Ranger Archive
Thread: Corr Summit What changes/fixes do we want?
Matsubaa
Fri Jul 23, 2004 12:08 am
#40
I want to see everything that they told us would be or suggested might beput in back in about September.
- Modular camps
- New traps with stronger/better effects
- Traps which can be set and triggered by a mob walking into it
- A tracking ability for specific creatures
- Maybe a trap launcher/Ranger weapon
- Camo Kits that work consistently and well
- ATo-Hit modifier that works on both Melee and Ranged combat in a predictable and noticeable way
I'm not sure I got the whole list, but I'm sure I'm pretty close to it. I don't need a lot of new functionality but a couple promises kept and a couple of perks the community has been hammering on for the last year would be nice.
JuCat
Fri Jul 23, 2004 8:23 am
#41
Calc please clarify. Is this a wish list for changes to be implemented prior to JtLS and the subsequent revamps?
Calculus_Entropy
Fri Jul 23, 2004 9:00 am
#42
JuCat wrote:
Calc please clarify. Is this a wish list for changes to be implemented prior to JtLS and the subsequent revamps?
This is more hotfix, type stuff...not related to any timeline per se, but a list of quick, easy, hopefully combat related changes that we would like. And yes, I am going to filter this list down to things that are appropraite to the occassion
NoWires
Fri Jul 23, 2004 3:37 pm
#43
- Mission terminals in the high - tech camp!
- Creature to hit bonuses apply to all modes of combat for Rangers (melee and ranged)
- Camo hides us from radar
- Ability to use traps on all targets... NPC, PC, creatures
- Longer duration for trap effects
- Special Ranger Weapon
- Ability to harvest all 3 resources at Master level
- Ability at Master level to get an idea of the resource quality BEFORE killing the creature upon examine
jntrex
Sat Jul 24, 2004 1:44 am
#44
JuCat wrote:
I think we need to look at small fixes that would not require alot of hard coding, save the good/necessary stuff for our revamp. i.e outdoorsman.
1) Increase our harvest bonus from +105 to some where between +160 to +205, an 50-100% increase.
2) Double our BurstRun Efficiency from +50 to +100, we can burst longer and more often..
3) Increase camo to +75
4) Increase our Ranged/Melee defense bonuses to +25 to +35.
5) Increase the trapping bonus from +100 to +300, so that our traps could actually be effective against the creature we/I like to hunt =).
6) make our camps work as intended.
7) Do SOMETHING with To-Hit bonus, honestly I'm not sure what it does, or why, as a master of a combat profession, your accuracy should be very, very good on its own, maybe increasing this so a Ranger DOES NOT MISS any creature he shoots at.
Basically just increase the skill mods we have until the profession can be revamped 18 months from now. =) Sorry had to throw a jab =).
I don't think any of these requests would require any new hard coding and or design time, just adjustment of the currentvalues. No new art would be required, no new skill, item, schematic coding.
Also, if my skill mods are not accurate I appologize, I'm at work, so I have to rely on a webiste for those figures.
I truely believe, this is a proposal, that would have a legitimate shot at being implemented, making us better at what we do!! until we get our revamp.....
I'm offering nothing original here
but I think Juju has captured the essence of the kind of changes we need: short, sweet and easy to do. I'm not a computer-coding-type and I know next to nothing about it, but it seems to me that if we merely ask for a boost of this or that already existing ability(ies), that we stand a better chance of getting what we ask for. 
I like Juju''s list for the most part:
1) Increase our harvest bonus from +105 to some where between +160 to +205, an 50-100% increase.
2) Increase our Ranged/Melee attack bonuses by a bunchvs. creatures.
3) Increase camo to +75
4) Increase our Ranged/Melee defense bonuses to +25 to +35 vs. creatures
5) Double our BurstRun Efficiency from +50 to +100, we can burst longer and more often..
6) Increase the trapping bonus from +100 to +300, so that our traps could actually be effective against the creature we/I like to hunt =).
I quibbled a bit onthe priorities and I also added a blurb about an attack bonuses.
I realize our harvest bonus may not be considered to be "combat related" by some, but I would disagree. It is my entire purpose in initiating combat 99% of the time. And it is one of our core abilities in our quasi-combat 140-skill-point profession. 
Thanks for hearing me out!
Tyro
Master Ranger
Kettemoor
jntrex
Sat Jul 24, 2004 1:55 am
#45
Doh!
By "attack bonus" I actually meant (and should have said) damage bonus, ie- a multiplier(double?) in the amount of damage we do to "creatures".
