Ranger Archive

Thread: Top Five Debate

DukeHondo
Thu Sep 18, 2003 8:13 pm
#40

Before Creature to Hit gets boosted, it should be changed to help melees too.. That is so not fair. =(



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Ypiana
Thu Sep 18, 2003 9:38 pm
#41

IMHO:


  • Master Ranger skill does not provide enough "meat" for those who attain the skill

  • Master Rangeris pretty good as is. Even a novice Ranger should be able to harvest all 3 resources off an animal since you don't have to be Master Ranger to realize you should honor each animal you hunt by using 100% of it, but if gameplay requires only a limited number of people to get all three resources then it should at least be implemented at Master Ranger level.


    Crafting system needs more depth


    Crafting should be fixed so that you make better traps as you go along with experimentation and resource value. As it is I put all my garbage resources into traps and they work just as well as traps with perfect quality resources. Also, trapping boxes do nothing to improve the chances of a trap working. I dropped Master Ranger and am now down to 4/0/1/0 and my trap failure rate is identical to that of Master Ranger. Since traps fail up to 4 times in a row I found it much more useful for hunting to put skill points into pistol accuracy and speed.


    Conceal needs to be reevaluated for cost-effectiveness (rare resources vs. ineffective results)


    Camo kits would be worth the resources you put into them if they worked as advertised, not unbreakable but NOanimals aggroing if camo check failswhen you are outside animals' normal attack range. I kept wayfaring line for the burst run efficiency and crawl speed, the camo and maskscent are a complete liability and it's more effective to walk around without them because without them you have zero chances of a random attack from 100 meters away. With them you are a sitting duck, and this is really disappointing since Rangers shouldhave the least chancesof being attackedof allthe players in the game. Also the fact that animals can break your maskscent or camo from outside their normal player detection range, and aggro you from over 80 meters outside their normal attack range, makes maskscent and camo downright deadly and frustrating. Before you change the resources the functionality must be addressed.


    High Tech Field Base and its cost-effectiveness (resource requirements vs. disbanding)


    Player camps evaporating after two minutes, NOT protecting against aggressive animals at all, and abandonment as soon as Ranger enters combatmakethe resources you put into them not worth it. If they kept out aggros, stood for 15 minutes after you entered combat or left the camp, the resources would be worth it. Also player camps and tools are usable by TEF enemies so we need a /denyservice option. Furthermore it's kind of silly ina role-playing way that a camp is completely used up and you don't get any resources back when you disband it.


    Examine Window additions


    Base resource amounts, and sociability of animal should be included. Everything a Ranger would have in her little galactic handbook should be included in the examine window for Master Ranger, and that includes resource quality and amounts of animal she is examining. A Master Ranger should be able to observe an animal and know exactly whether or not it's worth harvesting.


    Overall I think the biggest problems in Ranger (now that resources have been fixed, thanks Devs) are:


    Maskscent / Camo drawing creatures (and NPCs with camo) from outside their attack range, animals breaking maskscent outside of their normal attention (? over animals' head) range, and non-aggressive animals breaking your maskscent, which doubles or triples the amount of times maskscent and camo is broken. Maskscent and Camo are somewhat useful but their unpredictability make them more of a liability than an asset.


    Trappingskills doing nothing at all to help chances of traps working and trap crafting with no experimentation bonuses as trapping skills increase, and trap quality not increasing with quality of resources used. If a Master Ranger uses high-quality components he should have almost 100% trap effectiveness. As it stands a Novice Scout and a Master Ranger have identical rates of trap failure and success. My character on Eclipse is a Novice Scout throwing lepacine darts and on Starsider I was throwing lepacine darts as Master Rangerand there was no difference in the ability to get a trap to work. Because you can get up to 4 trap failures in a row It's currentlyWAY smarter to put your skill points into ranged fighting and use scout traps like phecnacine, adhesive mesh, and glowire.


    Bases not warding off aggros and bases disappearing after two minutes or when combat starts. The big field bases' only asset is people give you some 'oohs' and 'awes,' which quickly turn into WOAH - SQUILL IN CAMP! and 'Darnit, where'd the base go?' Then the Ranger says 'Wait while I make another one with 400 credits worth of material, and we run 60 meters to hopefully find another spot cuz this one is 'dead.''


    Ypiana














    I killed my parents... You're next!
    /godmode 1
    Ki_Gu_Lon
    Thu Sep 18, 2003 11:23 pm
    #42

    "- This enters the discussion of the Ranger Bow, and other "illogical" things in the system."


    Ah Ha! So you openly admit that it makes no sense!





    Just kidding!




    "Daddy, what's that bad man doing to my (Star Wars)?"

    "Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
    Ki_Gu_Lon
    Thu Sep 18, 2003 11:47 pm
    #43

    - I also openly admit that having traps that only Scouts can throw is quite illogical as well.


    That is a matter of training and certification, not physics.


    I think non-Scouts should be able to throw traps. After all, I can pick up and throw Commando grenades... being effective with them is another matter.




    "Daddy, what's that bad man doing to my (Star Wars)?"

    "Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
    NRaas
    Fri Sep 19, 2003 7:19 am
    #44

    "Also, each time I bring up trap failure rates I don't hear much back."


    - Unless it is a new issue, I don't usually respond.


    - And trap effectiveness / failure rates has been on the list for a while now.


    - Mostly, I am presuming that when GreenMarine revamps the Trap system, he revamps the whole system (crafting side and failure rates).


    - We know he is doing something in that regards...


    - But since Trapping improvements seems to be a high priority issue in this discussion, I suspect that we have not been provided enough feedback in the area of traps.





