Ranger Archive

Thread: State of the Profession (Sep 18)

NRaas
Thu Sep 18, 2003 11:40 am
#40

"It seems weird we can carry up to 100k units of any resource type in a single slot, but we can only carry 1 melon on the same single slot"


- The primary issue with this, is that all stacked items have to have the same attributes.


- So all your melons would have to have the same enhancement properties to stack properly


- However, each foraged item is custom created at the time you forage, giving each unique attributes.


- The option suggested by others was to increase thestack sizeof items foraged at any one time.


- I am leaving /forage is the capable hands of DeltaXi65, the Scout Coorespondent.


- You might want to check out that forum and see what discussion is going on in regarding to the command.





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State of the Profession
The Outdoorsman
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MrWraith
Thu Sep 18, 2003 11:42 am
#41

Sorry for the barage of posts, but I have just now obtained the ability to post...software problems. Anyway, what about the ability to combine resources to make traps and camps? It seems to me if you have 20 wooly and 10 scaley hides you should be able to combine them tocome up withthe required amount to make your camp. This might be an artisan problem, but it affect us just as much.


Esiom


Novice Ranger/Kauri

NRaas
Thu Sep 18, 2003 11:45 am
#42

"you should be able to combine them tocome up withthe required amount to make your camp"


- Ah... Patchwork crafting.


- Yes this is general problem concerning the entire crafting system, and not localized to the Rangers in general.


- It is a good idea, but I don't know where you would suggest it. I would consider using the /bug command in game to suggest the idea to the developers.





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State of the Profession
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Fred_Skinner
Thu Sep 18, 2003 1:07 pm
#43

Nice job . There is one thing missing...


A possible alternative to the 60% rule. Sense you have the /group harvest off in there .... Possibly allow scout class to access the /group commands (right now only the leader can)in the following manner - /group subscribetoharvest. This would toggle you to be included or not in the share of the harvest. If any scout/ranger harvests those subcribed would get a cut, the organics and the exp (perhaps you could select those as well? /group subscribetoharvest organic/exp/hide/bone/meat/all/none).




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Fred_Skinner
Thu Sep 18, 2003 1:11 pm
#44






NRaas wrote:

"ruins the idea of being a hunter if you sit in your house and the stuff just comes in"


- I would suspect the Hudson Bay trappers of yore would beg to differ.


- You still need to go out and retrieve the material... Reset the traps... Pay the maintenance, etc.





I would agree. If the trap has to cover a large area: use up like 6 lots. Basically you can only use one, maybe 2 if you borrow someone elses (if that can even be done). If you are in need of more organicsyou hunt too . I think it will work.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Fred_Skinner
Thu Sep 18, 2003 1:18 pm
#45






Ki_Gu_Lon wrote:

I am seriously against the Bow idea as well, so you're not alone.


Not that a bow is not "futuristic" enough. Bows, by design is a great weapon in any era, any setting.


I just cannot stand to see another weapon added to the game that has selective ammunition. It's bad enough that my Sharp Bone Spurs and Adhesive Mesh traps only seem to work on animals, I don't want to see arrows that cannot peirce humanoid flesh... or explosive arrows that only explode on contact with non-humanoids...



I'd like to introduce you toTed Nudgent. I think a hunter and a bow work well any time period. As for the selective ammo bit, you do have a point (Rambo anyone?). However, this would be a special cert for Ranger only and I think one that fits well . I can wait for the other more serious problems to be fixed first tho...



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


NRaas
Thu Sep 18, 2003 1:19 pm
#46

"Sense you have the /group harvest off in there" (sic)


- The /group harvest off option that is listed is an option to revert back to the "first come, first serve" harvesting method, utilized before the 60% harvesting addition


- /group subscribetoharvest sounds like:



  • One scout harvests

  • The resulting harvest/experience is then split among all the subscribed scouts in the group

- Is this correct? If so, it is possible to gainexperience via this system by using /follow and simply going AFK while another Scout does all the harvesting...


- Perhaps I'm misinterpreting your suggestion. Please elaborate.





Ranger Threads
State of the Profession
The Outdoorsman
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NRaas
Thu Sep 18, 2003 1:22 pm
#47

"I would agree. If the trap has to cover a large area: use up like 6 lots. Basically you can only use one, maybe 2 if you borrow someone elses"


- Agreed, though the number of lots used is debatable, it should be a large number.





