Ranger Archive
Thread: My hopes for this game are gone.
Page 4 of 4
Ahoce
Sat Jun 04, 2005 2:15 am
#40
I remeber way back when I used to play this game..... Oct '03 Rangers were never around, if you found one they were sad, it is depressing.
Now that Im comming back to play this game, I am going to play Ranger, even after reading about the problems and rangers not beign so useful.
Now heres how I see it..... Rangers in Final Fantasy 11 are probally the strongest job in that game, but they also plunge alot of money into it to be strong...
In SWG my image for Ranger has been bad.... but now that I want to play it and read some of the problems and some of the skills we have with the proff itself is
a proff that is Great aginst PvE in any terrain with the ability to weaken creatures with traps and save people with /rescue. As for HTFB, says it its self a Feild base, got you're healers and entertainers
in the camp healing those wonded in fighting, but unlike camps they have the crafting stations and stuff.
Back to /rescue.Im not sure of Ranger defense bonuses off hand but for sure they should be good if we are gonna jump in and save someones butt right?
From all the stuff I have read about rangers, it seems the only problem is ranger proff. isn't getting attention, it looks like the bugs are minor, and fixing them wouldn't take long and if done properly, can hold ranger off until a revmap where new stuff can be added..
If all the bugs we have now are fixed properly rangers would be sought out by groups hunting high CL creatures, with the ability to use traps to weaken a creature then our knowlage of a creatures,and the ability to rescue someone if the get aggro would be worthwhile imo.
Almagill
Sat Jun 04, 2005 4:51 am
#41
Angry bags.
This will probably make more sense when I think about it and come back in and re-edit it and what not, so if its a bit "What the?" atm, bear with me, 'k?
ATM creatures and NPC's are just 'angry bags'. Bags of aggression dressed up in different skins. Some have restriction on them as to when and what they can attack, but basically you have a standard angry bag which you then dress up in an appropriate skin, tag on a script and some equipment if appropriate and let it rip.
(There's an excellent post on this somewhere on the forum and I thought I had it bookmarked, but, meh)
With the sharing out of skills, ever combat class has something that's roughly similar to the skills the others have with the exception of v. few specials) players are being shaped in the same way. We're just angry bags like the MoBs, only difference is that they have a limited AI engine to make them do stuff while in theory we've got real intelligence...
So. What's this got to do with rangers and our hoped for revupgrabalafix?
Think of us not as "melee rangers" or "ranged rangers" but as a generic ranger.
What standard angry bag skills do we want to see? A few state attacks, a few defence mods and maybe an offence mod against critters.
Some increased chance of not being detected on check rolls and a few mods to mobility on all terrains. (I've not dug around in the workings of the game but I'm pretty sure it does a check or there's a toggle for different tarrains, ie, inclines, water, etc.)
The state attacks work for (or can be used by) both ranged and melee.
The defence mods, well, I'm _assuming_ that they'd be sort of 'averaged' so as to give a ranger a fighting chance but not imbalance either a ranged or melee combat profession that's tied with them. However, at master level you ought to be getting as good a melee or ranged set of modifiers as any other elite combat prof, regardless of how few SP they've had to put in to get there
Would it lead, or could it lead to def stacking? Well, possible, but a def stacked pistoleer/smuggler/BH ends up with a lower CL (abt CL75)than a thoroughbred MBH/MPistoleer (CL80) so there would probably still be a trade off if somebody took the def's from ranger and tried stacking htem against the defs on another prof.
Of key importance though would be an accuracy modifier, against creatures, that resulted in the ranger doing more damage to dumb animals than dumb NPC's.
The 'specials' are our harvesting mods and creature knowledge. Good thing about those is they require nil investment in animation coding as, at the end of the day they're just a database check and a bit of simple arithmentic/algebra.
At the end of the day there IS hope for the profession, simply cos you lot are still sticking with it 'despite' its current parlous state. We've maybe been getting a bit hung up on the features we want from the profession and comparing them to stuff other profs got inthe CU (ones which, sadly, were within the scope). But if we try framing our suggestions to the dev's in terms of the angry bag model that they're using for so much just now (did I read somewhere that they'd got a 'new tool for creating scenarios'? Maybe a new character editor is loose on Dev-ville??) we might manage to hit a sympathetic nerve somewhere...
... failing that it's something to do other than bite each other in the butts
This will probably make more sense when I think about it and come back in and re-edit it and what not, so if its a bit "What the?" atm, bear with me, 'k?
ATM creatures and NPC's are just 'angry bags'. Bags of aggression dressed up in different skins. Some have restriction on them as to when and what they can attack, but basically you have a standard angry bag which you then dress up in an appropriate skin, tag on a script and some equipment if appropriate and let it rip.
