Ranger Archive

Thread: Top 5 topics

ashitaaka
Thu Jul 24, 2003 1:55 am
#27

May I chime in by saying that prone crawl speed could be an excellent way to help rangers with pvp? imagine being able to advance on an enemy prone at near running speed... it would give a whole new dimension to firefights!
Shamic
Thu Jul 24, 2003 6:07 am
#28

Possible ways to make radar concealment fair:



  1. Only possible outside of the no-build zone

  2. Detectable by Scouts, other Rangers, specialized droids, creature pets,& equipment

  3. Effective onlywhile prone



Shamic the Wookie of Flurry
Rebel Ranger and Rifleman
OmegaMemnoch
Thu Jul 24, 2003 7:28 am
#29

I know that have all been stated before, so I wont say them again...but the devs MUST know what an issue Melee+Ranger is. Its like they expected every ranger to used ranged...




Learo-Starsider-Second Lieutenant-Bandwagon hopping hologrinder.
Faithful_Atheist
Thu Jul 24, 2003 7:59 am
#30

Few things to possibly add a little spice to Rangers...



  • Let us experiment on traps and camps, but our 'crafting station' for this is our camps (give us something useful to do in our camps)

  • Let us create food from the meat we harvest like jerky and such

  • When we hit our advanced foraging - let us pick what we are hutning for - bait, buffs, etc



-----

Ateo Fiel
Master Rifleman/Master Ranger
Malborka
Thu Jul 24, 2003 8:22 am
#31

I agree with most everything posted as complaints/suggestions here, your list of top five as well as alot of the other thingslisted (foraging, camouflage/invisibility on radar, etc...)


However, I don't agree with Ailsa's comments about the more improved camps not being able to heal Battle Fatigue, though I'm not sure if my disagreement isn't just based on a difference of concepts here or not.


I think the advanced camps that a Ranger can make SHOULD be able to heal Battle FatigueIF THERE IS AN ENTERTAINER PRESENT. I don't think they should just do it on their own though (i.e. just sitting in the camp slowly trickling off Battle Fatigue).


Just my 2 creds...


Malborka


Aspiring Ranger/Rifleman, Talus/Endor, Tarquinas Server

Malborka
Thu Jul 24, 2003 8:24 am
#32

Here's a list of my other suggestions as well (these affect Scouts and Rangers):


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=999


Malborka


Aspiring Ranger/Rifleman, Talus/Endor, Tarquinas Explorer

LocoMicah
Thu Jul 24, 2003 9:12 am
#33

Mineras, of my 3 main professions, this top 5 of yours is the best I've read. Well thought out and detailed, kudos.

The only thing I'd request to add on to the trapping section is to also ask to have the /throwTrap command actually work; and by work I dream of having a syntax like "/throwTrap trapName targetName" so we could do a macro for each type of trap, like "/throwTrap Sharp bone spur %TT" that would throw one trap of the Sharp bone spur type from our inventory, and once that batch is used up, would move onto the next batch.

It becomes quite a pain to continually move new batches of traps to the function keys, especially in deadly situations!

Thanks,
-Loco Micah



Loco Micah
Master Creature Handler
Chima the Wookie
Mos Espa, Tatooine, Gorath
The Dark Brotherhood
Fraktyl
Thu Jul 24, 2003 9:34 am
#34

Mineras, congrats, and welcome.

Your list hit most of my concerns on the head. But... (Heh, you knew it was coming.. )

Traps: Let us STACK them. Keep them at the current crafting rate... ie 2 for Adhesive Mesh, etc, etc.. but allow them to be stacked. Especially if they are factory created. I spent the money to buy an Equipment factory to make traps, hoping that if they were all the same, and had the same Serial No, they would stack... no dice. It's a real pain to have to open your inventory, find the trap you just used up and put it back in your hotkey bar, during combat no less... And I use traps extensively... glow-wire and the Snare trap (forget the name off the top of my head)...

Conceal/MaskScent: Put conceal back in the game. If you read the description of "Take Cover" (rifle skill/Marksman) it says you can't move using this unless you have the "Sneak" ability. There is no sneak ability. Granted I'm a Pistol user, so Take Cover doesn't help, but I would assume that the sneak ability is/was the old conceal that was removed pre-beta. As for Maskscent, the one minute timer that was introduced to remove an "exploit", make higher levels of Wayfairing lower that timer, and the skill is fairly useless currently. As a Trandoshan Ranger with Wayfairing II (65 Conceal), I get detected more often than not.

