Ranger Archive

Thread: Tweaks and additions to the profession(s) Foraging, traps, concealment, harvesting, etc.

NoelWindtiller
Tue Jun 14, 2005 10:01 pm
#40

Something small, but here goes.


Abigger light radius for us because of our keen ranger eyesight. Or some kind of ranger goggles with that effect.






Remember, this game is about fun, if your not having any keep it to yourself.
Owen-Lars
Thu Jun 16, 2005 12:29 am
#41

hehe ive got it bookmarked and i will read it mate


Just give me a little time because im swamped in rl this week but i will get around to it mate





THORTAC BALCOR
The Lost Ranger
RANGER
BioEngine
Thu Jun 16, 2005 12:36 am
#42






Owen-Lars wrote:

hehe ive got it bookmarked and i will read it mate


Just give me a little time because im swamped in rl this week but i will get around to it mate







Just the knowledge that you know it exists is enough for me to be able to wait.




I really think that we should push for an incorporation of /forage into our other professions, particularly with the modular designs.



I'll edit and give you time, now that I know you plan on getting to it eventually. Hope your RL problems are nothing serious, btw.





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Stamina
BioEngine
Thu Jun 16, 2005 8:23 am
#43

Dude, bump man.



So many threads bein' started.





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Stamina
BioEngine
Thu Jun 16, 2005 6:18 pm
#44

I am working on a revision of the Animal Call proposal right now. Expect it before tommorrow.



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Stamina
Kinshi
Thu Jun 16, 2005 6:56 pm
#45

THANK YOU!!! :-) What a truly wonderful post. This is what I am talking about people, a collection of small, reasonable fixes, that dont require tearing apart the entire porfession..stuff that SOE can work on in small chunks. Simple things that have a shot at being implemented.


WHat I recommed STRONGLY is that we use this list as THE basis for what we want done with Ranger.


What I think we need to do is filter this list into 3 category


High Priority

Medium Priority

and Nice to have but not critical

(if we get greedy and try to demand it all at once, we prolly wont get squat)


The community needs to decide once and for all what its priorities are, determine how likely they are to be implemented and go after the ones that seem like they have a shot at being implemented.


Good job BioEngine!


I dont think well get all of this, but if we can at least get SOE moving to implement some of it, then Ranger may have some life left in it after all. (and if we come up with something that SOE finds acceptable, then I can make you all happy and shut up about profession merges)


But dont forget, think hard when considering these changes and weigh them agaist the skills of other porfessions and try to view them through the eyes of SOE. IF after doing that, and the idea still seems good, then we have an idea that has a chance.


lets keep this ball rolling...its got potential






BioEngine
Thu Jun 16, 2005 9:29 pm
#46






Kinshi wrote:

THANK YOU!!! :-) What a truly wonderful post. This is what I am talking about people, a collection of small, reasonable fixes, that dont require tearing apart the entire porfession..stuff that SOE can work on in small chunks. Simple things that have a shot at being implemented.


WHat I recommed STRONGLY is that we use this list as THE basis for what we want done with Ranger.


What I think we need to do is filter this list into 3 category


High Priority

Medium Priority

and Nice to have but not critical

(if we get greedy and try to demand it all at once, we prolly wont get squat)


The community needs to decide once and for all what its priorities are, determine how likely they are to be implemented and go after the ones that seem like they have a shot at being implemented.


Good job BioEngine!


I dont think well get all of this, but if we can at least get SOE moving to implement some of it, then Ranger may have some life left in it after all. (and if we come up with something that SOE finds acceptable, then I can make you all happy and shut up about profession merges)


But dont forget, think hard when considering these changes and weigh them agaist the skills of other porfessions and try to view them through the eyes of SOE. IF after doing that, and the idea still seems good, then we have an idea that has a chance.


lets keep this ball rolling...its got potential











Thanks x the amount of paragraphs in your post.



I am still thinking that SOE is just the producer, because I know the Devs are on LucasArt's payroll.




And yes, it is a simple fix to put the results of areatrack IN ALPHABETICAL ORDER!!!!11!11!11!!!





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Stamina
BioEngine
Fri Jun 17, 2005 3:58 pm
#47

Hmmm, so many people who haven't responded to this thread yet




Question: Where is QuietBlade?





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Stamina
BioEngine
Sat Jun 18, 2005 9:27 pm
#48

If you continue bumping this thread we will have to lock it.

Message Edited by GarVa on 06-20-2005 07:37 AM



K........


Guess it's time to take these ideas and put them as-is into the revamp archive with everything else.

Message Edited by BioEngine on 06-20-2005 09:10 AM



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Stamina
Owen-Lars
Sat Jun 25, 2005 3:33 am
#49

Great ideas man, i have a few comments, first let me touch on trapping:



  • Show the damage, range, proficiency, effect, and speed of traps on the trap itself. No more flavor text!

  • Show trapping modifier of user on the traps.

