Ranger Archive
Thread: Our Top Issues (including bugs)
Page 5 of 5
HornedSandRanger
Sat Oct 30, 2004 9:59 am
#53
Ok... 5 *'ed as many as i could... hey we help each other out right? 
I wish rangers didn't need to rely on large groups to get the big paying missions. I mean we're rangers right? We know a lot about our surroundings right? Shouldn't we have the choice of what difficulty missions we take. Granted this wouldn't allow a non ranger to group with a ranger and get the same high price missions, but i think it would be a cool ranger only bonus. Of course then there would be some argument that ranger's would become insta millionaires.
Almagill
Sun Oct 31, 2004 12:11 am
#54
Whinge removed.
One issue.
PvP No Decay.
PvE Decay.
One issue.
PvP No Decay.
PvE Decay.
Message Edited by Almagill on 11-01-2004 02:10 AM
Almagill
Sun Oct 31, 2004 12:14 am
#55
Calculus_Entropy wrote:
Let 'er rip!
I will start:
Issue: Ranger harvesting is not sufficiently greater than Scout harveting.
Bug: When you havest an 'illegal' resource from a critter, you not only don't get the resource they don't have, but you can't harvest anyhting off of it.
/agree TAHT p's me off. 'specially with spelling like mine, lol.
/harv mear mate mere ah stuffit.
Winfaw
Fri Nov 05, 2004 7:13 pm
#56
Well I have been a M Ranger / M Rifleman / N medicsince Beta, but I don't post much. Here is my 2 credits.
1) Traps are useless. They need to affect any creature in the game without generating aggro. What we have now are useless gernades. If a single present day human can do a whale with a harpoon cannon we can do likewise to K dragons.
2) Area track useful, but if no spawns are present what's the point.
3) Camps are now useless. I love the look of my camps, but again what is the point.
4) Camo - our best abillity and it is weak. A M Ranger should be virtually invisable to any creature, NPC, or player in the wild. The K dragon should not be able to break camo just by coming in range.
5) Rescue (Why?) Just Kill it.
6) We need some presence in the GSW. The combination ofRifle / Ranger conceal,camo, take cover, aim and head shot should kill anything in the game except a Jedi who will know it's coming., in one shot or at least incap them. Any creature can be killed with one shot provided the shooter is using the right weapon. I'd like to see ST armor deal with a 50 cal. at 64 meters (don't bother looking for the pieces of his head. (When the sheilding drops)
7) I do crawl but the application of terrain negotiation needs to be broader.
8) If ya want to wrestle a bear like Davey Crocket then go ahead, yes creature bonuses should apply to all forms of combat.
9) As to the outdoorsman it is too complex suits, kits, blinds bah. KISS Pattern the concept after Jeremiah Johnson. Loner but skilled.
C-Fodder
Thu Nov 11, 2004 10:01 am
#57
I love my camps.... During the week I like to solo, and weekends I arrange groups. With camps during the week I select 2 of the biggest explorer missions I can find, and then just head out. Being a ranger allows me to play this way, at the end of my session I just drop a harvestor (why not 22 hours of harvesting gets you something) and a camp, and walk away from the computer. in an hour my character is fully healed, camp auto disbands, then the game auto logs out. so the next day I can log in pick up my harvestor with my resources and continue with my explorer missions without ever having to run back to town. This way I can go a week without needing to return to town.(only play about 3 time during the week, for about 1.5 hours)
***
Just wish the BF healed also in camps.. but this is an acceptable restriction in my opinion.
I dream that the camps could call up to the spacestation to jump into space..... ooouuuwww.. technicolor.
/examine... contrary to what some say THIS is the rangers best skill, we can see 90% of the stats of a creature, Some modification I would like to see.....
Does it have range (ideal range)
Is is a pack hunter (does it swarm)
trap effectiveness (chance of trapping it sucessfully)
Half of a rangers skills in hunting come from experience, and knowing what not to try solo, and what is safe to solo... but that leads to a habit of staying on 1 planet. I know virtually ever creature habit on Corelia, LOK, tatooine (dothmir... but there everything is agro swarming). But every time I feel like taking a week on a different planet I get frustrated because I don't want to have to relearn a whole new planets creatures. With a couple more bits of info in the examine would be more intresting.
Traps,, I love it when these work. At master these shoudl be more effective. this can be done by taking the traps out of the generic tool bax and making it seperate crafting tool. and give use experimentation points for it. Instead of using crafting stations for a place to experiment, let us use the camps, each level of camp has a preset crafting bonus. Make the trap making tool a ranger only tool, allow scouts to make traps and camps on generic tools, but make a Ranger toolkit that allows us to make better traps. DO MAKE CAMPS EXPEIMENTAL... they should easy to make out of anything. With a good adhesive mesh and a knowledge that animal XYZ oonly has melee, should allow rangers to take them down easily. If you want to make traps more intresting make so that you if you used planet specific resources they work better on that planet.
The /rescue command should be easier. Rangers should be able to help out a newbie, we can lead them to a creature with area track, trap them for easier kills, but if out newbie friends bites off to much we should be able to draw off some of the fire.
Spinnthrift
Mon Nov 15, 2004 1:26 pm
#58
My biggest issues:
1: Wild Spawns. Or rather... the total lack of them. I've just spent about half an hour wandering the complete outbacks of Corellia for half an hour and found two mountain murra for my troubles. This was walking.
2: Area Track is buggy at best... more often than not - when I find something worth area tracking - it's already been engaged by the party who stumbled across it.
3: Conceal isn't worth all that much IMO.
4: Traps don't trap much, give me a solid blaster/rifle/powerhammer (insert weaponname here) any day.
5: I'm forced to be solo most of the time because even if I group with others for company - my effectiveness as a Ranger is negligable harvesting.
6: The Novice Scout with Veghash + Droid will harvest enough to make me question my skillpoint allocation.
BetrayedTemplar
Thu Nov 18, 2004 6:29 pm
#59
Hmm. My Sonic Traps usually do have the dizzy effect on creatures. Is this effect not working for most others?
Nemo0
Thu Nov 18, 2004 6:54 pm
#60
BetrayedTemplar wrote:
Hmm. My Sonic Traps usually do have the dizzy effect on creatures. Is this effect not working for most others?
The effect sticks, it just doesn't affect the creatures. If you dizzy an NPC and knock them down, they will stay down for a while. Creatures will be up right away.
ToiletDucky
Tue Nov 23, 2004 5:08 am
#61
I'm gonn have to say that camps should act as a med center and give buffs a little extra bump. I also think that the camps should be able to heal BF. Not the camps actually buy just sitting there but allow a dancer/musician to heal them there. I also believe that the camps fence should be actually usefull because right now i still have animals roll right on in.
Tibli
Tue Nov 23, 2004 4:30 pm
#62
Dizzy doesn't work on creatures..... and to answer your next question, I have no idea why they gave us a trap that doesn't do anything to the only things we can use them on..
BetrayedTemplar wrote:
Hmm. My Sonic Traps usually do have the dizzy effect on creatures. Is this effect not working for most others?
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