Ranger Archive
Thread: Ranger Revamp: FAQ
Owen-Lars wrote:Group Interaction
gfhf
Lol. This is the one question I haven't really seen tackled anywhere. Quoting from my earlier post-
What group would want to hire you now?
"Can you do damage or status effects to help us take down the enemy lair"
"Well I can walk around and spend time planting mines around the base. It might do some damage if the creature walks over it. And please don't kill all the rebels immediately as I might be able to steal stuff from them first."
"I think we'll go with the Squad Leader instead."
Is SOE trying to encourage group play or not? The existing Ranger had abilities that could be used solo or in groups. A bit of tweaking (like introducing a tracking system that works or the group EQII pathfinding bonuses) and a lot more traps could have helped both group play and solo play. All the new skills seem to based purely on solo play. Honestly - how many times are you going to persuade your group to let you camoflage them on the condition that they don't move for a while. I really can't see how any of the new skills are going to fit into the game.
???
P.S. Didn't I read that there were only supposed to be less than 50 Antarian Rangers in this era? And the first person to mention there were only a handful of Jedi as well gets a minefield around there house ;-)
Message Edited by GothChip on 09-18-2005 09:41 PM
GothChip wrote:
Didn't I read that there were only supposed to be less than 50 Antarian Rangers in this era? And the first person to mention there were only a handful of Jedi as well gets a minefield around there house ;-)Message Edited by GothChip on 09-18-2005 09:41 PM
I think that's why we're best being left with the name "Ranger" as there's a whole list of Ranger-type organisations.
And to improve continuity further they could have just focused on Force Sensitivity being the endgame, instead of all this Jedi business.
Helios_SOE wrote:Currently, under the new system...
...camps are being moved to Scout.
...trapping mods are being moved to Scout.
...you'll still be able to get fishing bait (not using forage)
Please keep in mind that all implementations are subject to more playtesting, balancing and change.
Dyrwen wrote:
Beat ya.
Yeah but our Fearless Lizard had a clicky!
I know my view is unpopular but the Harvesting mods have been out of control for some time now especially given the number of scouts in game. Once all the harvesting mods are migrated to scout they need to be reduced. If the harvesting mods are not reduced then Scout will be overpowered in terms of Harvest % at 0040 Scout.
Owen-Lars wrote:
Yeah i was discussing that with a friend earlier. The group bonus needs addressing. I would like it to go to master scouts, the full 40%.
Camps, Traps, etc... (http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=70817#M70817)
Currently, under the new system...
...camps are being moved to Scout.
...trapping mods are being moved to Scout.
Fishing bait.... (http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=70817#M70817)
...you'll still be able to get fishing bait (not using forage)
Harvesting... (http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=70362#M70362)
Scouts, under the new system, have all of the harvesting skills thatare currently distributed between both Ranger and Scout combined.
Terrain Negotiation... (http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=70827#M70827)
Master Ranger / Mediocre Carbineer
Bloodfin