Ranger Archive
Thread: Top Ranger Issue
NRaas wrote:
"Comouflage works on some NPC's, not all. "
I've added a linerelated tothis problem,though it is rather vague...
No one seems to be able to pin down the issue.
N'Raas, I have pin pointed each group of NPC's on Tatooine that this effects and how it effects them. I could have sworn you even commented on the thread.
It even detailed the effectivness of conceal on those NPC's that it does work on.
Since no one posted on it to state that I was incorrect, I assumed that it was an agreed issue. Maybe no one cared to spend an entire week testing it to prove me wrong?...
I guess I should go find the thread and bump it back up?
"I have pin pointed each group of NPC's on Tatooine that this effects and how it effects them. I could have sworn you even commented on the thread."
What I meant was pinned down why it doesn't work for the NPCs you described. ![]()
But we can leave that to the developers to figure out I guess. ![]()
To sbjnyc:
Clearly you *can't* keep camo kits on you for every planet, all the time, nor the resources to whip one up for any planet in the galaxy on a whim. This is realistic, and NRaas' request to limit the specificity of the component - but leave the planetery restrictions intact - is both a reasonable compromise and a logical conclusion.
Storing issues? Use the Safety Deposit at the bank, or your house. It's not a big issue to work around. Simply keep the resouces there, and when you're ready to go, put them in your pack. It is not a hard thing to work around, believe me.
I'm not a Ranger anymore, but I still have a very proactive interest in their development. NRaas' suggestions so far have been right on the money, incudling the*real* limitation on /conceal, and that's the stupid flora that's so hard to get ahold of. ~J
For all you Rangers who say that the Packs don't work on NPCs, I have some screenshots of my character standing next to a Stormtrooper. Which by itself isn't a big deal, but I am a Rebel and I was OVERT. On top of that I had killed about 5 of his buddies (with help of course).
Stop bitchin about the Packs not working on NPCs. If you didn't go running through the middle of them, they wouldn't see you. You have to crawl or at least walk through. I'm not saying it doesn't happen once in a while. There is chance involved. You snap a twig, the guy has a sharp eye. You get spotted sometimes, oh well. Though the ONLY time I have had it break on NPCs is when I was running. Running in a gillie suit is rather noticable.
As far as the other concerns, outstanding. I agree with the amount of different resources though. I have no room for anything else. Flora is no big deal. Talk to an Artisan, pay 'im a few creds, put up a flora harvester for a couple of days and you will have thousands of the resource, re-deed the harvester, repeat process. I'm sorry but the flora thing is not that difficult. Speaking of which.....
Any Rangers on Radiant, I have a bunch of Nabooian Wood, Correllian Wheat, and a couple other planet specific flora. Send tell. Reasonable. ![]()
Ok I just thought i'd throw my 2 cents worth in here since i'm close to master now and have had exp with most of the issues being discussed. I've been around since the SWG forums were started but due to Sony suddenly decideing my existing user/pass on forums wasent useable in game I had to create a new one when I actualy started playing the game. Gotta love it.....
In any case since we're concentrateing on the /conceal skill I won't bring in any other issues I have with the Ranger class yet.
First of all fromuseing both; the /conceal and /maskscent skill should combine. In fact if you want to get the "rarely" break possibility that Holocron discussed it should be required to have both working. Also since only a Ranger has /conceal AND /maskscent then this would demonstrate the ultimate superiority of the Ranger himself in this skill area, that only the ranger himself can make himself almost totaly invisible to animals and NPC's, but can assist players in becomeing significantly more stealthy by his skills.
I like that it requires plantetary specific components to create camo packs for that planet. However the ammounts needed are a bit ridiculous. And I have a feeling that if the /track command had become avalible before, or at the same time as /conceal, that alot of the issues with how hard it is to gather resources would have become less obvious. After all if you only have to be in the generaly correct area and you can basicly create the animal you want it makes it alot easier to get that hide, meat, and bone.
The issue with the flora components required is totaly different however. I have to say after thinking this out that other than giveing Rangers a special skill addition for surveying and harvesting only flora components the only other solution I see to this problem is some kind of modification to the /forage command that lets you selectively forage and gives you about 10x more than what you can forage now. Most of this has already been mentioned but i'd also mention that perhaps one of the proposed solutions to this problem someone is going to suggest along the way is "Ok...use some of your OTHER skillpoints to get novice Artisan and go up the surveying tree" To me this is the wrong solution. Some classes by their nature are to compliment other classes or are more reliant on another class to make them work in their class better. However I would submit that Rangers and probably Bounty Hunters by their very nature are, and should be, the most independant classes in the game and shouldhave to rely on other classes for performing their duties as little as possible. To this end then I belive that either the floral componant of the Camo kits should be removed, or some kind of major reworking of the /forage command is in order. Now to me the first solution is probably the most obvious one as it would require the least programing and beta testing, however I would wholeheartedly welcome the second solution as something else that makes the Ranger class more complex and satisfying.
