Ranger Archive

Thread: State of the Profession (Nov 3)

Gorgoth-GOC
Thu Nov 06, 2003 2:18 pm
#53

Wow, this all looks great NRaas...as I've said before, it's too bad I'm not on Corbantis or you on Bria. In the interim, I offer you the title ofhonoraryHunt Master from the illustrious Rangers of Bria (I'm sure My fellow Hunt Master Squidwalker will agree when he reads this thread).


The identity thing is an interesting issue...I never intended to be a Master Ranger, but here I am, and I definitely consider it to be my primary class...but what am I really? I'm not sure it really matters, and I exploit the Ranger skills mods and abilities to fit a given situation. Some times I'm a hunt leader, sometimes a solo big game hunter, some times a dork out in the forest sniffing flowers. When I RP I have now beenlabelled an "Eco Terrorist" because of my views on the Empire and their impact on the environment (little do they know that those furry little Ewoks will take them down in the end).


One thing is for sure...I always refer to my combat profession as my supporting profession, and always will. The great thing about the ranger line is that even if a single skill is broken, there are so many good things about being a ranger that it doesn't ruin my fun. Imagine if eyeshot stopped working...there would be many fewer BHs I imagine.


More good stuff will come in time, and before you discout our existing traps, as many Rangers do...consider this:


Sonic pulse puts Stun and Dizzy with an area affect. Does a rifelman care about this? Not so much probably, but I do. It takes the average brawler a long time to get specials that stun and dizzy a single creature, and those debuffing specials are key. Duel a TKM, and see how many state effects you have on you by the time you die. If he's good, you'll have plenty of time to look, cause you'll probably never recover long enough to get a shot in.Stun and dizzy on a whole mob? That is awesome! And it takes very little HAM. With the changes to CH, expect to see many more ranged players teaming up with melee players for tank ability, and if you are a ranged ranger, help a brother out with those traps...they really do help!


My two cents...




__________________
Gorgoth Goc
Bodyguard
Rebel Soldier, Rebel Underground: Orange Cell Leader
Bria's Own Scaley Orange Menace


Rhyeal
Thu Nov 06, 2003 2:29 pm
#54

nice job! noticed that the cloning center is no longer in the HTFB wish list..hmm...that would realy help on PA hunts instead of running 5km as a brawler with no terrain negoation from the nearest cloning center back to ur party...with a clone center in the htfb...u could appear only a few hundred meters away...of course, you wouldn't spawn w/ no wounds...you would get 1/2 wounds so medics and docs would still have a purpose...and it would be free or at little cost so the ranger gets a little cr


Just my 2 cents...





Rhyeal Shadowblade :: Egone Thale :::: Riflemen :: Rangers :::: Ranger is a Lifestyle, Live it!
"No, I'm not a combat profession, I don't do that anymore."
NRaas
Thu Nov 06, 2003 2:37 pm
#55

"that would realy help on PA hunts instead of running 5km as a brawler with no terrain negoation from the nearest cloning center back to ur party"


I would suspect most PA Hunts would have a Doctor capable of Reviving fallen comrades.



  • If they do not, they should look into acquiring the services of one (they are very handy).




Ranger Threads
State of the Profession
The Outdoorsman
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JediJabroni
Thu Nov 06, 2003 8:01 pm
#56

I am very glad to see all of this. It's great to have all the issues organized. I just hope it translates into action from SOE, not just from the correspondants.


I just want to stress what -I- personally consider to be the top issue under gameplay..


  • Request for /conceal to not break during combat until damage is incurred
  • Request for /conceal to re-enable 60 seconds after combat completes automatically, without a need to reapply the kit

  • IMO, the fact that camo kits need to be reapplied after every combat makes them half a step shy of completely worthless. Plus, it just does not make sense forcamoflage to be rendered ineffective by EVERYTHING suddenly just because one mob spotted it 64 meters back several minutes ago.


    I would also love the ability to disappear off the radar with a successful camo check against players. If not on the regular map, at least on battlefields. But knowing the backwards way SOE thinks, they probably think that would bean exploit.

    NRaas
    Fri Nov 07, 2003 8:41 am
    #57

    "And also, I was curious if anything in this next patch effects rangers."


    If I knew of anything specific, I would have noted it.



    • There is always the chance of the developer sneaking something in, but he has not explicitly stated any changes.




    Ranger Threads
    State of the Profession
    The Outdoorsman
    (please refresh once you arrive to receive the latest version)
    JediJabroni
    Fri Nov 07, 2003 10:53 am
    #58

    Creature mounts BETTER be able to outrun Rangers. If they don't, I'd honestlybe too embarrassed to play one because that's so stupid.

    Jarx_Xun
    Fri Nov 07, 2003 8:44 pm
    #59

    I'm not a ranger yet but I really want to be one and I want to make it better so here are my suggestions for the Ranger:




    I think we need a special weapon... We are hunters so we should get a hunting weapon. Maybe a sort of rifle weapon used only for rangers or maybe a type of bowcaster weapon (crossbow) and have skills based on hunting.


    Traps need to be better so here are some ideas:


    Carbonite Trap: Lay it on the ground and anything that steps on it get's encased in a spray of carbonite, which freezes thembut makes them invulnerable to normal blaster fire.


    some poisoning traps and bleeding traps


    Sleep gas trap: target falls asleep until attacked (I think I already saw this one in the list)


    Elemental traps, fire trap, ice trap, electric trap ect...


