Ranger Archive
Thread: 9.10.03 Ranger Issues List Please Read and Sign or add Feedback
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Camo kits need too have charges in the 11 too 18 range in my opinion. And i am in agrementt with some others in that the resourses should be planet specific. But not item specific. Endor hides as an example.
one thing i'd like to see added too camps. We need a crafting station that we can experiment on our camo kits. Why would we only build a food chem station for a Field base when we need a Droid,general item station in order to experiment on our camo kits and traps?
I agree with 99% of it.
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Jamga Gibbrad
Master Ranger/Novice Pistoleer/Novice Medic
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working up to master hope to be ther soon, giving up skill points left and right.
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Camo kits are friggin ridiculous in terms of resources they require. I can handle that they need SPECIFIC resources, but 60-70 resources per, and they (might) only last for only 15 minutes or so?? Come on, I need that stuff to build traps and camps too...
And now that harvests have been reduced, this makes it even more frustrating.
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and another couple of things for the wishlist:
Foraging - let us pick categories to forage in (food/bait/flora etc.) and let it give us wilderness xp on success (not much, maybe 10-30 per succesful forage).
Fishing - I want a fishing skill! Tie it to the survival skill tree in scout, and the continuation in ranger. Higher skill means less likely to snag a line on vegetation, less likely to lose a catch etc.
Great post here are my thoughts:
1. Resource bugs
I agree needs to be fixed. Doesn’t seem to happen a lot so not a huge priority.
2. Group Harvesting
Basically I agree that the current solution is not the answer.We would be better off if nothing else is done other then making the group harvest optional. However I have come up with what I think is a much better solution and so far it has been receiving good support:
http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=12261
Basically what I am saying in that post is that each creature should have a set amount of resources on it period! Not now many scouts are in the group. This amount should be based on its size and should be approximately double what a master ranger was able to pull off pre-patch. There should be a maximum number of harvests that can be attempted per creature. This should probably be set to either four or five attempts. Each person that attempts to harvest from it will use up one of these five harvests and get an amount based on his or her creature-harvesting skill mod. This amount can be similar to what it is now, the ratios would be based on the creature harvest skill mod. But the difference is that after a short timer, around 5-10 seconds, you can try again. So if only one person is harvesting, that person can try 5 times and they will end up with approximately double what they would have received prior to this patch but it took them forty seconds to get it. If four or five different people harvest they will each end up with approximately what they end up with now but the total will still be approximately double what it would have been pre-patch but less then what it would be now if for example ten people harvest it.
3. Maskscent liability
I agree that having your scent masked should not aggro creatures that would not have aggroed you without maskscent. That just doesn’t make any sense.
4. Examine window not showing harvest amounts
Agree
5. Camp Abandonment
I AGREE!!! It is simply lame that shooting at something causes camps to be abandoned. They should never auto-disband due to combat and should have a much longer timer to auto-disband due to the camp owner leaving. I like the times you have suggested. Finally camps should last forever if the camp owner is within the camp. As long as rangers/scouts are only allowed to have one camp up at a time there will not be an issue with camps littering the landscape. It could work that if you try to make a camp when you already have one up it force disbands the first camp. Camps should be able to be set up and used as a base of operations for some period of time. The HTFB should last for 30-60 mins.
6. Concealment against players
I would love for this to be in the game but we have to realize the griefing problems associated with it. The devs are not going to let us have the ability to sneak up on players and assassinate them. That is more the role of a commando anyways. We should be able to hide from players for the purpose of scouting and information gathering. I wrote a long post on this explaining a few options and limitations that would need to be in place before the devs or the community would ever consider this.
http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=9634
7. Traps and pets
Agree.
8. Wasted harvests.
Agree. My response to the group harvesting can be expanded to include a fixed amount of each type and the five harvests can apply to each resource type that a creature has and so if a creature has all three types then there would be fifteen possible harvests from that creature. These could be fifteen individual people harvesting or fifteen harvests by the same person. It would take a few minutes to do it with the 5-10 second delay in between each harvest but that is realistic and would help offset the huge amount of resources that would be coming into the world per creature killed by putting a bigger delay in between the time you kill creatures. This solution simultaneously solves problems 1, 2, and 8 and avoids the original problem of not enough scouting XP to go around.
