Ranger Archive

Thread: Top 5 Debate

WryanDarkrunner
Thu Oct 16, 2003 12:25 am
#53

My picks.

1. Camps - Increase the range at which they self destruct based on the level of the camp. The top 2 base kits should be permenent within 500m regardless of combat state.

2. Harvesting - Master should be able to harvest more than one resource.

3. Traps - Allow traps to be experimented on for duration and effectiveness.

4. Creature Damage - Increase the damage a ranger can do to a creature by percentage based on skill level.

5. Creature Information - I want more.....

~Wryan~



Wryan Darkrunner
GTB - Galatorbria, Rori
Kreedh
Thu Oct 16, 2003 11:15 am
#54

My top 5 reads as follows:



  • /areatrack does not work as advertised. We NEED this to work reliably and give us a list of ALL mobs and lairs within the range. It needs to work just as well in mountainous terrain as in the middle of a flat desert. It needs to force mobs to pop. I am sick-to-death of having people I am leading around get killed by aggro mobs that spawn right on top of them seconds after I ran through the exact same spot. If /areatrack worked, I could have have avoided the area altogether. /areatrack is so unreliable I haven’t used it more than 4 times in the last 2 weeks. At the moment the only mobs it tells me about are the ones which I can already see, fat lot of good that does me.

  • Camo needs to handle combat better. It bothers me tremendously that the “complex camouflage” I have carefully applied to myself apparently disappears the moment I squeeze the trigger. Camo should never break. I can live with mobs spotting me despite my camo, but their spotting me should not remove it. Making camo inactive during combat would be a reasonable solution for me. The only time I want to reapply it is after 25 minutes when it has worn off. Until that happens, mask scent is far more useful.

  • Ranger damage versus creatures should get a decent bonus. Either that or give us a profession specific weapon that allows us to remain stealthy while attacking, such a weapon should give us the ability to attack assistive mobs without drawing aggro from any other mobs except the one we have attacked.

  • Ranger movement. With animal mounts just around the corner, the ranger’s advantage in movement will be worth nothing more than the cost ofa baby dewback. Give us an overall improvement in speed: walking, swimming, sprinting -- all of these should have bonuses. Plus when mounts come out, rangers should be able to get more speed out of their mounts by choosing the best path for them to follow.

  • Camps and traps… gee, it sure would be nice if camps actually repelled aggro mobs like they are supposed to and if traps worked often enough and long enough for me to go to the bother of making any (for the record, I haven’t made or used a single trap since getting Master Ranger, the cost in time to make and time to throw is not nearly set off by the benefit given on the rare occasions where they do affect the mobs I am fighting. Sure, adhesive mesh will hold a gorg in one spot for weeks on end, but I don’t fight gorgs any more.)

Kreedh
Master Ranger, Ahazi






Kreedh


Solusandra
Thu Oct 16, 2003 1:30 pm
#55






Solusandra wrote:

1. Empty Planets -- This is having a significant impact on a few of our skills. Conceal? Its probably great, but there is absolutely no need to use it the majority of the time. Areatrack? Well, its a lot of fun getting the message that you are unable to determine anything. I read Ailia's post and two thumbs up. If areatrack would "trigger" the spawns, I'd consider the issue closed.







I'd like to retract this please Current thread:


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=708030&view=by_date_ascending&page=1


seems to imply this is being actively looked into.


/cheer devs

vapormaster
Thu Oct 16, 2003 2:07 pm
#56

Major issues i am finding



1. Area track (always getting you find no tracks in area) I have to wait 10min for lairs to spawn so i can track them. Very annoying.


2. Conceal ( been finding conceal break with at-st as soon as i am in there range) I realize they are lvl 125 but please up to what level does conceal work without breaking. also will we be able to use against PC,


3. Traps (would love to see more info on the ones the devs have been talking about and are we able to use them on PC)


4. Camps ( more info on the diff camps the devs have been talking about )


5. Mask scent which is my scout function breaks more now I am ranger.. (when in groupwith friends all have mask scent but they are not master scout s my mask scent always breaks and theres dont.) why does this happen every time i walk away from a creature. lol



Xylona Tiaret


Master Ranger/Master CH/Pistoleer

Keiner
Thu Oct 16, 2003 3:09 pm
#57


First, let me say I love Rangering and always have a blast! Sure, there's some problems, but very rarely does any of it cause me headaches. I always have fun. But anyway, since we're voting on possible improvements, here's my list...



Master Ranger: there should be more benefits to reaching it. Some traps or new abilities at Master level only. Maybe an ability to coax creatures out of their lairs without having them go aggressive? that might be a neat trick.