    I also have an idea for a ranger Companion. I think we should be able to choose one creature to bond too and we raise it and it helps us fight and we can only have one until it dies (perma death) then we have to find another. It can maybe carry stuff for us, they wouldn't get too big i.e. wolf size, if not fight or we could have skills associated with it like burrow (it goes around hunting for a specific animal in a "burrow" i.e. that type of animal spawns so you can kill it). I dunno something interesting that wouldn't really be a CH pet but a real companion.


    Now for camps/bases we need a to be able to set up a prefab building that we can use to heal BF,wounds, it have some crafting stations. It could be semi permanent (i.e cannot be abandoned but must be relinquished to build another one). It would be cool to have a mission terminal in it . Sounds like what has already been mentioned.


    Oh and I just thought about the animal companion some more: Maybe we can make it so that Rangers have a choice of 4 or 6 kinds of animals they can choose (ie. wolflike, birdlike ect) from to make our companions. Like we could tame Vornskrs as our companion. Or maybe we could temporarily tame animals to help us out in a battle but they become wild soon after.


    Sorry if some of these have been mentioned.







    PithrenDarkstar
    Fri Nov 07, 2003 10:49 pm
    #60

    That animal companion is a whole different profession, Creature Handler



    - Pithren Ðarkstar
    ¤ Master Ranger ¤
    • in memory of NRaas, Ranger Correspondent

    PithrenDarkstar
    Fri Nov 07, 2003 10:54 pm
    #61

    Err.... didn't read through that whole post on animal compainion, my bad



    It would seriously impede on CH, though, and is therefor not likely to be implemented.




    - Pithren Ðarkstar
    ¤ Master Ranger ¤
    • in memory of NRaas, Ranger Correspondent

    Schwarz
    Sat Nov 08, 2003 12:57 am
    #62

    I don't think it would impede on CH, it'd be a totally different type of handling of the creature. It wouldn't be mainly for fighting, it'd be mainly a type of pack mule. Think of how much more stuff we carry than your average person out in the field. Combat classes only need to haul their weapon and armor. Artisans don't craft out in the field. Medicscan to craft out of the field, but most people with medic skills seem to buy factory created stuff, so they aren't crafting while hunting. Us on the other hand, we're constantly collecting bones, hides, and meats to create our trap, camo kits, and tents.


    I know I'm constantly shifting stuff from my inventory to my backpack because I run out of room. I've got my weapon, some armor if the need arises, all kinds of animal parts, metals, water and chemicals I had to buy from the bazaar, and FINALLY the stuff I've created. I prepared ranger will have several of each type of trap at the ready for battle, camps of varying size to meet the needs of the group. We have a lot of crap to carry and it'd be nice to not have to delete stuff just to make room for more stuff. A pack animal would solve this problem.

    Xeon_Skyrunner
    Sat Nov 08, 2003 1:25 am
    #63

    On the list was "Request for /areatrack to force the first wave of spawns for all existing lairs in the vicinity, so that the creatures will appear in the list"


    Um this seems like a bad ideato me, because of possible server issuies (like them crashing and burning when a guild goes on a kryatt hunt). Worse yet can you imagine tracking something on endor with as tight as the spawns are their?


    Much better (server wise anyway) was "Request for a Spawn Point tracking option. This way we can track lairs which haven't spawned any creatures yet.". I don't think this would be as big of an issuie, just have area track work on those mob's that are already out, and a spawn tracker (of the appropriate level IE: you must have tracking 2 to find a spawn point of meatlumps) for those that aren't out yet.


    Seems like this would a much easier way to do it for the devs, and anything we can do to make their lives easier




    As with all things that can not be expressed in a mathematical formula the above is just an opion, take it or leave it, Caveat Emptor.

    You get more with a kind word and a gun, than a kind word alone.
    Jarx_Xun
    Sat Nov 08, 2003 11:21 am
    #64

    yeah I don't want it to be a combat orienated more of a helper to aid in tracking, maybe he could intimidate animals to keep them at bay , he could hold stuff for us rangers. And Like I said we could only have one at a time and if they made it fight they could still have perma death. Maybe they can make it that CHs would have to tame them for us so they could be involved somehow.

    ByroTimere
    Sun Nov 09, 2003 7:21 am
    #65

    Along the lines of pack mules, but an alternative version, posted by Brisc Rubal (DeltaXi65) in the Scout report:


    Scout packs – This is a common suggestion (and one that I know is an issue with other professions, and may not be plausible). As Scouts, our primary mon(k)ey making opportunity is through the selling of harvestable materials. As this material varies by type, planet and creature, it is common for us to get extremely bogged down with our materials. It has been suggested that Scouts be able to craft special packs that allow for the holding of Scout harvestable materials only, with certification provided in the Hunting line, and that take up less space in our inventory (say, each item counts as .5 items if its in a hunting bag). At hunting 1, you get a “Basic Hunting Bag”, that lets you hold say, 30 stacks of harvestable materials, up through Master Scout, where you’d get an “Elite Hunting Bag” that lets you hold, say 90 harvestable materials. I understand the database concerns that something like this could cause, so I don’t expect this to get implemented.




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