Ranger Archive

Thread: Ranger/Scout Changes in update on Test Center

Embersyc
Thu Sep 25, 2003 10:06 pm
#40






NRaas wrote:

"Capped the max number of components that can be found off a single creature in loot at 10"


This is in reference to looted items such as Krayt Tissue, which can be used in armor production.



Krayt Tissue is actually used in Gun production, and it sucks if they cap it at ten, especially I think it takes 11 identical tissues to make a T21. Oops. I have only gotten more than 10 off a dragon twice, then I think it was 11 once, and 12 once. Considering the amount of people it takes to kill a krayt, and everybody wants a share, they need to up it to about 20 tissues.



: Ember : Sunrunner : Hunt Master :
NRaas
Thu Sep 25, 2003 10:09 pm
#41

"Krayt Tissue is actually used in Gun production"


Thank you for the correction... I've never even seen a looted animal component myself.





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Xenothaulus
Thu Sep 25, 2003 10:27 pm
#42

Awesome. Now I can start trying out camo kits.



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NerfBurger
Fri Sep 26, 2003 12:33 am
#43






JohaoCarl wrote:

Okay, only a basic question:


When these changes will be live?





The last big publish was on the test center for 2 weeks before going live. I assume the same will happen again.



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BigBabyBoba
Fri Sep 26, 2003 12:36 am
#44

That's just so sweet. I can't wait until we see that on Live. Probably a couple weeks out but well worth waiting for.



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jmatt
Fri Sep 26, 2003 12:42 am
#45

Gosh Darn it and I thought I was planning ahead.


See, you made the mistake of thinking that the developers had thought this all through and now you're paying the price for believing them. It's a reasonable assumption --because I don't know many companies or products that simply careen pell-mell all over the place on a bi-weekly basis.


They're just making this up as they go along and you're the guinea pig. And when they make a mistake, you pay the price. We'll probably all be better off if we stopped taking them at their word and waited to see actual results before acting on what we think they might do, or should do.

Jodowein
Fri Sep 26, 2003 2:34 am
#46

Scout: Mask Scent / Conceal is now properly removed when you initiate combat.


Well even if this is a change back to what it was and what is intended it's I think a major drawback (and I really cant remember it - but maybe had a different gaming style then).


Most of the social creatures are non-aggro (but all come after you when you attack one)


Most of the solo ones I found are aggro.


But now when maskscent breaks on first fight with solo aggro the other ones will also aggro you again and you end in a kind of social environment as well.


This means in the end it`s much more complicated to find single kills possible. Which is esp. for my Ranger solo play style a real problem then...




Jodowein
Master Ranger
grizouh
Fri Sep 26, 2003 4:00 am
#47

Scout: Mask Scent / Conceal is now properly removed when you initiate combat.



not only the probs for soloing rangers also did anybody consider how many camo kits u might need for a big hunting group like for dathomir now? not to mention all the time u need to conceal each person in ur group aftereach fight (or one camo just breaks and everybody helps with the adds...) we have to spend time harvesting after the fight, and now even more for concealing the fellas.



group: "can we move on now?" (cose other aggros are eg near by)


ranger: sorry, just finished harvesting and have to conceal now, please stand in a row ^^



grizouh


*not amused*




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glory
Fri Sep 26, 2003 5:00 am
#48

/emote falls to her knees and prays it goes live in todays patch.....I hate those sneaky stalkers lol. And am thrilled with the camo kit changes. I made a bunch, then did not use them after test driving them, yuk.



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Black-Ice-Sinaju
Fri Sep 26, 2003 8:51 am
#49




i just KNOW that the stalking animal notification will get anoying, mainly when on a big planet, itll get spammed onto you, who knows though, i like it but im worried it could get anoying






You guys havent even gotten one message yet and your already complaining about it Jeez!! at least let everyone try it out for a couple of days before you start flaming it.


Great Job on getting the info up and down the chain Nraas.




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sbjnyc
Fri Sep 26, 2003 9:31 am
#50




NRaas wrote:

"I would have rather kept the floral components for the camo kits, but made them foragable... Very unexpected change..."


Yes... When I first heard this information from GreenMarine, I was suprised as well.


I'm quite sure foraging would not have appeased very many people...


Unless changes were made to make the resource planet specific. And that was considered infeasible in the time alloted.




Two things spring to mind.



  1. Foraging for flora would have had to go hand in hand with survey. But the only pointin changing the forage ability is so we wouldn't have to have artisan skill. So imagine there is a resource shift and there is no Dantooine berry fruit at all. Imagine how theminers would feel if Rangers would still be able to forage Dantooine berry fruit with impunity. And if we couldn't, well it sort of makes the skill pointless anyway for us.

  2. The other problem is, I think, database conceerns. I have used medical forage quite a bit, with very little success. Ordinarily I'd wind up with 20ish resources in very small quantities. Initially I would save them in the bank until I realized I'd never get them to decent amounts where I could stack them. Then I'd destroy them. However, destroyed resources still take up DB space. This is the reason "practice mode" was implemented for crafters to grind with.

That's my 2 cr for why the flora component was taken out of the picture entirely.

NRaas
Fri Sep 26, 2003 9:35 am
#51

"Imagine how theminers would feel if Rangers would still be able to forage Dantooine berry fruit with impunity. And if we couldn't, well it sort of makes the skill pointless anyway for us."


That is the way that /medicalforage operates.


The command performsa random /sample operation on the planets flora.


More likely that would have been the way /forage would have been implemented, if required.


If the Berry Fruit didn't exist on the planet, the command would not be able to pull any.





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Pamoya
Fri Sep 26, 2003 9:36 am
#52






NerfBurger wrote:


Scout: Mask Scent / Conceal is now properly removed when you initiate combat.



Ouch! Everytime we initiate combat we lose conceal? This is a big change if its what I think it is. As it is now, MS/conceal help keep a creature from aggroing you for a couple of shots. I also thought it should help pull herding creatures away from their herd. We need some clarification on this one.






I am not happy about this if it means what I think it means. If we want to run around concealed, we have to reapply it every time we fight something? I hope they gave us 100+ charges on our kits to compensate... I guess they are emphasizing that maskscent is used to travel rather than to fight, but if I'm travelling anywhere I fight a bunch of stuff on the way. Thats the point for me really, I could just take the shuttle otherwise.


The other changes sound good, especially the ones that improve the effectiveness of conceal/maskscent (less breaking, less aggroing). I read a post on the testcenter bug report thread that said conceal/maskscent were almost too effective now. Good to hear.




~Pamoya~
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