Ranger Archive
Thread: Our Top Issues (including bugs)
Piroa
Wed Oct 27, 2004 9:29 am
#40
Rancorrider4 wrote:
Has Tiggs made a post in here outside of the same introductory post she gave everyone?
I haven't seen an introductory post from Tiggs in here, yet. She must be getting close to us, by now.
Calculus_Entropy
Wed Oct 27, 2004 9:33 am
#41
Piroa wrote:
Rancorrider4 wrote:Has Tiggs made a post in here outside of the same introductory post she gave everyone?I haven't seen an introductory post from Tiggs in here, yet. She must be getting close to us, by now.
She is going down the line alphabetically...she is only in D's I think...we still have a week or two.
Piroa
Wed Oct 27, 2004 9:35 am
#42
I thought she was doing three at a time. Seems like she started a couple of months ago.
Lowon
Wed Oct 27, 2004 3:43 pm
#43
Forgot one thing in my last post...Tracking, at lvl 4 or master ranger you should be able to select a target from the list and get constant WP updates. I played a ranger in EQ and liked how tracking worked in that manner.
Rowlyyk
Thu Oct 28, 2004 12:09 pm
#44
Apart from all of the above posted stuff (make camps more special, more harvesting compared to scouts etc....) one thing that really upsets me is the fact that the "creature to-hit bonus" from the Hunting/Tracking line only works with ranged weapons. I play a pikeman ranger and it just sucks not to be able to take advantage of a class feature just because I chose to melee. GIVE MELEE RANGERS THE SAME TO-HIT BONUS!!!
Get rid of the ability for everyone to whip out their vehicles in the wild. Make them available in camps only!
hose are my own personal issues....
Get rid of the ability for everyone to whip out their vehicles in the wild. Make them available in camps only!
hose are my own personal issues....
frightwig
Thu Oct 28, 2004 3:51 pm
#45
Ditto on everything said above..
My main issues are harvesting -- Increase the harvest percentage difference between novice scout and master ranger. Right now, it's minimal.
/Rescue - I could like this command, if I didn't have to target another player. How about if /rescue didn't require targetting and would instantly aggro the mob onto you. Same function, but you don't have to take the time to figure out who needs rescuing the most and where they are. Use /rescue and it gives everyone else a chance to escape while the mob runs after you.
/burstrun - I'd like to see a lower recovery time. As a master ranger, it takes minimal HAM costs... yet it still tires me out as much as anyone else?
As for camo... I think it works pretty well, apart from the kreetle effect. Bring your camo/ms mods up to 125, mask your scent and then ride across Dathomir. Now /conceal and head back the other way. I rarely get aggroed or have my camo break while concealed... even with NPCS on dath and endor. Although for some reason, camo seems less effective on the starter planets than the adventure planets. I can live with that though.
My main issues are harvesting -- Increase the harvest percentage difference between novice scout and master ranger. Right now, it's minimal.
/Rescue - I could like this command, if I didn't have to target another player. How about if /rescue didn't require targetting and would instantly aggro the mob onto you. Same function, but you don't have to take the time to figure out who needs rescuing the most and where they are. Use /rescue and it gives everyone else a chance to escape while the mob runs after you.
/burstrun - I'd like to see a lower recovery time. As a master ranger, it takes minimal HAM costs... yet it still tires me out as much as anyone else?
As for camo... I think it works pretty well, apart from the kreetle effect. Bring your camo/ms mods up to 125, mask your scent and then ride across Dathomir. Now /conceal and head back the other way. I rarely get aggroed or have my camo break while concealed... even with NPCS on dath and endor. Although for some reason, camo seems less effective on the starter planets than the adventure planets. I can live with that though.
aswex
Thu Oct 28, 2004 4:50 pm
#46
Here's a new idea that I haven't seen before. Linked to harvesting- how about an increased chance of finding loot on a creature?
Nomorenerfs
Fri Oct 29, 2004 12:41 am
#47
Not much to add to the already covered issues. Melee-to-hit-bonus and traps causing dizzy but dizzy doesn't work on creatures are ones that seem to affect me, and that our harvesting skills are subpar. Hopefully we'll get looked at before Everquest 4 comes out.
Nomorenerfs
Fri Oct 29, 2004 10:51 am
#48
aswex wrote:Here's a new idea that I haven't seen before. Linked to harvesting- how about an increased chance of finding loot on a creature?
