Ranger Archive
Thread: Top 5 topics
One of the "Helper" Screens you get when loading or changing planets clearly states that multiple scouts that are grouped can each harvest one of the three types of resources from a creature... (ie.. I get hides, then you can take bones, then meat is left for 3rd).
As far as I can tell this is broken in game, and multiple scouts cannot harvest a creature.
- Zarn
Mineras correct me if I am wrong...
5)Bio-science - the multiple harvests from a single creature that is advertised does not work. There is no significant increase in the quantity of the harvest over what can be done by a hunter. Creature Knowledge doesn't really tell Rangers anything they can't find out through more conventional means - examining a creature is really more of a parlor trick than something of real value.
I have read the replies (most seem to be missing)and I think what you are meaning by the first sentence is that each kill is suppose to "alot" 3 different characters to harvest 1 mob, yes??
In the game guide that came with the game, it says roughly (as I don't have it in front of me at work), thatTHREEDIFFERENT Scouts (Rangers) would each be able to Harvest ONE ITEM (Hide, Bone, or Meat).
That is my issue with Bio-Science, and falls under the Scout profession too.
Thanks!
~Lyllian
So has anything come of these issues? Is SOE aware of the major problems/issues? And estimate on when they'll get to at least the things that don't work, that should? (Like the existing traps, and camps not repelling aggro creatures).
Hasn't been any activity here for around a month, just wanted to see if anything was happening behind the scenes.
Some very nice points. I would like to expand on a couple of them.
2. You should mention the bug that says "you forage successfully but the container is full" or whatever. Foraging should give some small amount of frontiering xp. Making a camp should give frontiering xp, not gcxp.
4. We should be getting trap xp for making traps instead of gcxp. We CAN experiment on traps currently but it seems to be tied to the artisan experimentation points instead of getting experimentation points as we progress up the trapping ladder. Most rangers are not artisans, or have very limited artisan skills, such as surveying.
5. As others have mentioned, the creature to hit bonus should be applied to brawler rangers as well as rangers that use ranged weapons.
I think this is a good post about what are some of the major issues we have as Rangers. good job Mineras. I really hope they can fix some of the bugs firstand then add some content to make the Ranger a viable profession.My thoughts:
1) I agree with this very much. Our traps are bugged and do not work. When we harvest we do more than a novice scout does for sure, but it isn't that much more than someone with Hunting III. I play 2 characters at once and my 2nd character has Hunting III in the Scout line and I have Field Bioscience III. When we harvested 2 similar creatures (challenge level 30 -Ikopi Stags I received 67 leathery hides and she received 52. I am 5 skill levels higher than her I just feel this is off by a bit. We absolutley should get the conceal skill back and our camps should repel aggresive creatures. I constatnly have reds roam in to my camp and agro the group. /rescue is absolutely worthless.Traps dont work and we only get 2. There should be a more diverse line of traps. And where is the tracking skill?? How can a nature loving ranger not have this. Foraging rare items never happens. The /maskcent nerf was justified but the way they handled it was kind of like putting a band aid on a bullet wound. It would have been better to significantly reduce exp gained for maskscent working and made the timer maybe 20-30 sec.
Bottom line is thatbasically a ranger is just a better scout, it isnt reallya viable profession yet and we need to add more things to it to round it out.
2) Again I agree. I would also like to see more than just a increase in our prone movement here. Rangers should be significantly quicker even when standing than non rangers.Again conceal should be added in. Maybe there could also be a nominal group terrain negotiation bonus added in. Something that does not take away from the squad leader's skill ( I think SL gets this)
3) I agree. There also should be more thanone way to add to survuval exp. Ithink that there should be a nominal survuval xp gained for a successful forage. Even if it is a small number like 5-10 xp.
4) This is a great idea. Lures would be wonderful idea and would add some diversity to a skill which is completely broken right now. Perhaps there could be an AE trap that lowers some mobs perception skill so a mob can be single pulled from the herd.
5) Agree here. Multiple harvest would be a good idea for group viability and as mentioned above the amount harvested should be increased over the current rates. Creature knowledge is ok but special attacks all come up as none, even if a creature has one and there should be something that lets us know the approximate number of HAM points a creature has.
Arki, Novice Ranger/Pistoleer of Naboo
Chilastra Server
~Casslyn"
Excellent post I am about to give up my artisan skils and should be able to without worring about not being able to make tents
Also it really would be nice to find out what happened to /conceal.....
Perfect! At least we have some kinda voice now ![]()
Anyway, 1 thing on trapping and I have no clue why rescue is part of it. Surveyors put up harvesters to harvest minerals from locations and although something to lure animals away from nests would be good.... Trappers should be able to put SET TRAPS... Kinda like a harvestor for animals... Like a pit with spikes that animals fall into, starve, get harvested, etc. Just a new tweak on the issue ![]()
Good Luck!
Chaii
"I know that have all been stated before, so I wont say them again...but the devs MUST know what an issue Melee+Ranger is. Its like they expected every ranger to used ranged..."
completely agree. just learned that the to hit bonus works only for ranged weapons... thats an outrage and yet another pointer to the fact that the devs care more about ranged than melee...and ranger.