Ranger Archive

Thread: Kash. Camo Kits on TC now

Noghrilover
Sat May 21, 2005 7:48 am
#40

I've kind of lost the will to play at all after this announcement. It's just another thing taht has happened to us. I'll be keeping Master Ranger of course, but they need this revamp soon or I don't know if I'll ever want to play again.



~Scnigey Wesley~
Master Bounty Hunter/Master Ranger
Chilastra
SWG:JTL Alpha Tester

NahjoDorav
Sat May 21, 2005 7:53 am
#41






Cryos_Merovingian wrote:
Well, I run a ranger vendor and it's hard to keep camo kits stocked because of all the unique resources required. However, i'm gladly going to sell these kits after the new patch. Other crafters always say how they charge more for unique planet specific resources. well hell, if that's the case, there's nothing with more planet specific resources than our camo kits!

I currently charge about 25k per crate of camo kits. I think that is about to double... at least.




I think you should consider going the quadruple route. A crate of 25 units with 10-15 uses per is alot of freakin camo. With the time it takes to track, kill and harvest, not to mention doing a factory run, if I sell these things I'm going at least 100k a crate. If they want the benefit of these they will have to pay!!! Mwuhahahaahahah! Oh and about it not working well on non-rangers, all they have to do is get some ca's or aa's with camo clicks and they'll have a pretty good start. Sure it might cost them a bunch up front but I picked up 2 aa's with +6 camo for 50k each for a friend of mine that I go hunting with. With a decent investment up front they can get to where they will be pretty safe going into the wilds.



Nahjo Dorav- Trandoshan Master Ranger/Master Rifleman, Bria

Meinkluas - Mon Calamari Master Artisan/Master Armoursmith, Sunrunner


"He saluted us Roy, that was real."

- I support supporting supports! -
BioEngine
Sat May 21, 2005 8:01 am
#42






NahjoDorav wrote:






Cryos_Merovingian wrote:
Well, I run a ranger vendor and it's hard to keep camo kits stocked because of all the unique resources required. However, i'm gladly going to sell these kits after the new patch. Other crafters always say how they charge more for unique planet specific resources. well hell, if that's the case, there's nothing with more planet specific resources than our camo kits!

I currently charge about 25k per crate of camo kits. I think that is about to double... at least.




I think you should consider going the quadruple route. A crate of 25 units with 10-15 uses per is alot of freakin camo. With the time it takes to track, kill and harvest, not to mention doing a factory run, if I sell these things I'm going at least 100k a crate. If they want the benefit of these they will have to pay!!! Mwuhahahaahahah! Oh and about it not working well on non-rangers, all they have to do is get some ca's or aa's with camo clicks and they'll have a pretty good start. Sure it might cost them a bunch up front but I picked up 2 aa's with +6 camo for 50k each for a friend of mine that I go hunting with. With a decent investment up front they can get to where they will be pretty safe going into the wilds.




If they don't have a camo skill mod to begin with, then attachments won't do a thing.



I'm selling Dath camo kits for 1 million credits per crate, and only when we get our revamp.





Account active 'till November 10th, contact me on forum name:
Stamina
Dariane_Kamutsovy
Sat May 21, 2005 9:45 am
#43

Guys I made a post in the Core forum




Read and put in your own thoughts....


LET US BE HEARD!


And Owen... my apologies if I went over your head... I said I didn't care, but it is almost the reason to completely quit...


neinnunb
Sat May 21, 2005 9:56 am
#44

I dont understand what the fuss is about.

Ranger will still apply the camo kits better and will now have a much larger customer base. When was the last time some crafter or entertainer payed you to follow them around to camo them? Kind of boring if you ask me. Now you just give them the kit, charge them for it and you both go your own ways. If you happen to be in a group hunt the ranger will still be the best one to apply the kits.



                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

Dariane_Kamutsovy
Sat May 21, 2005 10:02 am
#45




neinnunb wrote:
I dont understand what the fuss is about.

Ranger will still apply the camo kits better and will now have a much larger customer base. When was the last time some crafter or entertainer payed you to follow them around to camo them? Kind of boring if you ask me. Now you just give them the kit, charge them for it and you both go your own ways. If you happen to be in a group hunt the ranger will still be the best one to apply the kits.





It's not this only issue nein... it is what has been going on for a long while (read Bio's post).


If we were to get the ability to freely place VENDORS (for NON-Artisans and NON-Merchants) I'd give it a second thought.


Now I just refuse to.
WildBil2Me
Sat May 21, 2005 10:37 am
#46

The sad thing, really, is that we can no longer expect camo to grant any kind of radar or HUD invisibility. With the decision to open these kits up to all players it would just be too powerful.


At this point, if we are really interested in concealing ourselves to the level we've asked for for so long we're left to either go rifleman or to just give up on the concept.


I think this is a really poor decision.


In order for these to have any value right now they'd have to be MORE effective than the current ones available to Rangers. Even those break regularly. I'm curious to see what's going to be happening with this new CL vs. Aggro situation ... but truthfully the problem will persist for crafters even with these kits because they'll still have very low CLs. EVERYTHING will still be aggroing them because they're CL is so low ... and because camo kits really aren;t as effective as they should be NOW, opening them up to other professions really won't have the effect that the team desires.


My recommendation would be to just add Cammo to the list of things needing a revamp and add a special "MaskScent" item to Master Scout that is craftable.


As it stands the only way this suggestion could really work would be to add a stronger Experimentation system to Cammo crafting amd to beef up its ability. As it stands the idea is pretty worthless and won't help the crafters the way they want it to.





Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Iseult
Sat May 21, 2005 10:49 am
#47






neinnunb wrote:
I dont understand what the fuss is about.