Lastly I would like to say hello again to Holocron and Shug_Ninx as I remember talking to them when the boards first started back in the day when the main concern was "What races would you like to see in the game?" LOL. God I love the way this game has developed. And I love the way you guys are doing things, everything dosent get done as fast as everone else wants it to get done but when it's this huge i'm not surprised.
So far since getting the game i've seen things improve slowly but surely over the 2 month's i've had it and I can't wait to see where things are a year from now.
Happy Hunting Everyone
KrispyKreme
That argument works only when you need different stims foreach different planet. When you have stims that only work on 1 planet and thereofre have to keep a stock of 10 different types of stim Bs (for example) depending on what planet you happen to be on, thenyou would understand the sheer absurdity of this requirement.
Ypiana wrote:
No other profession has that limitation?
Try making GOOD stims....
RoyalGuard82 wrote:
"No other profession has that limitation"
As an armoursmith i frequently had to use my house to store all the different resources and components, from Kammris iron to neutronium steel to lokian leathery hide. Admitedly the comparison suffers as I would always go home to craft, whereas a ranger would want to craft in the field. Still I don't see a real problem, with over 100 inventory slots available to you, and a little forward planning (you know you are going to planets x,y and z, you pick up a few materials from home, go travelling and craft camo suits as and when needed.) just needing planet specific materials is perfectly workable. After all carrying several camo suits for every planet is a little excessive, and even rangers have to go home from time to time...
No other profession has a craftable item that only works on 1 planet (ok except architects but the resources aren't planet specific and they can make a generic version). You have to keep a lot of resources, but your craftables work everywhere. Imagine if your product needed neutronium steel, but it needed to be Endorian neutronium steel to work on Endor, Dathomirian neutronium steel to work on Dathomir, etc. In other words, youd need 10 different neutronium steels. And with resource shifting you'd probably wind up with 2-3 stacks of different neutronium steels for each planet. And since I can't mine hides/bones while I sleep I wll find it hard to get large amounts of resources of one type that I can keep to avoid worrying about these shifts.
I have only 60 inventory slots plus 50 for a pack, plus 100 in my bank. I need space for weapons, armor, clothes, traps, resources I carry, loot, stims, 6 different wound packs, spice, food, drinks, fishing rod and bait, crafting tools, repair kits, quet items, etc (and factor crates of the stuff as well). I do not want to be a walking camo kit manufacturer with room for nothing else. Especially as they aren't really sellable (I tried). I also want to be somewhat organized and keep each planetary resource separated in a container - that's 10 of those. If this sort of resource requirement was place on any other class the howls of protest would be even greater since you would actually have to sell that armor that only works on Endor. We are the only ones that can make or use these things so only Rangers really care.
I would like to think that camo kits, if they worked as advertised, would let me walk safely (albeit carefully) through a nightsister camp on Dathomir and be ignored by the aggressive and extremely dangerous nightsisters so I can walk up to the ones that give out the missions or quests. Similar for marauder armor, etc. Camo kits should not be needed for creatures since we have maskscent for that. That could be why camo kits suck as the devs may not want to allow us to get hose quests so easily. I don't know. It's really the only useful thing I would be able to do for a group as a ranger.
jmatt wrote:
I don't know you guys. We keep focusing on the details and not seeing the big picture.
To wit: What, exactly, will camo kits do for us that we can't do now? I have been asking this question for two weeks and still have not seen an answer.
I've used medical forage quite a bit, and getting something that stacks is rare. You'd be amazed How many different domesitcated rices, oats, and wheat you can forage in an hour in the same spot.
NRaas wrote:
The idea behind the request is to receive the same functionality as /medicalforage which pulls up the flora currently available on the planet.
That flora would be stackable, just like all other resources.
Actually it's not realistic by any stretch of the imagination - we're not talking military camoflogue here. A ranger as an outdoorsman should not be required to head back to his luxury digs in Theed to go out cavorting in Dantooine. He should be able to get the resources from his immediate environment quickly to be able to camoflogue himself. Think about what you are saying here.
Omegaplex wrote:
Clearly you *can't* keep camo kits on you for every planet, all the time, nor the resources to whip one up for any planet in the galaxy on a whim. This is realistic, and NRaas' request to limit the specificity of the component - but leave the planetery restrictions intact - is both a reasonable compromise and a logical conclusion.
This is new? It's been this way since I started playing.
NRaas wrote:
"Is traps not working in caves a bug or is it supposed to be like that?"
That's a new one. Anyone else having similiar issues?