(There's an excellent post on this somewhere on the forum and I thought I had it bookmarked, but, meh)
With the sharing out of skills, ever combat class has something that's roughly similar to the skills the others have with the exception of v. few specials) players are being shaped in the same way. We're just angry bags like the MoBs, only difference is that they have a limited AI engine to make them do stuff while in theory we've got real intelligence...
So. What's this got to do with rangers and our hoped for revupgrabalafix?
Think of us not as "melee rangers" or "ranged rangers" but as a generic ranger.
What standard angry bag skills do we want to see? A few state attacks, a few defence mods and maybe an offence mod against critters.
Some increased chance of not being detected on check rolls and a few mods to mobility on all terrains. (I've not dug around in the workings of the game but I'm pretty sure it does a check or there's a toggle for different tarrains, ie, inclines, water, etc.)
The state attacks work for (or can be used by) both ranged and melee.
The defence mods, well, I'm _assuming_ that they'd be sort of 'averaged' so as to give a ranger a fighting chance but not imbalance either a ranged or melee combat profession that's tied with them. However, at master level you ought to be getting as good a melee or ranged set of modifiers as any other elite combat prof, regardless of how few SP they've had to put in to get there
Would it lead, or could it lead to def stacking? Well, possible, but a def stacked pistoleer/smuggler/BH ends up with a lower CL (abt CL75)than a thoroughbred MBH/MPistoleer (CL80) so there would probably still be a trade off if somebody took the def's from ranger and tried stacking htem against the defs on another prof.
Of key importance though would be an accuracy modifier, against creatures, that resulted in the ranger doing more damage to dumb animals than dumb NPC's.
The 'specials' are our harvesting mods and creature knowledge. Good thing about those is they require nil investment in animation coding as, at the end of the day they're just a database check and a bit of simple arithmentic/algebra.
At the end of the day there IS hope for the profession, simply cos you lot are still sticking with it 'despite' its current parlous state. We've maybe been getting a bit hung up on the features we want from the profession and comparing them to stuff other profs got inthe CU (ones which, sadly, were within the scope). But if we try framing our suggestions to the dev's in terms of the angry bag model that they're using for so much just now (did I read somewhere that they'd got a 'new tool for creating scenarios'? Maybe a new character editor is loose on Dev-ville??) we might manage to hit a sympathetic nerve somewhere...
... failing that it's something to do other than bite each other in the butts
Ahoce
Sat Jun 04, 2005 8:40 am
#42
I hate to say this but.
I think we should list all the bugs with Ranger, then vote on the 5 that are most damaging to the ranger proff. atm, then whine until they are fixed lol.
SickSix
Sat Jun 04, 2005 1:57 pm
#43
based on what i read in BioEngines post in this thread, now my hopes for me enjoying this game anymore have been completely crushed. I don't want to play anything other than what i play now, and from what is said to be in the workings, they will completely ruin Rifleman/Ranger.
CuchulainnDarklight
Sat Jun 04, 2005 8:34 pm
#44
SickSix wrote:
based on what i read in BioEngines post in this thread, now my hopes for me enjoying this game anymore have been completely crushed. I don't want to play anything other than what i play now, and from what is said to be in the workings, they will completely ruin Rifleman/Ranger.
Hell, Im a pilot as well and read the "smiled while saying there will be new ships" bit with the greatest of trepidation as the ROTW ships werent even balanced, and still arent meaning they are vastly overpowered and therefore become Composite Armour in space.
If only I had a bit of crafting, smuggler and medic in my skillset i would be the most borked guy in game!
LastEE
Sat Jun 04, 2005 11:03 pm
#45
GunFu wrote:Just found out from a post that BH correspondent Tanks stated that the smuggler revamp is very far off. This is bad new for us since we are 4th in line to get revamped. I really dont feel like waiting another 2 years for this profession to get revamped. Why are we even waiting this long? When anything is wrong with jedi the devs fix it right away, are we not as important as jedi?Owen....Calc....we must find out if anything is gonna be done for us. I sure would like to save 15 dollars a month if i could. No reaason to play a broken game. If they are not gonna fix this soon I must know so I can cancel my 6ths and only remaining account.
The current order (as stated at fanfest) is Smuggler, Ranger, Squad Leader... most likely done one piece at a time as pieces of larger publishes or even just hotfixes rather than a "Smuggler Revamp" and "Ranger Revamp" publish. Similar to the way we've gotten all of our recent fixes and nerfs.
Pida
Master Ranger
Master Creature Handler
Ahazi
CuchulainnDarklight
Sat Jun 04, 2005 11:16 pm
#46
The current order as stated at game release in 2003 was exactly the same and how much was done?
LastEE wrote:
The current order (as stated at fanfest) is Smuggler, Ranger, Squad Leader... most likely done one piece at a time as pieces of larger publishes or even just hotfixes rather than a "Smuggler Revamp" and "Ranger Revamp" publish. Similar to the way we've gotten all of our recent fixes and nerfs.
Pida
Master Ranger
Master Creature Handler
Ahazi
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