Ranger Archive
Thread: CU: Trapping
A question on those, though--were you able to harvest them after killing them? This sort of information might help track down what is causing the bug.
Nemo0 wrote:
Added the creatures not being creatures bug.
A question on those, though--were you able to harvest them after killing them? This sort of information might help track down what is causing the bug.
WildBil2Me wrote:
Nemo0 wrote:
Added the creatures not being creatures bug.
A question on those, though--were you able to harvest them after killing them? This sort of information might help track down what is causing the bug.ACK... you know they were conning yellow and I just wanted to see if the XP gain would be different. Didn't actually kill them, let alone think about harvesting them.when I log on tomorrow I'll check and find out for you.I can say this though ... I found a regular capper spineflap and was able to trap it with no problems.
Thanks. Just be warned that a lot of creatures are disappearing tonight when you try and kill them (especially the stuff that takes a bit of time to kill).
Here is a list of CLs and the Trap XP for them that I have gotten so far:
1 12
2 16
4 27
8 59
10 79
11 90
13 113
14 125
17 164
20 206
21 221
22 237
Message Edited by agent156 on 04-10-2005 03:04 AM
DaveG wrote:My observations so far are pretty much in line with what you have already Nemo. Just a couple of other things are that I have actually found combat (at around level 8 creature missions) to be too fast to get a chance to use my traps, and I'd also like to see (or have an on/off option) to get the experience point spam back on my screen so I don't have to explicitly check the combat log.
A couple of questions on this post, though. Is the combat being too fast part covered adequately by trapping not being useful at lower levels or is this something more specific that needs more explanation? As for the xp spam, is this specifically trap related (i.e. does your other xp show up on screen) or is all of the xp not showing up on the screen (I know that all my xp was only showing up in the combat log)? If it is trap specific, then it needs to be added to this post. If it's all xp, I'm hesitant to add it here to avoid cluttering. I'd think that the focus/bug threads might be a better place for it (as it is a more general issue if that is the case). Let me know so I can add anything that is needed.
I got the isn't a creature message on several Sevorrts, not harvestable, auto attack wouldn't repeat on them. I found four in one spot bugged like this. I /bugged em.
I've been gathering XP data and those buggy P-Darts have made life very easy.
For me I just throw one, it sticks, they might take one step and then don't move even if I break combat. When the snare comes off I get two "-SNARED-" that float up. One is much smaller than the other.
At the same time the snare from Knee cap shot is doing nothing at all lol.
I'm giving all the traps a good testing atm so I'm sure I'll come back with some thing else. I'm grabing trap XP data and so far it looks good. Its very close to the current TC scout XP.
Nemo0 wrote:
Added the creatures not being creatures bug.
A question on those, though--were you able to harvest them after killing them? This sort of information might help track down what is causing the bug.
Have had it too. I couldn't use traps but was able to kill it with the sg82.
Creature does not attack back and/or disappears (!)
After killing, I could notharvest.
DaveG wrote:
open my inventory, and get the trap thrown.
Toolbar, but even then on on small creatures my shot lands and kills it before the trap gets there. But I guess I don't need traps for them eh?
I don't know about the other suff I haven't been grouping much.
Yesterday when I was playing around tying to make a game plan for testing traps I played with the most of the traps a bit just to get a feel for what I was looking for. One thing I noticed was that when I put the Dizzy state on creatures with the L-dart it uped the damage I did to them by a small amount. Its no longer happening, so that got borked in the last patch.
The only data I took on Dizzy was for a CL 15 Mutant Womp Rat. I did 411 with it not Dizzy and 431 with it Dizzy. That is close to 5% better.
On the first day that damage rolls where unrandomized I was popping the glow traps on creatures and seeing a small increase in damage. I wasn't seeing that any more yesterday and its still gone today. I only have ranged ATM so the mesh/wire part will have to wait I guess. We really need some word from the devs what these are supposed to do or its going to be hard to tell them if they work or not.
P-darts are still causing some creatures to stop moving. This persists after the -SNARED- floater pops up. I found that on Mountain Dewbacks it would sometimes work normally. Snare really needs an effect. I'm sure the profs with a that have a Snare attack think so too.
