Ranger Archive
Thread: This weeks correspondent submission
MIneras,
I have to say that fixing the bugs should be top priority. I mean how can you balance the class when 90% of it does not work correctly in the first place. I have to also say that IF nothing else gets fixed in the Ranger class but the Advanced Traps, I will enjoy the profession even more. As for the camps, I use mask scent while camping around reds for the just in case and so far,I have not been attacked in the Field base Kit.
Ie'ota
Soon to be Master Ranger
Kettemoor, Corellia
Mineras,
Let me start by joining the ranger community in saying that you are doing a fine job. You serve the class and the community as a whole very well. You're feedback shows that you are paying close attention to what the community has to say, and arereflecting that where it's needed. But in response to your comments on Elements thoughts I suggest this. I understand that you believe bugs are the priority right now,but let's keep in mind that we may only want to focus fixing things that we want to keep in the class. There are certain aspects of our class that the community seems to think are worthless and we'd be better off without. For example, the rangers current traps, although bugged don't seem to fit inline with what the community thinks they should do. So rather than waste valuable devlopment time "fixing bugs" we should make our priority list look more like this.
1st priority- Fix bugs on things we want to keep in class but that we want to work properly. No point in wasting devlopment time fixing something if in the long run we don't want it.
2nd priority- Decide what enhancements we would like added to current skills. The skills we have in place are already defined, if they just need a little "tweaking" this is done a lot simpler than developing a whole new skill.
3rd priority- Decide what new abilities we would like to replace the ousted ones or how we would like current ones completely reworked to fit our class more appropriately.
This is my two cents on the matter. I love the ideas I hear from the community and I hope one day to see most of them implemented. But as far as the development process goes, i say let's start from the top and work our way down begining with what can get repaired the quickest. Each improvement makes the class better so rather than wait for a rework of the whole class, let's get what we can get sooner and wait out the bigger improvements.
Oh yeah....we need tracking. That would rock.
great job Mineral.
You have addressed a number of my concerns and most definatly the big ones.
I would like to start thinking about a way for us Rangers to GUIDE a hunt party.. it would give us a purpose and a way of making money.
Thanks again,
hope these get addressed. stacking forage and traps would help a LOT. making the ranger traps work would be great. I had no idea that trapping xp bonuses don't affect success rate - that makes no sense. also the mask scent fix would make it better. no reason mask scent breaking would make creatures aggro if they wouldn't aggro on you without using it - that just makes it a liability. it's also lame that the camp breaks just because you enter combat. it should only break if you abandon it or get killed. the abandon rate should be constant whether you're in combat or not.if it breaks when you go into combat then they should give camps to rear-echelon types like medics, not rangers, but how would medics have camps? also it's lame that the 'your inventory is full' message comes up when you find a rare item while foraging. just put that stuff in sometime because it's annoying.
don't feel like using caps today.
-- yp
Rangers should be excellent forward base commanders. Their camps should persist when walked away from when the datapad is picked up, and provide exceptional healing benefits to players and pets. Their traps should work against NPCs and PCs. Their forage skills should cough up buffs equivalent to low-level chefs. They should get a /maskprofile command that, outside of cities, lets them hide from enemy PCs like /maskscent does against agressive creatures.
Just a few ideas...
Rangers should be excellent forward base commanders. Their camps should persist when walked away from when the datapad is picked up, and provide exceptional healing benefits to players and pets. Their traps should work against NPCs and PCs. Their forage skills should cough up buffs equivalent to low-level chefs. They should get a /maskprofile command that, outside of cities, lets them hide from enemy PCs like /maskscent does against agressive creatures. If a grouped with a high level ranger, pet owners should be able to call there pets, like in camps and cities, but anywhere as the ranger is the ultimate outdoorman(person).
Just a few ideas...