Tyro
Master Ranger
Kettemoor
Flenst
Sat Jul 24, 2004 8:00 am
#46
My personal top three:
1) harvesting bonus - this one far surpasses all the others for me. That we invest so many skill points and see such a minor increase above scout is just ridiculous,
2) /track as per Owen/Lar's recommendations (I love that idea)
3) add something, anything, (easy spray cheese cans or, even better, mission terminals, but I seriously don't care what) to camps to make them useful again.
Rancorrider4
Sun Jul 25, 2004 12:36 am
#47
Vorpaks wrote:
This has been said before but I thought I would throw it in for emphasis - I would like traps that reduce resistances. This way we could lower the resistances of the creature depending on what weapons we use or what weapons our group members use. This would reduce the frustration of those 100% resist animals.
The amount reduced would depend upon experimentation.
Wow! This is a great idea. I wonder why I haven't seen this before. <scratches head>
Great stuff Paks.
Squidwalker
Sun Jul 25, 2004 4:53 pm
#48
Rancorrider4 wrote:
Vorpaks wrote:
This has been said before but I thought I would throw it in for emphasis - I would like traps that reduce resistances. This way we could lower the resistances of the creature depending on what weapons we use or what weapons our group members use. This would reduce the frustration of those 100% resist animals.
The amount reduced would depend upon experimentation.
Wow! This is a great idea. I wonder why I haven't seen this before.
Great stuff Paks.
Ditto on the traps that lower resistances. But in addition to the others that put states on, and more effective types of scout.
Mallecho
Tue Jul 27, 2004 8:19 am
#49
Take GreenMarine out and get him liquored up and get him to sign a paper saying he'll implement the stuff he wanted to for Ranger when he designed it.
Per the Ranger/Scout forum at FanFest:
1. Forage was supposed to find rare items/loot as well as the overly filling foods we find
2. Area Track was supposed to allow the ranger to choose the type of creature they wanted to hunt, generate a spawn, give a waypoint, and then have the creature spawn actually move around (kind of in the same vein as the BH marks do today)
Personally, I would just love to see the "Outdoorsman" proposal implemented either in part or in its entirety.
Per the Ranger/Scout forum at FanFest:
1. Forage was supposed to find rare items/loot as well as the overly filling foods we find
2. Area Track was supposed to allow the ranger to choose the type of creature they wanted to hunt, generate a spawn, give a waypoint, and then have the creature spawn actually move around (kind of in the same vein as the BH marks do today)
Personally, I would just love to see the "Outdoorsman" proposal implemented either in part or in its entirety.
BaneShee
Tue Jul 27, 2004 8:47 am
#50
If the devs are looking for quick fixes then my preferences are:
- A100% increase to harvesting at MR.
- Add creature and creature petto hit bonuses for all attacks(ranged/melee).
- Add creature and creature petdamage bonuses for all attacks
- Increase ranged and melee defense bonuses against creatures andcreature pets
JokitoRoyo
Fri Jul 30, 2004 12:11 am
#51
Okay much of this has been said, but since you asked, I'll give you my POV
Master rangers should be able to harvest more and harvest all from thier kills.
Rangers should be able to do a great deal more damage to creatures.
Rangers should take less damage from creatures.
Campsites shouldn't disband upon enterring combat.
Master rangers should get a +5 Med use. Outdoorsman are a hady breed that know how to take care of themselves.
We should be able to use pets of a higher type than non-rangers but far below Creature Handlers.
Tracking should work.
Traps should work.
It would be nice if we could make trophies.
Jasse
Sun Aug 01, 2004 5:36 pm
#52
Lots of great ideas here, old and new, and if I've read the forums right much of it will be in the Outdoorsman in progress (v 2.1/3?) now. Hopefully it will be ready for the summit!
Personally I would like to see all of the above in some form or another (camps/traps/harvesting/tracking etc.), but I have a little RL input on the creature ToHit and Damage bonus thingy.
I know this isn't a sim, but in RL hunting I know that hunting skills and creature knowledge give you the ability to approach an animal to a safe range, read its behaviour to see if its going to stay in place for long enough or bolt because of the hunter or other disturbances, and placethe shot so as toput it down in a quick and effective maner.
-- this translates to a damage bonus
To be a good hunter you also need to be good with your weapon, you have to practice a lot with your rifle, and you have to be better on the range thanhitting the bullseye now and then, as conditions in the fieldare always suboptimal (wind/rain/light etc.).
-- this translates to a to Hit bonus realted to weapon skills - it doesn't matter how well you know where to place your shot if you can't steady your sight on that point
So it feels more natural to me with a creature damage bonus than a creature to hit bonus, hitting a target is a weapon skill, knowing where and how to hit an animal for a kill is a hunting skill, don't know if this will integrate smothly with the rest of the game though...