Ranger will still apply the camo kits better and will now have a much larger customer base. When was the last time some crafter or entertainer payed you to follow them around to camo them? Kind of boring if you ask me. Now you just give them the kit, charge them for it and you both go your own ways. If you happen to be in a group hunt the ranger will still be the best one to apply the kits.





I don't either. It seems to me that this can only increase our usefulness. At the least, I think that we should hold off on all 'the sky is falling' posts until after we get on TC and do some serious testing. Then if our worse fears turn out to be justified, we can post about it.


Things that I would want to know:


1) how effective are they? For example, do they work like low-level maskscent that breaks all the time or are they more powerful. How effective are ranger camo kits in contrast.


2) do they work against creatures and npcs, creatures and some npcs, or just creatures


3) how long will they last if they are not broken. How long will those applied by a ranger last in contrast.


4) who can use them - I think that maybe it would be fair if you got a certification to use them with novice artisan (and maybe entertainer). This would mean that uber combat types and jedi would have to sacrifice 15 skill points to get the ability to use one of the kits. It would also mean that the kits get used by those that they were intended to be used by.


Guys - I think we should keep in mind that pure crafters have been hurting since the revamp because they get 1-shot incapped by virtually every mob out there. Yes, they could ask for escorts, but, honestly, how many of us would be willing to do it. And if we're not willing to do it, how many uber combat types would be willing to do it? As for applying camo kits, did anyone really have a cottage industry going where you were making tons of credits applying camo to crafters?


To me, this doesn't seem like 'giving away our abilities' as much as it does 'making our abilities more applicable to the wider community.'


But please, can we hold off on all of the angry posts until such a time as were sure that they are warrented?


Iseult
Master Ranger / Mediocre Carbiner
Bloodfin



_____________________________________________________________

Iseult
Elder Ranger / Respec Moisture Farmer
Bloodfin


Iseult's Adventure Shop - winner, galactic homeshow 1.25.2007
SeanBlader
Sat May 21, 2005 11:06 am
#48

I was gong to QFE a few lines of Bill's post, but then it got better and better. What he said entirely.


AndIseult if these camo kits on non-scouts are any more effective than what it takes to get /maskscent as a scout then there's a problem. Obviously if they aren't as effective as that, then there's a problem too. This is a no win situation, basically it makes maskscent useless, and makes Rangers look less unique. On top of that, unless the effectiveness goes up by leaps and bounds for the self applied versions, then Rangers are going to look like idiots who can't really do camo at all.





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Caljostro
Sat May 21, 2005 11:21 am
#49

Congrats, SOE, you win. I am completely out of the ranger business now.

I couldn't afford master anymore since CU anyway, but with these changes.... One less paying customer to worry about when ranger finally gets the deathblow and will be taken out of the game.

Good luck to all Jedi finding someone that is stupid enough to waste the skill points, just to harvest a little more than a scout and to be your trial target tracker.

Shipwright, here I come.
Iseult
Sat May 21, 2005 11:33 am
#50






SeanBlader wrote:

I was gong to QFE a few lines of Bill's post, but then it got better and better. What he said entirely.


AndIseult if these camo kits on non-scouts are any more effective than what it takes to get /maskscent as a scout then there's a problem. Obviously if they aren't as effective as that, then there's a problem too. This is a no win situation, basically it makes maskscent useless, and makes Rangers look less unique. On top of that, unless the effectiveness goes up by leaps and bounds for the self applied versions, then Rangers are going to look like idiots who can't really do camo at all.






well - that's just my point - there are too many 'ifs' here to really base any sort of statements on.Why don't we get on test center and start testing then instead of putting all of this effort into complaining? I have 15 minutes of patches left to go and then I'll have a TC noob for everyone to camo.


Iseult
Master Ranger / Mediocre Carbiner
Bloodfin



_____________________________________________________________

Iseult
Elder Ranger / Respec Moisture Farmer
Bloodfin


Iseult's Adventure Shop - winner, galactic homeshow 1.25.2007
SickSix
Sat May 21, 2005 11:54 am
#51

*sniff* eh? *sniff* what's that smell? oh, it's the pile of shat that just dropped on my head! Thanks Devs! Now i have my Ranger Hat!!!







SickSix
MASTER INVISI-PUSS
HadesNNHellriders
You're supposed to sit here
and die while I poison you.

WildBil2Me
Sat May 21, 2005 2:02 pm
#52






Iseult wrote:





SeanBlader wrote:

I was gong to QFE a few lines of Bill's post, but then it got better and better. What he said entirely.


AndIseult if these camo kits on non-scouts are any more effective than what it takes to get /maskscent as a scout then there's a problem. Obviously if they aren't as effective as that, then there's a problem too. This is a no win situation, basically it makes maskscent useless, and makes Rangers look less unique. On top of that, unless the effectiveness goes up by leaps and bounds for the self applied versions, then Rangers are going to look like idiots who can't really do camo at all.






well - that's just my point - there are too many 'ifs' here to really base any sort of statements on.Why don't we get on test center and start testing then instead of putting all of this effort into complaining? I have 15 minutes of patches left to go and then I'll have a TC noob for everyone to camo.


Iseult
Master Ranger / Mediocre Carbiner
Bloodfin






I'm planning on spending most of tomorrow on TC for the sake of testing this. Ranger Toomey is my new TC char. I'm working my way up to Ranger I think we should all log in and play around to see what's going on.


My major concern is that a whole tree of multipliers and schematics that currently don't work well enough to be exciting are being touted as the end all solution for Artisans.


Everyone is going to want these and everyond is going to be PMing Rangers begging to have them made or applied.


IF this is going to happen it should wait until the skillset is revamped and we should get a GOOD WORKING BENEFICIAL skill first. Once we have a skill that benefits us, they can distribute a watered down version to everyone else with my approval.



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
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