Ranger Archive
Thread: Corr Summit Quesions you would like me to TRY to ask.
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Squidwalker
Sun Jul 25, 2004 5:00 pm
#53
jntrex wrote:
I am concerned thatfollowing the Combat Balance Master Rangerswill be nerfed into having to group.
I am a soloing master ranger and only rarely group. I can't speak for anyone else in this forum or for anyone else as a ranger, but one of the reasons I became a ranger is because I imagined it to be a profession which would support soloing; as in self sufficient and rugged individualist, living off the landbyhis/her own wits.Kind of like being a fur trapper in North America in the early 1800's.
I'm afraid the Combat Balance will nerf all of the combat professions such that us rangers will not be able to solo effectively due to the fact that we can only master one combat profession.
My question is:
What is being done to ensurea Master Ranger will still be able to effectively solo and remain a premier creature harvester following the Combat Balance, given that said ranger has invested 120+ skill points into the scouting and rangering professions, whichdo not significantly contribute to one's combat ability; and given that a Master Ranger can only master one single combat profession?
Hmm. Not sure if that's worded theclearest possibleway.
Tyro
Master Ranger
of Kettemoor
In my viewing of it, you are both correct and incorrect. Yes the CB will likely "change" all combat professions to less then what they are now, or at least to balance it out. For example, so a single combat profession, TKM example, can go solo rancor missions and such. The stuff on the advanced planets Endor, Dathomire, Yavin and Even Dantooine, should not be soloable for the most part. Not saying a single adventurer shouldn't be able to wander about, but it would be dangerous and perilous, and if you got out numbered could be in big trouble. And this is all with out buffs mind you.
So yes, in that regards with the "current" ranger skills and abilities, "changing" our combat professions to that extent would be drastic. But to me, and many of us, a Master ranger should be to wander about on those planets solo with out much worry. So this gives us that much more of a fight and reason to get the abilities and skills needed so a master ranger can be that solo hunter.
jntrex
Mon Jul 26, 2004 10:20 pm
#54
Squidwalker wrote:
jntrex wrote:
I am concerned thatfollowing the Combat Balance Master Rangerswill be nerfed into having to group.
I am a soloing master ranger and only rarely group. I can't speak for anyone else in this forum or for anyone else as a ranger, but one of the reasons I became a ranger is because I imagined it to be a profession which would support soloing; as in self sufficient and rugged individualist, living off the landbyhis/her own wits.Kind of like being a fur trapper in North America in the early 1800's.
I'm afraid the Combat Balance will nerf all of the combat professions such that us rangers will not be able to solo effectively due to the fact that we can only master one combat profession.
My question is:
What is being done to ensurea Master Ranger will still be able to effectively solo and remain a premier creature harvester following the Combat Balance, given that said ranger has invested 120+ skill points into the scouting and rangering professions, whichdo not significantly contribute to one's combat ability; and given that a Master Ranger can only master one single combat profession?
Hmm. Not sure if that's worded theclearest possibleway.
Tyro
Master Ranger
of Kettemoor
In my viewing of it, you are both correct and incorrect. Yes the CB will likely "change" all combat professions to less then what they are now, or at least to balance it out. For example, so a single combat profession, TKM example, can go solo rancor missions and such. The stuff on the advanced planets Endor, Dathomire, Yavin and Even Dantooine, should not be soloable for the most part. Not saying a single adventurer shouldn't be able to wander about, but it would be dangerous and perilous, and if you got out numbered could be in big trouble. And this is all with out buffs mind you.
So yes, in that regards with the "current" ranger skills and abilities, "changing" our combat professions to that extent would be drastic. But to me, and many of us, a Master ranger should be to wander about on those planets solo with out much worry. So this gives us that much more of a fight and reason to get the abilities and skills needed so a master ranger can be that solo hunter.
Actually, I think we're on the same wavelength. 
I understand and agree with the need for a Combat Balance. Buffs + Armor = godlike = ridiculously overpoweredin a mmorpg such as SWG. Luke almost hadhis butt handed to him by the rancor in Jabba's keep, I'm sureeveryone knows. Rancors shouldn't be able to be spanked like they can be today. Even my beloved Rifleman profession could possibly be a tad overpowered. 