Here is a little data I took on the Stun state from the Noise Maker. The higher number after the CL ## is Not Stunned then the Stunned damage. This data is showing very close to a 10% reduction in damage. This is the damage before my armor. I'll find more creatures as I go.
Mutant Womp Rat CL 15, 215, 193
Giant Wort CL 13, 114, 102
Cu Pa CL 15, 215, 194
A-mesh is doing the effect, but nothing else. Its also draining a bit of the creatures action.
The blind state on the Sharp Bone Spur is a bear. I don't no how I'm going to test this with out taking data sets that number in the thousands. Again I think some word from the devs is needed. Are we just looking for more misses? Something else?
I have no clue how we are going to be able to collect data on the Stink Bomb either.
Nemo0 wrote:
OK, I've tried to update the post to take the new comments into accout.
DaveG wrote:
My observations so far are pretty much in line with what you have already Nemo. Just a couple of other things are that I have actually found combat (at around level 8 creature missions) to be too fast to get a chance to use my traps, and I'd also like to see (or have an on/off option) to get the experience point spam back on my screen so I don't have to explicitly check the combat log.
A couple of questions on this post, though. Is the combat being too fast part covered adequately by trapping not being useful at lower levels or is this something more specific that needs more explanation? As for the xp spam, is this specifically trap related (i.e. does your other xp show up on screen) or is all of the xp not showing up on the screen (I know that all my xp was only showing up in the combat log)? If it is trap specific, then it needs to be added to this post. If it's all xp, I'm hesitant to add it here to avoid cluttering. I'd think that the focus/bug threads might be a better place for it (as it is a more general issue if that is the case). Let me know so I can add anything that is needed.
The xp spam thing is the general switch they've made. Like Owen said, confining it to the combat log. It's just a personal preference. I'dliked tohave it flashed up on my screen if things are too busy for me to read the combat log.
Okay, the main thing, "combat is too quick". To elaborate on this, the last few hunts I've participated in, on TC-5 (as it was called), I have found that the group was killing the creatures too quickly for me to target, open my inventory, and get the trap thrown. For the times I was successful in landing a trap,by the timethe creaturewas trappedit was nearly dead anyway, so trapping wasn't fulfilling any useful purpose, I was merely trapping for the sake of getting experience.
Edited for typo.
Message Edited by DaveG on 04-10-2005 08:10 PM
DaveG wrote:
Nemo0 wrote:
OK, I've tried to update the post to take the new comments into accout.
DaveG wrote:
My observations so far are pretty much in line with what you have already Nemo. Just a couple of other things are that I have actually found combat (at around level 8 creature missions) to be too fast to get a chance to use my traps, and I'd also like to see (or have an on/off option) to get the experience point spam back on my screen so I don't have to explicitly check the combat log.
A couple of questions on this post, though. Is the combat being too fast part covered adequately by trapping not being useful at lower levels or is this something more specific that needs more explanation? As for the xp spam, is this specifically trap related (i.e. does your other xp show up on screen) or is all of the xp not showing up on the screen (I know that all my xp was only showing up in the combat log)? If it is trap specific, then it needs to be added to this post. If it's all xp, I'm hesitant to add it here to avoid cluttering. I'd think that the focus/bug threads might be a better place for it (as it is a more general issue if that is the case). Let me know so I can add anything that is needed.
The xp spam thing is the general switch they've made. Like Owen said, confining it to the combat log. It's just a personal preference. I'dliked tohave it flashed up on my screen if things are too busy for me to read the combat log.
Okay, the main thing, "combat is too quick". To elaborate on this, the last few hunts I've participated in, on TC-5 (as it was called), I have found that the group was killing the creatures too quickly for me to target, open my inventory, and get the trap thrown. For the times I was successful in landing a trap,by the timethe creaturewas trappedit was nearly dead anyway, so trapping wasn't fulfilling any useful purpose, I was merely trapping for the sake of getting experience.
Edited for typo.
Message Edited by DaveG on 04-10-2005 08:10 PM