Ranger Archive
Thread: Next Question for TH?
DND_Cas wrote:
I'm for the harvesting question as well seeing as its one of the issues that is most likely to be fixed first.
So my question would be:
Why is it that Rangers cannot get a harvesting increase comparable to the skill points spent. For example in recent months we've had two additions to the harvesting rates for both scouts and rangers: Veghash and now the new driod modules. Veghash is an example of something that has benefit for both Master Rangers and Novice Scouts alike as it is a straight variable increase. The new driod modules however help the lower end of the harvesting spectrum (scouts) more than the upper end of the spectrum (higher end Rangers) by design. Given this is our bread and butter can you give us an explaination of:
a) Why the developers took the decision to undermine the skill points spent in the rangering profession by creating the driod modules as they did and not as a straight up increase, in the same vein as veghash, so that it would benefit everyone who uses the harvesting trees equally.
b) If the developers see a problem with Combat classes with the high level in the scout tree being able to out harvest us for medium to higher end creatures because of the rate at which they can kill them as oppossed to us. If so can you tell us if this will be address in the combat rebalencing or in another patch perferablywith an explaination of how this is going to be accomplished. If not can you please give us the logic behind why the status quoshould be the case.
I really like this question and how it asks a question that I, and I suspect many others,have wanted answered for the last few weeks. I think the question could be asked without "B"being included because it makes it a little long winded (no offfense DND
theshagnasty wrote:
Calculus_Entropy wrote:
While it wasn't the same question that the scouts asked, I could see us getting a similar answer...but, I am up for anything. I could go for a Combat Balance question, but I see a 50/50 chance at getting an answer...Ican seethis question is going to be much more difficult to formulate than the last one was.
I wasnt really meaning that exact question, I'm aiming more at the context in so far as I suggest that we give them little room to wriggle. A short to the point question that under normal circumstances would generate a yes or no answer should, hah, generate a similarly brief and to the point answer. Perhaps saving on the pages and pages of discussion as to what the answer actually meant that has been the case on every forum that was touched last week. Ours possibly less than most, but we still had a great deal of debate on the answer didnt we.
"Are you going to increase our harvest rates?"
"Are you going to increase the value of foraged items?"
"Can we get the ability to harvest more than one resource?"
That sort of thing...?
I dont actually have a burning view on which question we ask but I would like it phrased in such a way that we "possibly" get a short and to the point answer, good or bad, so we know where we stand. I agree that this is going to be a more intresting selection than the last one, personally I might avoid anything relating to the GCW, let the others do that, for I'll bet they all will. Let's not waste our wish, so to speak..!
Either way I'll go with the flow and await the reply in antci------pation...
"Are you going to increase our harvest rates?"
A good question. We will have to wait and see until after the Combat balence to see how it effects the ranger harvesting rates seeing as this will effect PvE as much as PvP. I would say we are not oppossed to it but it needs to be tuned into the balence of the rest of the game at that time.
Your other two questions would easily fit underpractically the same answer.
We just can't give him the opportunity to get out of anything. We have to be very specific and leave no room for the answer to be vague or political in the slightest.
Calculus_Entropy wrote:
Fred_Skinner wrote:
oh ya, here's one: When do we get stealth?
Never saw that coming.
I got to be me
The problem is we have very few questions that don't give a wiggly answer. For example:
When are we getting Stealth? (A: Combat Balance)
Are we going to get a Ranger Specific Weapon (perhaps even one that does Restraint Damage?)? (A: Combat Balance)
Will Traps become useful (A: Combat Balance) etc....
Most any question we ask can be replied to with 'combat balance' + associated reasons why it could get changed there. Now our most effective use of this question could be seen as bringing into view some problem that Rangers have with the way we work and having it pointed out, front and center to Thunderheart and the Developers. So, I propose that we ask a question in regards to whatever we feel is 'most broken' about Ranger at this time. For me this is sort of a toss up between Rescue/Camps/Foraging/Harvesting Rates of us VS Scout + Combat Class.
Here are the questions I would ask for each, tailored to try and get a mostly satisfactory answer.
Q: Rescue is currently not very effective as a 'pull' in combat situations as anyone else attacking the creature will immediately cancel out the effects, indeed some Rangers have never even 'used' the ability as it requires you to target an ally. Are there any changes intended at this time to the way Rescue works (including making it last longer despite others attacking the creature) outside of the Combat Balance?
Granted, this question like so many others doesn't seem to have a phrasing that doesn't allow for the answer: It's coming in CB.
Q: Campsites currently are unnecessary for any action with the advent of being able to pull out Vehicles, Droids, and Pets after a short delay in the wilderness. With droids a character can even heal their own wounds outside of a campsite. What is the Unique purpose that campsites serve after these changes, especially when you consider the high cost to creating the larger campsites?
I feel the campsite question will have the most concrete and satisfactory answer to it. But bear in mind the key word is 'unique' purpose. The problem we're having with campsites is that everything they do can be satisfactorily done by using droids.
Q: Foraged Goods provide little benefit for extremely short periods of time and at the highest stomach filling in the game. With the changes made to chef foods and the upcoming Smuggler Revamp, are there any plans to add new foragable items (not just food) and to make the food more effective, less filling and more useful to the average Ranger?
We could actually combine the Foraged question and the Campsite question into one, since the mods and campsites are in the same tree (Frontiering). Essentially this tree is worthless to the vast majority of Rangers and entirely useless to professions outside of Ranger/Scout/Creature Handler (the handlers feed the pets foraged food, in theory)
The camping question here is my favorite so far. I agree with the recent publishes camps are now practially useless. Adding the ability to cure BF with the assistance of an Entertainer to the HTFB, would be a good start. After all there are crafting stations the Artisans can use, why not include the Entertainers as well. Also, making the "Base" stay active if you enter combat or leave it unattended for a few minutes would be helpful.
"Which of our skilltrees are being looked at in the combat balance?"
I also like a direct question as Calculus':
"Are you going to give the Rangers an increased harvesting mod?"
but I guess this one would be "soaked powder" (worthless paper).