I'm terriblyconcerned about the time frame before the Ranger revamp, but after the Combat Balance. Rangering will hit on some hard times then methinks andit wouldn't surprise me if that period stretched out to be a year, oreven longer. Who said we're next in line for a revamp after the CB? What about architects? and commandos? and politicians? Everyone is screaming for fixes or a revamp.
/groan
I'm not trying to rain on a parade here; I'm just looking ahead. 
Maybe my question could be better if:
What is being done to ensurea Master Ranger will still be able to effectively solo and remain a premier creature harvester following the Combat Balance but before the Ranger revamp, given that said ranger has invested 120+ skill points into the scouting and rangering professions, whichdo not significantly contribute to one's combat ability; and given that a Master Ranger can only master one single combat profession?
Hopefully, I'm wrong and I'm screaming like Chicken Little, worrying about something that won't be any big deal. 
In any event, I see Ranger, afterall is combat balanced and revamped, as one of thegreat professions. Especially if the developers pay any attention to all to the ideas of the rangercommunity.
Tyro
Master Ranger
of Kettemoor
JokitoRoyo
Mon Aug 02, 2004 2:23 pm
#55
Squidwalker wrote:
Here goes............
"What would the devs guess are the Rangers biggest concerns, gripes and questions, in the current game?"
/applaud
/cheer
/salute
Wideshot
Tue Aug 03, 2004 10:18 am
#56
Does SOE intend to put an high level goals/ objectives into the game other than success via rapid resource and xp grinding? If those goals/ objectives already exist can they be highlighted so that players have something to work towards?
TheDarkTrumpet
Tue Aug 03, 2004 3:49 pm
#57
Calc just be sure to bring me back a SOE/SWG designed cookie - if they make them 
...darn, I want cookies now.
...darn, I want cookies now.
AzucarSalado
Wed Aug 04, 2004 2:46 am
#58
Oreet, the quantity of milk is increased sa you progress in Ranger. When I was MR, I could get 110-120 u from a piket.
Inr elation of egges youa re right. You always get the same quantity. I 've nerver though that. It will be a nice idae, although I've never seen a big demand on eggs.
Message Edited by AzucarSalado on 08-04-2004 11:47 AM
Message Edited by AzucarSalado on 08-04-2004 11:47 AM
Keatsnam
Wed Aug 04, 2004 4:30 pm
#59
Do any devs play rangers?
As part of their jobs, are devs ever required to level characters like normal players when testing changes, or do they always use "god mode?"
jedichuck
Thu Aug 12, 2004 1:51 pm
#60
don't waste your time or one of our questions asking "is our camo supposed to work against npc's or not?"
There was a response some time ago that "it was never meant to work against npc's". This was just before they released the first new dungeon (geo cave). It didn't seem to phase them at all what we reminded them that we were TOLD in the first place (patch notes) that is WAS SUPPOSED to work against npc's and the fact that the ingame text description of the skill specifically mentioned for use against npc's. But they kept with the "it was never meant to work that way." Rather than tell us the truth behind the change : "We can't have rangers using /conceal to freely move about the new dungeons."
So, it did work on npc's for a while, but was nerfed just as the geo cave was added to the game.
Message Edited by jedichuck on 08-12-2004 01:53 PM
Ailsa
Thu Aug 12, 2004 3:31 pm
#61
I have a Master Ranger on Tarquinas and have a Ranger-to-be on Flurry that I am working on now. When I stopped playing the game last fall, Rangers still had some viable skills to contribute to others. But now that I have returned to the game it seems that things have been implemented that actually make these skills less necessary (i.e. Harvesting Droids). Even back before I stopped playing, Master Rangers still weren't getting a big enough bonus to harvesting to make it worthwhile (for most) to spend the skill points on the Master Ranger box, let alone any of the Field Bioscience boxes.
So my question would have to be what abilities will you give to Rangers to set them apart from Novice Scoutsand make them more desirable in groups? (And how soon can we expect these to be implemented?)
As far as PvP goes, I really hope the developers reconsider the "no traps usable on humanoids" rule. Perhaps this could be one of the thingsthat sets Rangers apart from all the Novice Scouts: Scouts can only use their traps against animals but Master Rangers can use theirs against humanoids, player and NPC alike.
Now, don't get me wrong. I actually loved being a Ranger and I look forward to being one on Flurry. I just think we deserve to have some attention since we are, and have been, among the most patient group of players around.
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