Ranger Archive

Thread: Great News for Rangers!!!!

NRaas
Wed Sep 17, 2003 7:11 am
#40

"Bad News = GreenMarine was placed in charge of the smugglar profession to get it fixed"


- Just as a note... GreenMarine was already the smuggler developer previous to this.


- The Powers That Be have simply decided to redirect his efforts tothat profession for the time being.





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Cephalo
Wed Sep 17, 2003 9:37 am
#41

For me, areatrack won't be terribly useful unless it works in the widerness. Since the only spawns out there are the ones I make happen and can already see, I don't think areatrack is so great.
sbjnyc
Wed Sep 17, 2003 9:38 am
#42

I always thought pets should have been treated as NPCs (people) for tracking purposes.
sbjnyc
Wed Sep 17, 2003 9:42 am
#43






DeltaXi65 wrote:

The 60% rule is still in place, as far as I know, but the solo levels will be back to their pre-patch levels. This is what I asked for in my email to the devs.




I hope it works out. Last time they "fixed" maskscent they completely broke the skill.
DeltaXi65
Wed Sep 17, 2003 11:17 am
#44

SB,


You mean with the big update? Yup.


But at least its fixed now.


/duck


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Fred_Skinner
Wed Sep 17, 2003 12:28 pm
#45







rs1990 wrote:
One point in this patch that I think is a problem is the fact that we will no longer be able to track pets.


...snip...



You know, being able to track a pet makes sense to me. They leave tracks too. All critter pets should show on the animal list. All "people" pets would show up on the people list. Or maybe just both on the PC list. As for AT-AT and AT-ST, a BLIND MAN should be able to follow those, lets be real



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


sandblighter
Wed Sep 17, 2003 1:03 pm
#46

Hey guys, first post ever! I'm so proud, sniff. Sorry if I sound a little slow but I am just working up from master scout (only need another 100 apprentice points and it was slow last night) and was wondering if this fixeffects experience from harvesting or just the amount of hides/bones/meat harvested.



Thanks a lot, super excited to finally get into this class.



By the way, does anyone have any good strategy for quick exp with harvesting. I will alreadyhave the firstbox for trapping (works great with rifleman) as soon as I get novice ranger up, 30,000 capped out, and would like to be able to go up at a good pace in the tracking and Camo fields.





"A computer lets you make more mistakes faster than any invention in human history - with the possible exceptions of handguns and tequila."
NerfBurger
Wed Sep 17, 2003 1:19 pm
#47

Welcome to the fold!


With the recent addition of group harvesting the best way to zoom up the Ranger skill tree is to join a fairly large group and hunt on Dath,Endor or Dantooine. Many of the creatures on these planets give 400-1400 scout xp per harvest. It beats trying to get 180,000+ xp 100 points at a time! Also the big creatures give huge trap xp as well, 500-1000 per throw, you can get 4-5000 per creature. Trapping is prob the easiest to race up.




QMPFLURRY ANTARIAN RANGERSPMQ
DEKAS OLO [FAR]
MASTER
RANGER - RETIRED
MASTER PISTOLEER - MASTER BOUNTY HUNTER - SQUAD LEADER

sandblighter
Wed Sep 17, 2003 1:26 pm
#48

Thanks Nerf! Got to go grab some of my boyz and get on it now!



"A computer lets you make more mistakes faster than any invention in human history - with the possible exceptions of handguns and tequila."
SelinarSHX
Wed Sep 17, 2003 1:38 pm
#49

As far as i could tell harvest is back too normal EXCEPT if you group with your onw pets. I am a master Ranger, Master CH. My pets are my friends. I want them in my group so i can keep them healthy. Plz get the Devs working on this problem. I hate trying too play ungrouped with my pets just to get proper harvest levels.



Sel'inar
A Leader of men without people too follow him, Is mearly out for a walk.
PA Jesters of Eclispe Anyone can die, but Jesters do it with STYLE
sbjnyc
Wed Sep 17, 2003 2:41 pm
#50






DeltaXi65 wrote:

You mean with the big update? Yup.


But at least its fixed now.


/duck





I'm not sure if that last comment was aimed at me or not. I still consider maskscent to be a broken skill (unless today's patch fixed it, that is). While the lack of experience bothered me after the big patch, at least it worked well. I'd prefer that.


That brings up an issue that has irritated me for a while and recent events compel me to bring it here for discussion.


Back in EQ I played a monk. You could tell how a mob felt about you by CONsidering it. Just as with yellow and red dots on the radar, you got information on whether a creature was hostile to you or not. So if a creature was hostile to you, you would know it and know to avoid its agro range. With Feign Death, you would know it worked if the mob no longer conned as aggressive (as opposed to just not being in aggro range).


We are meant to have the same sort of information in this game. You see red dot (aggro) yellow dot (neutral). If you use conceal or maskscent, you know based on proximity which mobs were affected by getting an experience score (that's what I was really missing after the big patch). If I get near a red dot and gained experience, I don't have to worry about that mob for a while and I can continue with the other reds.


However, I have maxxed out scouting exp (at 160k if anyone's interested). I no longer get any info about whether my skill worked or not while less experienced scouts/rangers get that information. What I would like to see is something similar to the old EQ conning system where the CON would also tell me what the mob's attitude is towards me so I can determine if my maskscent/conceal worked. It's not as if we don't already get that information, but due to a quirk in the experience system, I no longer do.


Any thoughts?

sbjnyc
Wed Sep 17, 2003 2:45 pm
#51

Just to add to what I said, the problem is also inherent in the faction system. If you have 5000 faction with mobs that con red, they will still try and kill you. What's the point of faction?
sbjnyc
Wed Sep 17, 2003 2:46 pm
#52

I'm sorry, I don't mean "con red" (stil too used to EQ I guess). I mean are red mobs (aggro).
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