Camps : Ranger camps should be more distinctive. Most have mentioned the creature repelling. Also, it's been mentioned elsewhere a few times that there could be a cloning station in the highest camp. Maybe that's a longshot, but it would definitely make rangers valuable! Someone mentioned a way to prevent this from being abused is to allow only one use per player. That sounds good. It could be defined as whoever is present or perhaps grouped with the ranger at the time of the camps setup will then have one "dose" of clone data incorporated into the camp. This is pretty powerful, so if that would ever happen, that should be Master level too.


Tracking : Again, we all know the issues. What about a new master tracking ability Direction of Movement? Mainly for player tracking I guess. It would let you see for example, that PersonX is 275m NE and is heading Southeast. (Don't know if that's logical considering they wouldn't have crossed your current location, but those 1000's of bones and hides and giant camps coming out of your backpack isn't quite logical either )


Harvesting : Rangers really should get much better harvests, not just a few percent point increase. I'm a Ranger 3334, and while hunting with my wife (a Master Tailor and Novice Scout 0010 ) our harvests simply don't seem that much different. She'll get 14 units and I'll get 18 units, or something like that. I think I should either be able to get significantly more, or multiple types.


Traps : It's great that some are in the works. I hope we get a good number of new ones. How about a Shockwave trap that knocks down all creatures in a certain radius? (like my pistol melee defense does). I'm not sure if I agree with using traps on PC's though... maybe just a few specific ones (like a tripwire)





----------------------------------
CU4 revealed!
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RIP Keiner Macht'fr 8/1/2003 - 4/18/2006
RIP Z'Bree Macht'fr 8/10/2003 - 12/18/2005
RIP Bri'zhee Khan 1/20/2004 - 12/10/2005
RIP Keino Mahhk 11/10/2004 - 12/11/2005

oh yeah, and "alot" is not a word...
Inky1724
Thu Oct 16, 2003 4:41 pm
#58

Hey all, Im having a great time with Ranger, and I am soon to become Master. I Love the profession and am happy to hearit is heading in the right direction, a big hand for NRaas for doingsuch agreat job


I Definatley agree that there should be something benificial to becomming a Master Ranger, something useful that will give you more of an incentive to reaching it......not to mentiona great feeling of accomplishment.


Camps - I Don't know if this has been discussed before, but every time i set up my camp, and enter combat....it always tells me that my camp has been abandoned. When i go back, i have no access to the Lil terminal tocheck status, or disband.Once we are able to leave our camps up for long periods of time i think that no matter how many times we go into combat, we should never abandon our campsites. Also, the cloning idea is great and i back it up 100%. It might be a long shot, but as others have said, it would make us very useful, and almost a must in a hunting party. It should definatley be an ability earned at Master Ranger. Maybe a Schematic you can add to your HTFB.


Traps - I know we are getting a revamp in the trapping line, which is great to hear because traps are definatley a big part of being a ranger. These are what helps us take out the larger creatures we normally wouldn't be able to. One idea for a trap would be similiar to the Phen Dart, but as it being a Ranger trap, itwould slow down the creature for a longer period of time.


Also, someone suggested traps that have multiple effects, or a trap we can choose to add stuff to, so that is does have the ability of multiple effects. Im behind this idea as well.


Tracking - I Find tracking to bevery useful as of now. I use it almost all the time when i go hunting, i always stop and do a quick track just to see what i have in the area to hunt. My only suggestion is that as we go up the tracking line, the distance we can track would increase, and by the time we hit master, we get a tracking distance bonus. So,for example,Tracking 1 - 250m, Tracking 2 - 500m, Tracking 3 - 750m, Tracking 4 - 1000m, andMaster Ranger - 1500.


Creature Damage Bonus - We are Ranger, and as a Ranger we should be the best hunters out there. I feel that a Master Ranger should be able to take out almost any creature in the Galaxy. Rangers should definatley have some type of edge over all the other classes when it comes to hunting creatures. A Creature Damage Bonus would be nice to see. Since we know creatures inside and out, we should also know how to hit em where it counts, and therefore take them down quicker and easier then others.


Harvesting - Only thing i have to say here is at Master Ranger, we should be able to harvest all three types of resources. It just dosn't make sense, we take out the bone.....and what, the meat and hide dissapears? heh, i dont think so. I was wondering why we couldn't do this when i was a scout, but for the pourpose of balancing the game, if every scout and Ranger could harvest all three types, there wouldn't be a benifit to becomming a Ranger(from a harvesting perspective), except the fact that you can harvest more. Which, as of now, isn't a huge diference. So definatley allowing a Ranger to harvest all three types would be a plus to our profession. Also, allowing us to pull more units off a creature as well. When comparing a Ranger harvest to a Scout harvest, i want to see difference of 35units and up. A Master Ranger should be able to get even more, because by that time the Ranger should know how to put every last scrap of the creature to use.


