tue Jan 27, 2004 8:44 am
#30

Hey, I just thought of one!!! Are there and any plans for more big and/or rare game to be put into the game? I hear the Gorax may come back (I want to kill one so bad!!!), but will there be other additions? As a side note, they need to spawn rare creatures randomly, so as to avoid the camping problems that plague my server(and most others, I assume).



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
CapnKill
Tue Jan 27, 2004 9:07 am
#31

When will the Space Expansion be out?... Come on.. you can tell me.. I swear I won't tell anyone. This will just be our little secret




CapnKill
Tue Jan 27, 2004 9:09 am
#32

Will the ability to harvest everything from a single creature ever be considered?
Takei_Urawaza
Tue Jan 27, 2004 10:37 am
#33

hmm couple of questions that arn't "fix-b1tching"


how about


1: Is it possible to make optional prerequisites for classes ? eg: would it be possible to have, say, .. for the bounty hunter class a prerequisite of scout and either master marksman OR master brawler.


Reason.. some people prefer melee to ranged combat and some prefer ranged to melee combat. With the points system putting a limit on just what classes any one person can actually have at one time. Some people will want to be a bounty hunter but prefer to have there bounty hunter a melee focused one rather than a ranged weapons focused one.


This leads to my next question.


2: If such a thing was allowed, would the developers consider some classes to give dual bonuses for melee and ranged focused characters. The ranger is the sort of class that will attract those sorts of people as some will seek the use the rangers skills to benifit melee combat while others will seek to use those skills to benifit ranged combat.What would the reasoning be behind allowing or not allowing an elite class to give both melee and ranged attack/speed and damage bonuses/special manuvers. With the Cost of mosthybrid and some elite classes being so high it prevents mastery of too many combatclasses thus preventing troublesome "uber" class combinations


eg: if theranger class gave a +50 to ranged accuracy and melee accuracy throughout the whole profession (ie: so theres no one tree they could follow to get ALL the benifit for only 1/4 the cost) even if someone did try and master both rifleman and TKA, they'd never be able to because of lack of points, thus making them weaker in both those 2 professions than someone whole chose to exclusivly focus on just one).


3: With all these requests that the dev's are asking for, for ideas for things to do with the classes as they currently stand, whats is the definitive (and preferably long and nauseatingly detailed) stance on classes "shareing" abilities where appropriate for the class.


eg: An elite class (like the ranger) having it's ownline of healing stims (like novice medic level in utility)or a master ranged combat class gaining oneof the "ranged weapon support" special abilities ? Master Chef's being able to forage simple fruits and vegtables?


in effect making a class stronger by virtue of allowing it to "save points" in other abilites as opposed to having to give it even bigger numbers thus potetially causings a bigger problem by throwing other classes out of whack.


more questions as I think of them.




Takei Urawaza,

"Healthy people don't invent crutches."
Squidwalker
Tue Jan 27, 2004 10:42 am
#34

Drop 6.


Drop 7.


Drop 11.


But I say add this question, unless you can already tell me what it means.


What does the Effectivness in the Examine window mean?





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Nemo0
Tue Jan 27, 2004 11:02 am
#35

I like the ideas posted here. I'd say the most important one to my mind is what the devs think of the outdoorsman idea.


Lythender Nirou
Eclipse Server



Lythender Nirou
Crazy Bothan


Lorell
Tue Jan 27, 2004 12:55 pm
#36

I would like to know what their current view of rangers is and an idea of when changes will be made. Like I said in a previous thread, I propose dropping traps from the Ranger line (as they are worthless) and create a new skill tree called infiltration.

I also agree with the others about not having the camp disband due to combat. They need to really rethink our profession with all of the changes they are making.



Sneaky Scout, Captain of Scoundrel's Luck
Rifleman, Marksman, and CH
S-MART General Supply of Tatooine
Our location is in Mos Tyrenia right next to the Shuttleport.
Waypoint 5685, 4584

Remember to shop smart...shop S-MART!



Haden Blackman: "Yeah, all the guys who are happy with everything are playing the game. They aren't spending their time sending you guys letters or posting on the forums."
Klif_Hangar
Tue Jan 27, 2004 4:09 pm
#37

I've got a couple questions related to rangers in the form of the explorer terminal:



  • What's up with the recon missions?Are they on a timer so that if you don't get to the mission waypoint on time the mission goes incomplete or is this some kind of bug?

  • Could we get some better documentation on the explorer terminal (hunting and recon) missions? How they work, if they're on a timer, if there are plans to upgrade the missions they give in the near future, etc?


Also,



  • Any chance /forage is going to be revamped?

  • Could you change the camo kit schematics so they take foraged items instead of hides/meat/bone so I can /conceal without having to hunt a lot of creatures?

Finally, I'd like a question about the Outdoorsman proposal asking which parts of it are seen as viable and which are going to be thrown out. I know you have the question about whether the proposal changed their mind about our overall vision, but I'd like to know which parts of the proposal are liked and which are already dismissed too.


As far as current questions, drop 9 and 10 if you add the above question about Outdoorsman since they are covered in that question. Also, I would drop 6.


Thanks NRaas.






Dyne Cloudskimmer
Antarian Ranger, Ahazi
Wideshot
Tue Jan 27, 2004 4:12 pm
#38

I disagree that traps are worthless. They are utterly worthless in groups of more than 2 and more or less regardless of what traps we have will remain so unless (i) they can be thrown fast, i.e. introduce a "trap speed" skill; and (ii) effect the really high level stuff, as everything else dies within 30 secs with an even halfdecent group.


However, I still find scout traps (not the ranger stuff of course) really useful when soloing. The additional levels of trapping skill do seem to make a difference to whether traps stick.


On the note of questions, how about:


1. What are the actual game effects of traps? (cant say that I notice any real difference with 'debuff' type of traps, but if for instance I knew it gave say a +30 accuracy bonus to hit the creature and whether that bonus applied to specials that would be something)



Vorpaks
Tue Jan 27, 2004 4:42 pm
#39

Are there any plans to increase the amount of resources we harvest or allow us to harvest multiple resources off of one animal?


Currently it is very difficult to gather large quantities of resources for customers who need the large stacks for factory made items. Especially if the best in shift is Rori Avian or some such. As an alternative maybe the ability to pull more animals out of a lair if you are a Ranger? (Make the "waves" of animals bigger, or make more waves?)I don't know how possible that is coding-wise.


Otherwise I vote for the Outdoorsman questionand themore options in the GCW (more depth overall) question. Killing animals over and over is only good three days out of the week. We need something to do the other days.


Can you includea link to the Outdoorsman post in your question list, just to be sure TH can easily view it?


Thanks,
- Paks





Paks
Master Ranger/Master Creature Handler
-I support ATK play

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