  • Because all but 2 traps in SWG can be found in the Scout trees, I believe we need more traps or more options during trap making.

  • Add a Trap throwing speed modifier to the Trapping skill tree, which would allow a 1.5 to 2.0 second throw speed at Master or Trapping 4, whichever is more acceptable.

I also agree that changes need to be made to trapping and the stuff i highlighted about are some of the areas a really think we need to look at. Ive actually got a thread planned that should go out today that details the options we have for trapping on of which is turning traps into weapons like grenades with speed mods, accuracy and trap stats. Ill detail in the post later but all the points you highlighted get addressed in this.



  • Box Two of the Camoflauge tree: Ifa creature attacks a concealed Ranger, as long as the camoflauge is still active, the creature should have a significant debuff in it's melee and ranged accuracy, but more ranged than melee as they should be able to smell us / hear us when we are close to them.

I like the idea of creature debuffs/ranger buffstied to camo but in all honestly the devs ruined any chance for further developments of camo when they handed it out to everyone, a very short sighted fix imo.Buffs and debuffscan come from other places in the tree if we work it right and perhaps the only advancementto concealment is stealth through another ability?



  • Display the results in an alphabetical order already!

  • Allow tracking on mounts and vehicles, but only while they are not moving.

I also believe a lot can be done with tracking but how far do we need to go? Like what you were suggesting about making the UI more userfriendly and allowing tracking from mounts etc seems a good start. I would like the result script updated providing a lot more data including CL and like you were saying, in alphabetical order or infact directional sorting would be ok too, anything to bring some order to the results.




THORTAC BALCOR
The Lost Ranger
RANGER
DeadlyTedly
Sat Jun 25, 2005 7:17 am
#50

An idea to add to the pot...:

Some kind of cloning module for ranger's camp, associated with a portable cloning device. With this a master ranger carries a device which players can store their clone data. When the ranger has built a camp with a cloning module and plugged his portable cloning device in, the dead player can then clone there. This would be great for long range PvE missions.

Building upon this to have 'overt' faction aligned camps (easily destroyable when found), it would give rangers another role within the GCW (being a base of operations, where players killed in pvp can clone nearby).




Dwar Evonbar (gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggg) Avi'
[Pre-CU Dark Jedi Knight]--------------------------------------[Master Bounty Huntress]

SWG: LIVE BY THE NERF, DIE BY THE NERF
Got a NS bicep?


Stamina
Sat Jun 25, 2005 10:43 am
#51

Hrm, last response first.


We Rangers may be smart, but we don't know how to clone people. Sorry, but this would need to be incorporated only if a Doctor is in the party, and they can rez anyways.



Owen, I was just making the basic statements that no one has made yet on what could easily be fixed and what should have been fixed when the abilities were introduced. I think the tracking layout needs to look something like the surveying results on crafting tools, with an actual map instead of a string of text. We should also be able to have some sort of monitor in our camps that can update automatically with the movements of the creatures / npcs / players that are nearby.



I think we can all agree that tracking needs to be seriously modified at this time.





BioEngine, of -FOAD (Property of Nintendo™)
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"How about you and your friends, versus me...
... and the revolution"

LastEE
Sat Jul 30, 2005 7:27 pm
#52


BioEngine wrote:


LastEE wrote:


BioEngine wrote:


LastEE wrote:
I wanna be able to go inside my tents like the NPCs get (as safe as being inside a house when in them) along with everything else BioEngine said and the whole outdoorsman proposal, and invisibility, and...

I've come to the conclusion that, if you truly mean to have the tents contain graphics of the interior, that it would not be very good as it would cause lots of lag. The best we could get is for them to be a non-collidable structure. If you would want graphics for the inside and outside of the tent, both surfaces would have to be rendered. One-layered graphics help keep the lag at it's current status.

I'd like for them to at least have entrances or something. You know, we can see the door, but we can't open it. Hehe.






Nerf the NPC Camps!!!! I didn't realize they were the reason for our lag, now I want them nerfed!

Ok, I thought about it a little longer. I think that it wouldn't do much, because the camp is stationary, but it can also be placed and disbanded, whereas NPC cities do not have that feature. There is a great amount of lag right after selecting "use" from the camp kit's radial menu (I am talking about the larger ones, of course, which would have more objects in them to load.) So, the doorway idea may be feasible afterall.





Placed and disbanded like... oh a player house, merchant tent, harvester? I wasn't talking NPC cities anyway, I was talking borvo's camps and whatnot spawned in the wildnerness exactly like we'd do =)
Necro FTW!

Just having an in-game event and saw this canopy (i'll bet it stops rain too) and it's not too far away from this merchant tent. Don't currently have any borvo's camp screenshots, but these are also the ones that sometimes have speeders outside them and whatnot sometimes. Merchant tents and houses only draw the interior after you enter them, not for people coming by on speeders, so the more we can bring "inside" the better.



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
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