Ranger Archive

Thread: The Outdoorsman

shotoyan
Thu Jan 22, 2004 8:54 am
#40

Agreed. I as well became a Ranger because of the creature-centric PvE aspect of it. I completely support the current proposal as it further focuses Ranger to the kind of playstyle I'm interested in. However I just want to make sure that what we all came up with is in fact what the majority of us want. During the development of the proposal, there were numerous ideas that were dismissed because we all believed the Dev response would be that it strayed Ranger too far from their idea of a Big-Game hunter. Now we see that they might be open to those types of ideas. I don't want to see us loose out on some of the great ideas that were dismissed simply because of what we thought the Devs wanted at that time.


Clear as mud?




Thanks,
Lo'ric
Renesco
Thu Jan 22, 2004 12:42 pm
#41

reading this, i couldnt help but think that Outdoorsman would become an elite elite proffesion. something to do after ranger. i coulda sworn i heard something about elite elites coming out w/ the space upgrade...

i dunno. other than that, well written. i wanna be that outdoorsman guy! man oh man, that would be sweet. can you imagine the look on somebodies face as you disapeared right before there eyes? especially if they're an opposing faction member! wow, that'd be awesome.

like a scene out of a horror movie
"what what, where'd he go?"
"spread out! find him"
"GAAAAAAAAHHHHH MY HEAD!"
"gurlgle blub glub"



-__------_____-----_--_----____--__------__--_-----__--_--________--_-------
wanderer, sharpshooter, monk (not teras kasi)

famous last words "ill just go over here and attack these spiders. you wait for the respawn"
Dyrwen
Thu Jan 22, 2004 9:28 pm
#42






Renesco wrote:
like a scene out of a horror movie
"what what, where'd he go?"
"spread out! find him"
"GAAAAAAAAHHHHH MY HEAD!"
"gurlgle blub glub"





Holy crap I nearly died laughing...




000000000000000000Dyrwen Sy-X
000000000000000000
00000000000000000
0
Imperial Master Ranger.
000000000000000000Meat Manager
000000000000000000Hide Heretic.
000000000000000000Bone Busybody.
000000000000000000
00000000000000000
0General PAC Man
000000000000000000Penny Arcade Clan
000000000000000000

NRaas
Fri Jan 23, 2004 9:10 pm
#43

"It seems to me that this would go to waste, however, since most lairs don't take more than 20-30 minutes to destroy."


Considering we also asked for the ability to wander 500m away from the camp, and requested a module that increases the spawn rate in the vicinity, I don't think the duration would be of waste with some types of camps.


The experimentation we requested allows forDurationor Quantity. Spend more experimentation points on Quantity, and the camp essentially works a redeployable system. Or spend more on Duration, and make each camp last longer.




Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Klif_Hangar
Fri Jan 23, 2004 9:13 pm
#44






NRaas wrote:

"It seems to me that this would go to waste, however, since most lairs don't take more than 20-30 minutes to destroy."


Considering we also asked for the ability to wander 500m away from the camp, and requested a module that increases the spawn rate in the vicinity, I don't think the duration would be of waste with some types of camps.


The experimentation we requested allows forDurationor Quantity. Spend more experimentation points on Quantity, and the camp essentially works a redeployable system. Or spend more on Duration, and make each camp last longer.






Ah, ok. I guess I should have read that more carefully This works just as well. Thanks NRaas.





Dyne Cloudskimmer
Antarian Ranger, Ahazi
Neaho
Fri Jan 23, 2004 9:35 pm
#45

If half of the "Outdoorsman" stuff were to be implemented I would never change professions again.


Excellent work...good stuff!
Bladebane
Sat Jan 24, 2004 7:11 am
#46

It all sounds good to me. The only thing that I think you missed that needs improvement is maybe foraging. Maybe stacking of fruits will help abit but its still more worthwhile once you have a master combat classjust missioning and buying chef food and this is before the chef revamp.


Bladebane
Sat Jan 24, 2004 7:19 am
#47

One way to do this I've been thinking is to add some herbs that are foragedthat increase regeneration(heal over time), heal wounds, andmaybe do some bursthealing with them as well so it doesn't relieve our dependence on chef/spice. I think something like this has been mentioned before in another thread
Machs
Sat Jan 24, 2004 9:27 am
#48

Aye, I remember posting on the forage items back in my scout days. The effects of a lot of the items is simply too short. It doesn't have to be a 20 minute effect, but a minute is so short as to be next to useless.


It might be nice if foraged items could:



  • last longer than the current average time

  • stack, or...

  • forage up quantities larger than a single item. As a wilderness expert, I would think that we could find a berry or shrub with more than a single piece of fruit!

  • perhaps, modify the chef food lines in a manner that their effectiveness could be increased by the addition of foraged items. This could affect the buff quality or duration. At least we'd have some sort of market for the foraged items, making the effort somewhat meaningful.

  • recipies for foraged items that combine them into some better/improved effect. Since the quantities are low, they'd never compete with foods or spice, but would provide a benefit to rangers who spend most of their time away from civilization.

Dagger20
Sat Jan 24, 2004 4:37 pm
#49

As a little aside.........if one lists Master Ranger in their signature....isnt' it redundant to list Master Scout? Does it makeonehave a better sense of accomplishment?



Brant


......Master Ranger....MASTER SCOUT! (lol)


Tempest





_____________
Brant Von Sorwl
Imperial Officer, Novice Nose Puncher, Space Rotorhead (Tempest)

Granabaach
Wookie Artisan, Shipwright, and Nose Puncher (Euro-Infinity)
DWolfe
Sun Jan 25, 2004 3:48 am
#50






Machs wrote:

Aye, I remember posting on the forage items back in my scout days. The effects of a lot of the items is simply too short. It doesn't have to be a 20 minute effect, but a minute is so short as to be next to useless.




Not quite true, Machs. The flurr cle onions are awesome little forageables.. Consider:


A rifleman can go through 500 mind in under a minute.. Essentially, you just got 3-5 free shots.


You're about to incap due to mind.. so you quickly pop an onion in your mouth.. boom, +500 mind. Sure it, goes away in a minute, but it's a great little life-saver.


You're a medic, healing the best you can, but now you (or a buddy) is seconds away from dying, and your mind pool is about spent, nothing left for that last life-saving heal. You pop an onion, hit your heal macro, and the day is saved.


On the other hand, the rest of them are... sad.. What we need for forageable foods is low duration, high-effect buffs like the flurr cle, not these 3 minute +50 to all three stats...


And we should find MORE of the good stuff!







~Daracca of Valcyn
Corellian Defense Front - Information Officer
Rifleman - Shoot straight, conserve ammo, and never cut a deal with a Hutt.
Master Ranger - Come with me, and I'll show you the world.
Klif_Hangar
Mon Jan 26, 2004 7:51 pm
#51

For those of you who don't check the dev tracker, TH just made a post responding to a question about the Outdoorsman proposal (Specifically, "I was just curious as to whether or not the proposal by NRaas (ranger correspondant) for changes to the Ranger profession has been reviewed by the Devs." asked by RohmEnari). TH's post can be found here.


Thanks for reading.






Dyne Cloudskimmer
Antarian Ranger, Ahazi
eelektrik
Mon Jan 26, 2004 9:14 pm
#52

Sweet, at least they are working on something...and have discussed The Outdoorsman proposal.
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