Wayfaring - Definatley need a plus to terrain negotiation. Allowing us to burst run for longer amounts of time. As of now it seems i slow down within a minute, which is rediculous. A Master Ranger should be able to burst run for a good 5 minutes or more.


Camo kits - I would like to see the kit stay on us wether we are in combat or not. So if the kit lasts a half hour, then it should stay on us for a half hour. There should be factors however determining if the kit will actually stay on us for that amount of time. If we enter Combat with a freshly made camo kit, i think we should definatley get a bigger defense bonus, or something where the creature misses us more often, just for the fact that our camo is on us. As we get hit more, the kit will start to fall apart, making us easier to hit. We could use something like a HAM bar, but for our camo. Letting us know what type of shape it is in.If the kit has afull bar (or 100%), then we are hard to hit, but as we get hit.....the bar (or %) will drop, untill it finally gets down to nothing (0%), at which time the kits will have worn off.


Those are my ideas, some might have already been discussed, and if thats the case, i am behind them all the way.I have no intentions of leaving the profession. Im reaching Master Ranger soon, and plan to stay with it. I Love the profession and I am looking forward to the changes in the future. Take care everyone and Happy Hunting!








----------------------------
En-Jordanpo Inky - Master Doc / TKA - 0-0-1-1

"No, try not....do....or do not. There is no try."
Yoda - The Empire Strikes Back
NRaas
Thu Oct 16, 2003 8:54 pm
#59

Alrighty then...


There is still no clear Top issue... It's neck and neck with traps, camps, /areatrack.


Make your voice heard and post your personal top issues.





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johncarter
Thu Oct 16, 2003 9:24 pm
#60

#1 issues is damage to creatures.


Extra damage to creatures sounds good.


Right now the skill point invesment is not worth it.

Ki_Gu_Lon
Thu Oct 16, 2003 10:31 pm
#61

Traps... New traps, useful traps, PvP traps, trap experimentation, traps on pets, etc...



"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)."
Joth_Kyles
Fri Oct 17, 2003 12:04 am
#62

#1> Bows and what the Devs think


#2> Camp repair (keep out the agros), modular camps, and recycling camps.


#3> /examine give quality of harvestable resources


#4> Creature Damage bonus! Dude, I LOVE that idea


#5> Give us the LLC. Just kidding. Ummm... Bows again?




Joth Kyles
PA: Ronin
Rank: Rikushoho (Major General)
Master TKA / Medic / Smuggler / Pistoleer / Scout
American by birth, rebel by choice, southern by the grace of God.
sbjnyc
Fri Oct 17, 2003 12:17 am
#63

Perhaps it's because I'm an old-school gamer or perhaps I'm just myopic, but I feel that we should get what we knew what we were getting when we chose the profession and be content with that (ie melee bonuses for melee rangers is nice but not an issue IMO). We can ask for more afterwards. Anyway, I primarily want more content for rangers as I don't think the bug fixes are game-breaking for us, but I'll list my current ranger issues for the existing skill set


1. Tracking needs to work in any terrain and correctly by mob type so that it doesn't matter if a mob is much higher or lower than us. Also create flexible keyboard commands.


2.Conceal should be free to the ranger and need a kit to use on others who do not have stealth skills. EIther that or allow the camoflogue skill to enhance our ability with maskscent.


3. Camps need to repel aggressive creatures and be quasi permanent (not collapseduring combat). If they can't program it, we should be compensated by adding other useful functionality for camps.


4. Remove the bug that prevents us from harvesting resources if we or someone else in the group harvests the wrong resource (don't recall if that was fixed or not). Remove the bug (this time) that rgants us the group harvest reduction if only grouped with a pet(s).


5. Ranger traps still need to actually work. All traps need to give us a message if they work or not.

Haldan
Fri Oct 17, 2003 1:08 am
#64

For what it's worth..


My "priorities":


Conceal/Maskscent: As others have stated, have it changed to remain in effect until damage is taken.


Track/Areatrack:I'd like an ETA for /track. For Areatrack I'd like to see if we could have it changed so that at Master Ranger - we can track while moving. I hate having to stop while leading a hunting expedition to track. Trackers in RL and in literature can track while on the move. Why can't we?


An ETA on the new trapping and camp changes would be nice too.



shnelle
Fri Oct 17, 2003 7:14 am
#65

/areatrack


I would really like the tracking to track spawns. It would be wonderful if we could go to an outpost. Pull up track and get a message "You make out a large migration of animals to the NW"


I would really like to track lairs as well since we can't see most animals till they load.


Our Window allows us to highlight specific targets and click ok. It would be AWESOME if this would create a WP to the selected target.




Oppeei Xigu - Female Rodian - Bria - Rori

Master Creatuer Handler
Hunt Master
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