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Calculus_Entropy
Thu Sep 18, 2003 1:25 pm
#48

I agree that personal creature harvesters are a bad idea. If I have a havester getting suplies for traps and camps, why do I need to make traps and camps? I will not need to heal or protect myself, because I will be sitting in mt guild hall getting fat. If I need help getting to the harvesters, I just get some buddies to abk me up. This could possibly cause another decrease in animal resources like we saw when the 60% rule went into effect. Ifa bunch of rangershave something collecting resources all the time, won't that flood the market with resources? I think the whole idea goes against the idea of being a ranger.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Solusandra
Thu Sep 18, 2003 1:27 pm
#49






NRaas wrote:

"I would agree. If the trap has to cover a large area: use up like 6 lots. Basically you can only use one, maybe 2 if you borrow someone elses"


- Agreed, though the number of lots used is debatable, it should be a large number.







Just call it a slaughterhouse or meat grinder I still don't like the idea, so I'm secretly hoping that enough other people will speak out against it, but *if* it does go in, it should have a pretty high cost. That economy is a fragile thing

Ypiana
Thu Sep 18, 2003 1:36 pm
#50

Good list!


Didn't see traps working on player animals request.


Conceal request in PvP good, but think it should work the same way NPCs like Tuskens use it. You can't see them on overhead map or radar until you face in their direction and target them. You can see them on the screen though.


Maskscent should never make creatures aggro unless you are already in creature's normal attack range. I guess the problem there is that by that time you're already past their checking point. But you won't be past the checking point for all animals. Anyway, not pulling stuff from 100 meters away would be great. I think the animal should only roll a check to break your cammo if it's aggressive and if you are within it's normal '?' range which for most is about 30- 50 meters. No reason an animal will break your cammo if you are outside their check range for normal players. I don't like the idea ofjust dropping chances of being aggro'd at any range, since even with a 1/100 chance you will still get aggro'd on planets like Endor or Dathomir where you pass a hundred animals in a minute or two.


Faster swim: beautious.


All the rest, cool. Don't really care for a lot of it but nothing to complain about.


Group terrain negotiation: I think in the roleplaying sense Squad Leaders have this because a squad leader would 'know' how to conduct a hike and make the group march effectively, and Rangers are more solo types. Just me though...


Now that harvests are back to normal and I'm hunting with satisfaction I've been grabbing Ranger boxes again. Not racing to Master just for the sake of Master again, though, that was a waste of good playing time . I'll get it when I get it.


-- YP





I killed my parents... You're next!
/godmode 1
NRaas
Thu Sep 18, 2003 1:41 pm
#51

"Didn't see traps working on player animals request."


- Request to use traps on Creature Handler pets (possibly receiving no exp for doing so)


-





Ranger Threads
State of the Profession
The Outdoorsman
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Fred_Skinner
Thu Sep 18, 2003 1:42 pm
#52






NRaas wrote:

"Sense you have the /group harvest off in there" (sic)


- The /group harvest off option that is listed is an option to revert back to the "first come, first serve" harvesting method, utilized before the 60% harvesting addition


- /group subscribetoharvest sounds like:



  • One scout harvests

  • The resulting harvest/experience is then split among all the subscribed scouts in the group

- Is this correct? If so, it is possible to gainexperience via this system by using /follow and simply going AFK while another Scout does all the harvesting...


- Perhaps I'm misinterpreting your suggestion. Please elaborate.





Yes, that was "the ticket". I would imagine hitting /follow, /afk and then there would be death, sense you're not paying attention. You have a min range when a creature dies from a bleed, we could apply that here. You go afk and die, and pop into the clone center while eating popcorn and watching a movie: you are out of range and loose out. I would guess that IF you are lucky enough to stay alive: more power to you. If you have friends helping you do this, then how long would it be till they resent you for leaching off of them? Group leader then /kick s you. I think this would make a group asfast and effeicient as with the 60% rule, does not multiple intended harvest and generally more fair and defeats the ninja harvester on one fell stroke. Only problem with this (that I can see)is the learning curve.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


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