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    Japhy_Chilastra
    Fri Sep 19, 2003 8:01 am
    #45

    I totally don't get the creature handling bonus.. not all of us are CH's. Perhaps if I had some examples of other classes getting bonus for other classes, I'd understand better. I guess Creature to Hit bonus gives me a range bonus, but that should be across the board for every Ranger, including melee. I just think that's asking for a bit too much myself. The two professions may compliment each other well, but they shouldn't be married.



    1. Terrain doesn't mean very much after 50 besides crawling. I think that we should have a normal run pace between what we have now and burst. This will allow us to go further ahead of the group and truely scout the area.


    2. More trapping for crowd control. Hopefully the new traps will address this issues with rooting and lure.


    3. A more defined role in PvP such as making our creature to hit bonus work really well against pets. And I don't even PvP myself. "We need a Ranger to take down the pets"


    4. Make /conceal work better with some animation thrown in. I think my /maskscent is more effective than /conceal. They're expensive and often hard to make, they need a better payoff.


    5.Make /forage more fun and worthwhile. Multiple item/ rare bug is annoying. I'd like to see foods foraged that are particular to each planet with different effects, or usable in chef's recipes.



    Japhy






    Japhy Riesling
    Master Ranger/Pistoleer
    Anchorhead Irregulars - Chilastra
    NRaas
    Fri Sep 19, 2003 8:25 am
    #46

    "I totally don't get the creature handling bonus.. not all of us are CH's."


    - By the same logic, not all of us are Ranged fighters...


    - By default, all players can handle one smaller creature (+15 and below).


    - The concept is that since Rangers are more in-tune with nature we should be able to command a more powerful creature than those city dwellers.


    - Either way... It's simply a request.


    - Unless the majority of the community get behind it, it will never reach the Top 5 list. It will simply remain on the list as a possible wish.


    "Make /forage more fun and worthwhile"


    - DeltaXi65 and I willdiscusswho should handle the /forage issues... I don't want to repeat or conflict withanything that he might be pushing regarding the skill.





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    RogueOg
    Fri Sep 19, 2003 9:18 am
    #47

  • Master Ranger skill does not provide enough "meat" for those who attain the skill

  • Can't really comment on that since I haven't reached that level.But I agree Master should be something special


  • Crafting system needs more depth

  • Yes, if we could increasethe quanity or overall effectiveness that would be great


    My concern ishow often doyou find yourself near a crafting station to do the experimentation. I make my trap/tents in the field, building them on a need bases. If you want to be effective at experimentation you would either have to buy a droid with a crafting station, visitthe city or find a players house/droid with a crafting station. Guess what trying to say is that I don't feel this is huge issuedue to the requirementfor experimentation.


  • Conceal needs to be reevaluated for cost-effectiveness (rare resources vs. ineffective results)

  • Agreed! maskscent is still in my hotkey menu due to the cost and ineffectivenessof the skill


  • High Tech Field Base and its cost-effectiveness (resource requirements vs. disbanding)

  • Can't comment sinceI have not reached that level.


  • Examine Window additions

  • Bigest addition would be if the animal was social or not.



    mmaughme
    Fri Sep 19, 2003 9:20 am
    #48




    JonSee wrote:

    getting lists of 8 monsters from the same lair ( should read " many Snorbals or several Snorbals 450nw instead of listings for every animal around the lair ) , truncated useless information for myself . A lair of Snorbals would suffice here




    I don't agree with this one in that I like to know if any of the creatures nearby are babies (for training purposes).


    In another thread, I posted a suggestion about a display that looks something like this...



    • Banthas

    • Dewbacks

    • Nunas

    • Rylls

    • Worrts

    This would be the list of creatures found in the search area, highly simplifying the output. The Ranger could then expand the creature they're interested in...



    • Banthas


      • a bantha (237m southwest)

      • a bantha (232m southwest)

      • a bantha (baby) (231m southwest)

      • a bantha bull (241m southwest)

      • a bantha matriarch (229m southwest)

    • Dewbacks

    • Nunas

    • Rylls

    • Worrts




    Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
    Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
    Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
    Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

    NRaas
    Fri Sep 19, 2003 9:23 am
    #49

    RogueOg


    - The choices I listed are simply my choices for focus issues.


    - If you don't consider one to be a top priority to you, please suggest another one to use instead.





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    NRaas
    Fri Sep 19, 2003 9:25 am
    #50

    "This would be the list of creatures found in the search area, highly simplifying the output. The Ranger could then expand the creature they're interested in"


    - I like this idea, and it has been noted.


    - The other solution sounds much more difficult to implement.





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    Japhy_Chilastra
    Fri Sep 19, 2003 10:20 am
    #51

    - DeltaXi65 and I willdiscusswho should handle the /forage issues... I don't want to repeat or conflict withanything that he might be pushing regarding the skill.



    But don't we get advanced forage skills? I think it's sorta an issue for both.. It'd be fine if Delta got it fixed for the Scouts, so long as the levels that the Ranger operates at is also included for special items or whatever as we work up the ladder.




    Japhy Riesling
    Master Ranger/Pistoleer
    Anchorhead Irregulars - Chilastra
    NRaas
    Fri Sep 19, 2003 10:46 am
    #52

    "But don't we get advanced forage skills? I think it's sorta an issue for both"


    - Yes, skills such as /maskscent and /forage affect us both.


    - We could be both push for changes regarding those skills, but do you really want repetition in the reports we send to the developers?


    - If DeltaXi65 is going to focus on /forage anyways (I don't know if he intends or not), then we might as well go along for the ride and see if we can get anything out of the effort.





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