Ranger Archive
Thread: State of the Profession (Oct 8)
Hmm... I've been lurking around on this board for a while, so I figure I might as well make a post. Here's my say on adding metal and polymer back into high level camps.
I believe that a couple people have already touched on the issue of realism, and I have to agree. It makes no sense that we would be able to craft all of that out of bone and hide. Another way to go would be to redesign the camp to look more like it is made out of bone and hide, like they did with the color change to scout camps in the most recent patch. This still doesn't address the issue of the crafting station, however. The best way I see to do a crafting station would be to incorporate it into modular camps. This would also allow us to choose the type of station (crafted probably by an architect or artisan, as stated in N'raas's first post), which I know I would like, since it would allow a generic item crafting station to make camo kits (and traps, if they ever add experimentation into them) better while away from civilization.
Still, i think that if all camps remain as they are, then we need to bring back polymer and metal. They are extremely easy to find (I found 16k copper on the bazaar once in groups of 2k each for 2.7k credits each, for example). This is much different than removing flora from camo kits, because camo kits required such specific resources. It is easy to find a surveyor who happens to have extra metal, but a lot harder to find one who happens to have corellian domesticated wheat.
Been lurking myself for a bit. On the subject of realism, I think that while realism overall is important, there are certain things that can and should be overlooked for the sake of convenience, entertainment factor, etc.
For example, carrying a crate of 500 animal hides, full suit of armor, and twenty or so other items in a little backpack or cargo pocket. Or killing a creature for itshide and instantly creating a full campsite complete with chairs, cots, and tents out of it. The metal and polymer issue seems similar to me.
In my opinion it doesn't add much realism to the act of crafting a base to add the metal and polymer materials if I already need to suspend my disbelief to the point where I am running through the wilderness carrying enough metal and polymer on my back to create ten small bases, and I can whip the whole complex structure together in a second. Not to mention that, with some surveying skills, I could be digging that metal and polymer out of the soil myself. Having to haul all of it on a pack animal and take a couple hours to assemble it would detract from my enjoyment. The game needs to be realistic enough to be immersive, but needs to be fluid enough to remain engrossing.
If there are other legitimate reasons to require metal and polymer for crafting bases (for instance to facilitate more commerce in the game orto maintain a certain level of demand for those materials) then I'm all for it. But I don't see any particular need to require them simply for the sake of realism, as I don't think the extra steps involved add enough realism to make a difference.
"I grouped with a friend today and applied a camo kit to her. The only caveat I can think of, is I had her targeted at the time."
I'm slightly confused by this post, what issue is it in reference to?
You do have to target someone to apply /conceal, it has always been that way I believe.
You don't have to be grouped with them though... You can apply a camo kit to anyone. ![]()
In regards to us taking the group terrain negotiation from the SL, I don't agree. SL's should keep units together & through proper direction should grant such a bonus to unit movement. I think, the group terrain negotiation skill should be renamed "Unit Logistics". However, since Rangers are the unmatched "pathfinders" of SWG (as we should be) I believe, we should give a bonus to a SL's "Unit Logistics skill", say +1 per lvl of wayfaring (+1 additional for Master Ranger, for a total of +5 at Master rank), per Ranger in the group. A co-ordinated group of Rangers should be able to traverse any terrain faster than anyone else. This would give groups with a SL an additional incentive to get a Ranger to help guide them in the wilderness.
The main issue i have is the spawns. I walked over 8,000 meter on Endor last night and i saw 6 lairs, thats with using areatrack often. Now that i cannot always get high level missions anymore as easily, i have to go out and find the creature without a mission. Either the spawn rates need to be fixed our tracking needs to be implemented or rangers can actually get better missions without having a very advanced weapon skills.
P.S. I really like te idea of the Ranger Bow
Zekk- wrote:
The main issue i have is the spawns. I walked over 8,000 meter on Endor last night and i saw 6 lairs, thats with using areatrack often. Now that i cannot always get high level missions anymore as easily, i have to go out and find the creature without a mission.
Ditto.
I was on Dantooine, wanting to test out camo on my two test subjects. We camo'd up and started a 7k hike through the wild. Camo was beautiful... didn't break, no stalking messages... oh wait, we saw one monster.
A bit later we found an area with many more mobs... my friend had wandered over 250m away from me (night was winding up). His camo dropped very soon after he passed the first two aggro mobs. My camo held through some very dense creatures for a good 100m.
Really wasn't enough information to decide if I want to use camo or not.
I know its in the state of the profession... I hope they listen.
-- Elysa, Master Ranger/Pistoleer/Entertainer, Intrepid
On the /conceal camo command and it breaking during combat.
On Thursday night it worked fine. When I was hit the camo dropped, I have no problem with this.
On Friday night, I attacked an eopie and the camo dropped immediately. I was watching the combat window, I was not hit by the eopie and I was not missed by the eopie. Nothing listed in the window indicating anything other than my first shot. I tried again, but this time I sent in a pet first. No problem to start, but when I took my first shot, my camo dropped.
Was the little hotfix with maskscent/conceal listed in the notes today (10/10) a bit over done. Did it create a new bug. Just wondering, as I will now have to use my animals all the time to hunt. I usually leave them on guard command and let them handle any assistive mobs.
Just from what I have noticed tonight, so far.
I too am pretty annoyed with this last mask/camo "hotbreak".
I can live withmask and camo dropping when you get smacked and roughed up, but this is rediculas.
The social creature shuffle is on my $#!%list as well.
Any word on the trap changes yet?
I'm really hoping for a pacify-type trap now. I know its been mentioned before... It has my whole-hearted support now.
Hmm.... a little support for Traps working on CH pets........
First, think realistically. Why shouldn't the trap work? Do CH's have a mysterious ability to automatically train a pet to dodge traps? Maybe add a CH skill that ups a pet's defense against traps, but give them a chance to work, at least.
Next, balance. Ranger is currently far too weak a class, barely able to survive in PvE without a combat profession to supplement it, and completely useless in PvE. Make traps work on CH pets, and you don't need to nerf CH anymore. People will call on Rangers to help them defeat a powerful CH of the opposite faction, by rooting a pet so that they can attack its owner.
And to rant suggest a bit further (and go further from the current topic of discussion, but this is a ranger improvement thread, I'm allowed to do this
), I think that rangers do need a stronger bonus against creatures. Ranger takes enough SP on its own without needing (as stated above) a combat profession added to survive. Ranger should be able to survive in the wild easily against creatures, either by adding a specialized weapons, or by giving more/better bonuses against creatures, and some uniques attacks against creatures. A unique attack would greatly benifit the profession. My idea, let's call it creatureshot for the time being, would be an attack that, if successful, would either autokill or greatly damage one of the targets pools (perhaps whichever one is currently lowest, although that may make the skill too powerful). However, the attack's success would be dependant on some weird formula involving the creature knowledge bonus, the creature to-hit bonus, and the creature's difficulty level (and maybe ferocity). This would greatly increase a ranger's ability to solo, and free up many skill points wasted in a combat profession just so that we can survive. (additionally, this could also be used against pets, and high-level CH's could tame their pets to have a greater chance of dodging it. This would greatly enhance the Ranger PvP ability as well) Just being a ranger alone shuold allow one to survive, not being a rifleman, carbineer, or pistoleer
Noone is putting the work and the effort into as you are.
You are truly the right man to be correspondant. Keep it up ![]()