9. Areatrack
Agree
10. Areatrack concealment
Agree. Master rangers should be able to hide from other master rangers though I think. Basically I am saying that if the two are tied in skill the tie goes to the person trying to hide.
11. Counting Coup
Cool idea! I like it more for the trophy aspect then the XP.
12. In-camp games in High Tech Field Base
Awesome!! We have that cool chessboard in our camp. It would be so cool if we could play that game chewy was playing in episode IV. People could pull up a radial menu on the table and select a game it would match them up and they could get a separate game engine loaded that would provide them with its own UI. I have always thought this would be a cool bonus that would be super easy to implement it. All kinds of websites do it. There wouldn’t need to be anything that other players could see even. Maybe the graphic of the table would change just to show that the table was in use or something.
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If I were to sort these in order of priority I would say
1. Harvesting (my solution addresses both the group issue and waste issue)
2. Camp auto-disbanding
3. Maskscent/conceal liability
4. Areatrack/counter track
5. Conceal versus players
6. Experimentation on camps and traps
7. Examine information missing
8. Trapping pets
Overall, awesome post!!
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And hey, Change the title of the Tracking tree, "hunt master" ..I don't know if I'm alone on this, but I STILL use hunter from the scout tree.
Tracker or something,
I agree with most every point you made.......except I find that maskscent works much better than conceal. I can live with my scent getting detected every so often, but I feel that you should be able to use camo and maskscent at the same time. Don't hunters typically do that? We are Rangers for crying out loud, using camo and maskscent at the same time we should then be pretty much invisible......even to PC's.
/sign........Zephyer Yar'kal, Ahazi
Don't forget they have yet to impliment the /track ability.
/areatrack is not right yet but its pretty much doing what it supposed to do...track what is in the area.
/track is supposed to do what we all want...spawn a creature of the type selected.
The Ranger/Rifleman Cover Bug
Please address this, as it is very crippling to those who wish to be stealth hunters. As far as I know it only affects those who have both Ranger and Rifleman Professions. Steps to reproduce the bug:
1. Go prone.
2. Take cover.
3. Attack something.
4. Stand up.
You can no longer run! You are slowed to a permanent crawl speed although it looks like you are walking. If you holdSHIFT to toggle, it makes you walk even slower. Some people have found workarounds involving methods from repeating the process to undo it, to mashing the stand/prone keys. The only way I can seem to be able to get out of it is to relog. Do you realize how annoying it is to relog every time you kill something? Instead, I have stopped using cover altogether.
I have /bugged this issue twice since release, and I have also filed a CSR ticket only to see it get deleted without response. Devs, please address this issue. I would at least appreciate a "we know about it and we're working on it."
/bump. some good ideas and most all of them are valid issues.
I still disagree with putting back full resources for peole using pets. It is a group, because your pet does damage and takes damage, meaning you have a much higher chance of taking down a high level creature then someone with out a pet. You can also take things down faster because of the extra damage your pets are doing, so thusly you can harvest more, faster.
Mask scent/conceal needs to work better. I have not experienced the problem of things attacking me from farther then when my mask scent gives me xp. The Counting Coup idea is cool, but we already get xp for basically that. When we succesfully sneak past them with mask scent or conceal we get xp. would not be any different then walking all the way upto it really. IMO.
Not sure about examine info. I still show what types of meat, and hide, just not the numbers. If your's is not showing you the types, then you might be bugged.
I strongly agree with the camp abandonment. I have been asking for something about this since novice scout. The times you suggested might be a little long, but we should be able to leave a camp for short period of time. My idea was set a distance. For example HTFC we can go out 40m before it abanddons. The basic camp we can leave 10m before it will abandon. And yes, the "Repel" does need to be fixed, and work more appropriatly.