Ranger Archive
Thread: Ranger correspondent feedback
I don't mean to highjack your thread here Holo, but we're having problems of equal proportion over on the Smuggler's boards as well. The only reason I bring it up here is because of the scope of the problems, which makes it difficult to have any kind of meaningful discussion as we anxiously await the responses to our correspondent's list. Also, I don't believe our correspondent communicated one very large and gaping issue, because he thought it inapporpriate given it's sheer enormity. I disagree with him in that regard, and want to make sure it's heard.
But first:
Slicing IV: gives WORSE results than three. This is a bug I'm sure and easily corrected, but it's difficult, and gating after a fashion.
Underworld I: useless. 100 language comprehension is worthless when all PC languages can be learned in a matter of moments.
The rest of the underworld tree is useless to any neutral smugglers as they are entirely factional benefits. They're neat, but if you're like many of us and waiting for a Hutt faction it does you no good.
But here's the BIG one. The one that didn't make our list of concerns, though it's the biggest. Smugglers don't smuggle anything. Our function makes us no different than anyone else. We do nothing shady or illegal. We are not smugglers.
First of all, nothing is illegal in this game. The proliferation of military grade weapons, and upgrades is not illegal. The selling of "dangerous" narcotics with terrible side effects is not illegal. You could take each of these "special" trees and put them in Artisan trees and Medic trees respectively and it wouldn't look the least bit strange.
Also even when player missions are added, and/or if things are made illegal, smugglers are no better at fullfilling their job of "smuggling" than anyone else. We have no overall abilities that others don't have. We have neat attacks as individual abilities, but our over all discipllines do not set us apart in any way, nor make us smugglers in any fashion.
What makes this so urgent is that any time not developed to fixing this is wasted time. The longer a solution is in coming the more difficult it will be to change, both in game, and for the players to accept. Because to really make us smugglers is going to require the addition of game systems, or the expansion of hitherto existing systems. But these additions and expansions are going to have to be large to make it meaningful for us in any way. It's not enough to give us "smuggling" mission terminals, when anyone is going to be just as good at completing smuggling missions, assuming they are some kind of delivery mission, which they would almost have to be, considering that is what smugglers do.
What we DO have is a very interesting and fun sort of catch-all Crime Lord class, without the fun of actually being a criminal. Our abilities are nifty. Our attacks are useful. Spice making and slicing can be fun and profitable. Our factional abilities can be useful and interesting if one uses them the right way. But none of it has anything to do with smuggling. And to give us things to smuggle without the ability to be any better at it than any other profession doesn't help at all. And that means the addition of a new skill, to be added to some new discipline, which I realize takes time and effort and energy. Meanwhile, many smugglers will be getting used to whatever niche' they can find to fill, and then, willl have to relearn their own profession after a fashion, a change many may resist.
There have been several suggestions on our boards to correct this, as well as similiar ones made back in Beta and before. As far as we can tell NO ONE has been there to read them. Of course we understand you guys are busy and can't get around to everyone as we'd like. However, that is why I'm taking the time to bring this issue here as the issues of Ranger which you feel are drastically important are very similiar to the major issues we've been having. Because this is such an inherent flaw to our profession, mechanically, and philosphically, I felt the need to bring it up here. I apologize to you of the Ranger profession for high jacking your thread, but, hey, I'm a smuggler, it's what I'm SUPPOSED to do. ![]()
WOW WOW WOW WOW WOW WOW WOW WOW WOW
I reread that three times!!!
In my wildest dreams ......
WOW
and thank you!!!
Thank you very much, I love your creativity. Some of these things were on my "That would be great but probably too much to askfor" list.
Very exciting, especially since I'm only 80kcamping away from Master. ![]()
Some of you folks aren't reading his post correctly about the /conceal- it is NOT PvP. He says that you can apply it to other players - meaning you can use it in a group to conceal other members from the mobs - not use itagainst other players.
At least that is the way I am reading it.
Thank-you very much Scout/Ranger/WhateverElse Dev, you have OBVIOUSLY been listening to what we have all been saying.
I mean jeez:
1) Ranger will now be incredibly useful to groups. I was wondering how the heck I was going to lead half my PA across Yavin IV to attack a rebel base. Given all the reds and high-level creatures on Yavin IV, I was thinking it would be impossible.
But wait! Now we can use /conceal! And I can apply it to all my friends! Brilliant. And 25 mins will give plenty of time to get there.
This will really create a demand for Rangers to lead various groups over hostile planets, I'm jumping for joy right now.
And the Camo Kits, also a very good idea and actually very immersive.
2) Camps, you've really being listening to us here. I can not wait for the new camps. They may also create a large demand for Rangers if they can attract creatures.
3) TRACKING! YES! This is what we have all been waiting for so long for! Instead of just using one of the ideas, you used both as well! Tracking skills will add yet another desirable element to the Ranger tree. Combined with /conceal, I can foresee Master Rangers taking large groups on massive hunting trips to high-level planets.
And, need money? Think of what this will do for Explorer missions. We'll be finding those 45 creatures at much higher rates and will hence rake in the money. Not as fast as Baz Nitches, but we'll be getting masses of hides, bones, and experience as well.
4)Ah...the new traps. Once again it is clearly evident you have been listening to us. The addition of static traps will add a great element of strategy and hunting prowess to the game. The Lure trap(oh god yes) will be a Rangers best friend vs. BAFS. We'll finally be getting some very useful traps in the near future. We can even use one on NPC's....yipee.
Add all of this onto the Scout buffs, and we will finally be a 'something' class that people my rely upon.
Thanks again Dev(s), I won't be able to sleep tonight.
Beyond a doubt, one of the best overall responces I've seen. It's EXACTLY what we all hoped for but really didnt' expect.
Exceeding your customers expectations will carry you very far.
Good Job !!
WOW, we are gonna get nerfed!
I wonder how much of our input had a direct effect on these changes...they all look REAL familiar.
Well, if we did end up having a lot to do with the changes I wouldn't be surprised, we have a very good Ranger community and I would like to personally compliment everyone who has contributed so far...
And hat's off to Mineras who basically created the model for correspondants. (it can't be easy being the gunea pig)
We got a lot of attention, I still can't believe it...