Ranger Archive

Thread: Camo kits for all doesnt make Rangers useless.

Zethoun
Mon May 23, 2005 3:16 pm
#27





I have to respectfully disagree with the idea that camo is unique to our profession. Before this patch, everybody was able to wear the camo kits, just like they will be able to after the patch. Before, the ranger had to craft the kit, then apply the kit...Now we have tocraft the kit, then either sell the kit or apply it just like before. The only thing that has changed is that we now have an extra source of income available, if wanted. The way I see it, this is a good thing.




ok, so make a Pre-CU Master Doctor then I'll tell you everybody can buy and apply your Enhance Pack.


even Post-CU, go in the Doctor Forum and tell that everybody can buy the new Enhance Pack from BE to buff themself, it's exactly the same thing



Rhyeal : "[...]the Rangers quietly force their way into the light, the Jedi complain, the Jedi get trampled by a horde of very patient and angry Rangers, the BHs are too scared to complain[...]"
Calculus_Entropy
Mon May 23, 2005 3:23 pm
#28

How can you compare the Doctor Buff nerf to Camo kits (a skill which anyone can have a comparable version of at Scout 2-0-0-0)? Everyone here really needs to work on their analogies.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Eavik
Mon May 23, 2005 3:41 pm
#29






Greywulf0 wrote:


Here is why letting everyone apply camo kits can be detrimental. It is one less skill that a ranger has.


Yes, I know, rangers are still the only ones that can make the kits. But, prior to this rangers were the only ones that could apply the kits, that is a skill that we will lose.





And like I said, losing that is only a GOOD thing.


Take our smuggler buddies. They have a crafting tree as well - spices. Would it make any sense to have smugglers be the only one able to "inject" the spice? Out on a hunt and need to pop a pixie in a pinch? Better search for a smuggler to run out to you and hit you up. It is a silly idea, and having rangers as the only people who can apply their own product is equally senseless.


Seriously, this is the first time in the past two years where I've actually felt like I had speck of Ranger content in the game. I've been running around to each planet hunting down the resources for each type of kit. I've been a Ranger since I started playing this game, and this is the first time I'm actually getting any use out of our camouflage skills. I can't complain about that.


Yes, we want to have our own unique skill set - but applying camo kits does not need to be one of them. We still make the kits and we still distribute the kits - just like spice. That is good enough. Lets get camps that actually serve a purpose, lets get several traps that actually do something for us, lets get bigger and multiple harvests from single creatures, lets get Ranger camo kits that hide us from radar, lets get our own weapon certs and attack specials, lets get our own defense and accuracy modifiers. Don't give us some unique skillset that nobody wants or uses.


We had a "unique" skill that generally sucked. Everybody pretty much agreed that mask scent usually worked better than camo kits anyway. Now instead of having a useless, unique skill that generally went unused - we have a newavenue of conducting business with our profession. I'm thrilled with the change. Sorry.


devious507
Mon May 23, 2005 3:55 pm
#30

Here's an odd thought... and one that doesn't make much sense for skill progression, but wouldn't it be fun if they put a max CL on self-applied camo kits?

Let the poor Level 1 crafters and dancers self-apply the kits, but once you hit a certain level (say whatever a single novice profession mastery is), then you loose the ability, and if you wish to regain it, you must head up the ranger tree. Throws the crafters a bone, keeps the camo kits from becoming a commodity item, and also maintains that point of desireability to group with a MR for the mid to high level players.

Probably not anything the devs would ever go for, since as I said it doesn't make sense, but I find it to be an interesting idea nonetheless.



--
Ackac Esin / Flurry Server


SWG: The game begins at CL80
Reminder to developers and producers: "Grinding is NOT content"
GunFu
Mon May 23, 2005 4:20 pm
#31

Cool, another useless line of ranger I can drop. I might as well just go MBH/MCH/ranger 0030 since tracking is the only usefull line. Actually, I think I might do that tomorrow, lol.



Aalob Alarios
Dark Lightsaber Master

I earned it...did you?
Greywulf0
Mon May 23, 2005 4:24 pm
#32





Eavik wrote:



Greywulf0 wrote:
Here is why letting everyone apply camo kits can be detrimental. It is one less skill that a ranger has.


Yes, I know, rangers are still the only ones that can make the kits. But, prior to this rangers were the only ones that could apply the kits, that is a skill that we will lose.


And like I said, losing that is only a GOOD thing.


Take our smuggler buddies. They have a crafting tree as well - spices. Would it make any sense to have smugglers be the only one able to "inject" the spice? Out on a hunt and need to pop a pixie in a pinch? Better search for a smuggler to run out to you and hit you up. It is a silly idea, and having rangers as the only people who can apply their own product is equally senseless.



I believe that this is a faulty comparision.


Now, I've never been a smuggler, and I have never used spice; so maybe someone can confirm this to me. Have smugglers ever been the only ones to be able to apply the spice? Hasn't spice always been able to be used by everyone? The issues here, is that rangers are losing a skill that they once had, and are having that be given to everyone. Smugglers and spice are completely different.







Seriously, this is the first time in the past two years where I've actually felt like I had speck of Ranger content in the game. I've been running around to each planet hunting down the resources for each type of kit. I've been a Ranger since I started playing this game, and this is the first time I'm actually getting any use out of our camouflage skills. I can't complain about that.




Ranger was the first elite profession I ever mastered. I have found many uses for camos, the uses just do not show themselves frequently.


My biggest memory of using camo and feeling pride in my Master Ranger tag was when the village quest system came out. I had the job of rescuing the villagers. I would put on the camo, walk up to the villager and escort them out under the noses of the sith guarding them. It felt great, and I went down to the village to offer my assistance to everyone else doing that mission.







Yes, we want to have our own unique skill set - but applying camo kits does not need to be one of them. We still make the kits and we still distribute the kits - just like spice. That is good enough. Lets get camps that actually serve a purpose, lets get several traps that actually do something for us, lets get bigger and multiple harvests from single creatures, lets get Ranger camo kits that hide us from radar, lets get our own weapon certs and attack specials, lets get our own defense and accuracy modifiers. Don't give us some unique skillset that nobody wants or uses.




Camo/spice comparision as above.


I would love to see camps be given a purpose. I would be thrilled to see traps have a special ability. Too bad I can only see that happening when they give the ability to place those camps, use those traps, to everyone else as well.


I couldn't care less about the multiple harvest from a single creature, but I wouldn't complain if it comes out (provided it is ranger only). I, of course, would also like to see the weapon certs, attack specials, and modifiers.


"Don't give us some unique skillset that nobody wants or uses." If that is the case, then why do the devs think that non-rangers would want to use camo? I can only assume that they will be strengthening the camo, otherwise using camos without the ranger bonuses can only make purchasing the camos a waste. A waste of the buyer's credits, a waste of the crafters time to make the camo.







We had a "unique" skill that generally sucked. Everybody pretty much agreed that mask scent usually worked better than camo kits anyway. Now instead of having a useless, unique skill that generally went unused - we have a newavenue of conducting business with our profession. I'm thrilled with the change. Sorry.



Don't be sorry, you are entitled to your opinions, even if I disagree with them. I'm just trying to get you to see why I disagree with you. I have no intention of crafting the camos, nor do I ever intend to become a crafting ranger.


Btw, I never thought that mask scent worked better. Camo just wasn't enough of an improvement over mask scent to make it worth while to keep crafting the kits. Even for my own uses.





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