Camps/Survival EXP: I think that Ranger camps should allow entertainers to remove BF. ONLY if entertainers are present. As for Survivial EXP, god make it a little easier to achieve. Make foraging (which is a skill you get from Survival EXP) give some exp for successful forages, and more exp for getting rare forages (once those are working of course).

Sorry to make such a long post, and don't envy you at all. Good luck, and good hunting.

Shimeri Otriss
Master Scout
Novice Ranger
Novice CH (No Rancors, No Tuskans, just a Cu PA army)



-----
Shimeri Otriss
Master Ranger
Novice CH (3/3/2/3) (No Rancors, No Tusken FT EXP, just normal play)
XionLion
Thu Jul 24, 2003 10:00 am
#35

As a short-gap solution to the /throwTrap command... you may want to experiment with something like this...


Put all your traps on an empty pane in your toolbar....


then use the /ui action toolbarPaneXX; command in conjunction with the /ui action toolbarSlotXX; command to create a macro that would switch to that pane, throw a trap, and switch back to your normal pane...


Then to make it so that you don't have to constantly reload the toolbar slot... try this... (dont' know if this will work)


have the macro fire off a trap from every toolbar slot you have similar traps in ...


so...


/ui action toolbarSlot00;
/ui action toolbarSlot01;
/ui action toolbarSlot02;


etc....


And what will happen is... if toolbarSlot00; is empty, nothing will happen... and it will move on to the next toolbarSlot;


The only problem I see with this.. is it could load the action que with three traps...... but you might be able to play around with this to trick it into only throwing one (by trying to go to /peace after the trap is thrown)..


I'll play around with it to see if I can get it to work... because I agree.. they need to give some documentation on how we're supposed to use /throwTrap to allow us to throw traps from our pack or at least from a factory crate...


_ Zarn

Raverbane
Thu Jul 24, 2003 10:07 am
#36

Hmm. The five topics you have listed are excellent choices. Well written and very valid.


I suppose my request is that the ranger simply be able to do what the skilltree says he can do.


Conceal has been taken away since beta. If that was intentional, from the dev's point of view, then remove the references to it in the game.


It is very confusing, and disapointing, to a new player when he researches a particular profession he wants to take. Then, he gets into the path, only to discover that half of the things listed dont exist.


Until they actually have camps repell creatures and allow entertainers to heal wounds. Until a conceal exists. Until forage can actually find a rare item. Ect ect. Simply remove the references to these features. that will prevent anymore new players from becoming upset and disappointed.



Keep up the good work and congratz on yoru posisition

Segolas
Thu Jul 24, 2003 10:37 am
#37

Very well written Mineras!



I agree with and support all of the concerns you addressed. My only add in would be under Wayfarring. I think the prone movement speed increase is plain silliness. I can navigate UP a cliffside faster then I can go across open flat grounds. Terrain negotiation should offer either:


- a dramatic enhance inburst run in duration and speed
- a minor increase to all overall speeds (but not something that would overshadow upcoming vehicle and mount speeds)
- a minor increase to swimming, prone, and burst run across the board.

Also, I 100% agree that /conceal needs to be put back in. I'm baffled where this ability went and why the devs have offered no response. Please stress the /conceal request.

XionLion
Thu Jul 24, 2003 10:40 am
#38

Segolas


I agree about /conceal...


I do think they need to reconsider it ... and perhaps change it to a "prevent target lock for x amount of seconds" where x increments with skill increase. This allows you to go in and out of a hostile area without getting targeted for x amount of time.. and sneak up and snipe a creature for xamount of time until they can "spot" you.


This in effect does the same thing as the original /conceal, but you are not invisible... you're just hard to target for x amount of seconds...


- Zarn

Mineras
Thu Jul 24, 2003 1:59 pm
#39

I'm here, and reading. I will make a few revisions as many of you have suggested to a couple of topics, and I will post a copy of what I send in so that everyone can see it. My plan is to send it in late morning tomorrow, to give them time to pass it around and a weekend to chew on it, so that when they have their monday meeting, they will have had time to read our threads and come to the table with that information.


I am also going to include several links to threads on this board that contain the detailed information about the 5 topics, and threads that have good suggestions in them.



Mineras





Mineras Silvertree
Ranger Correspondent
Omega, Eclipse
Page 3 of 4