You skin a quenker, and upon slicing open its gut, you find a CDEF Pistol it ate to get its daily supply of iron?
aswex
Fri Oct 29, 2004 2:38 pm
#49
Nomorenerfs wrote:
aswex wrote:
Here's a new idea that I haven't seen before. Linked to harvesting- how about an increased chance of finding loot on a creature?
You skin a quenker, and upon slicing open its gut, you find a CDEF Pistol it ate to get its daily supply of iron?
I meant more along the lines of creature-specific loot. Pearls and bile and feathers and what-have-you. Not CDEF pistols, heh heh.
Ailsa
Fri Oct 29, 2004 5:48 pm
#50
frightwig wrote:
/Rescue - I could like this command, if I didn't have to target another player. How about if /rescue didn't require targetting and would instantly aggro the mob onto you. Same function, but you don't have to take the time to figure out who needs rescuing the most and where they are. Use /rescue and it gives everyone else a chance to escape while the mob runs after you.
/agree
It wouldn't be so bad if there was a hotkey for cycling through group members or even other players.
Raffel
Fri Oct 29, 2004 6:36 pm
#51
First off, there are loot drops on some creatures. I pulled a CDEF pistol and some type of carbine out of the bellies of rancors. Of course, you could see them eating a weapon right along with the poor schmuck who was holding it.
Second, I don't know how many of you have been around since the beginning but it is really sad that almost all of the points brought up to fix or ideas to add are a year old. The same things have been asked for over and over again. But we aren't Jedis or BHs and our profession isn't THAT broke (not my opinion). So we go on being Rangers because it is what we enjoy. But when do you get fed up? How many times do I have to hear someone in my party say "Nice camo." sarcasticly when it breaks as we go by a kreetle? Why can't I increase the harvest of my my entire group as I show them how to do it more effeciently? Are the devs afraid Master Rangers will corner the stock market with our huge stacks of Tat avian? Why doesn't my electric fence keep out bad things? Why doesn't my sonic trap deafen thugs?
You all get the idea and know what I'm talking about. The only thing new we have gotten since the start is camo and areatrack. The camo was tweaked so you could harvest all the ingredience from creatures. If anybody has been around long enough and knows of more, please correct me. These are the only things that come to mind.
It's been over a year. Give us a bone.
topack
Fri Oct 29, 2004 11:31 pm
#52
I'm glad I found this thread. I was thinking about going Ranger, but there doesn't appear to be that many effective skills that make it worth the trouble. I played with the Ranger character on the JTL beta. The tracking seemed to be the only useful skill, although I was not able to try them all. I had the some of same problems everyone has outlined in this thread;
The traps are vitually useless as they are with scouts, /coneal broke way too often, it should almost never break at the Master level (i.e. 10-20%). I don't think the camo kits did much either, most of the time I couldn't tell when I was concealed and when I wasn't, unless I missed a status icon somewhere.
The clothing should change to relect the terrain when using the camo kit, it didn't on the beta anyway.
Camps aren't very useful unless you can drag a dancer and doctor around with you everywhere, otherwise you sit around and heal just as if there were no camp, inspite of the .65 modifier.
As I see it, not being very experienced with this profession yet, you can achive almost the same hunting/harvesting skills, save tracking, by being a Sniper and using /concealshot along with the Scout's /maskscent and using a harvesting droid. You can just camp-out at 60m (this needs to be increased to atleast 128m), pick-off the critters, and "send in the droid" to gather resources while you stay at a distance. If you're discovered just hop on the speeder and take off.
It doesn't look like you need to master a single skill, or even attain Novice Ranger for that matter, to almost get the same results as mentioned above. It appears that the Ranger profession needs a complete overhaul. They should have really unique skills and tools.
For instance, a Ranger could have the ablility to place sensors (which would require batteries like droids)on the ground that could detect creatures/npcs, he/she could receive a message that stated what creature just went by or something to that effect.
Maybe the Ranger could have the ability to place fixed traps in some area that would trap what ever creature happened to walk by, just like the old bear traps for example.
May he could construct a "blind" (as in duck blind) from which the Ranger could hunt while being hidden. This may not be that useful, but I'm just throwing ideas out.
I'm sure everone could come up with even more interesting skills or tools (how about some binoculars for spotting, maybe with nightvision - woot!). These are just a few ideas that could be expanded upon.
The Ranger should be much more unique and high tech ashe/she should be in the "StarWars" universe.
Happy Hunting,
P.S. what's up with not being able to /maskscent while on a speeder? That makes no sense what so ever.