Ranger Archive

Thread: New Top 5 issues PLEASE READ

LastEE
Thu Aug 21, 2003 5:35 pm
#53

Man, I'm going to have to catch 3 more fish or harvest from 3 spiders to get rid of the last 3 points of battle fatigue I got from dieing then sitting in the starport unless I want to hit the hotel, since harvesting from that 45th fuzzy jax that paid 4700cr didn't quite do it for me The more I think about it the more I like it.



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
NRaas
Thu Aug 21, 2003 6:08 pm
#54

LastEE:


"I already take away from the usefulness of droid engineers and master architects because I don't want a droid or a large house, but don't hear them complaining."


- We don't take away that much from DE, as their top droids actually provide BETTER healing modifiers than our best camp. As well, DEs can make droids with PRIVATE crafting stations, while ours are only PUBLIC


-Architects don't make temporary housing, theirs is permanent (as long as you pay). And we can't make camps you can store stuff in.


"I'm saying that SOLO MASTER Rangers (Masters of the Wild) should be the ONLY ones to benefit significantly from an auto-heal."


- Ok, I concede to this idea. And I like your incremental use of the camping skillmod. Nice


"A master ranger just plain should not get battle fatigue at all when in the wild."


- Ok, lets not push our luck... Let's go for BF healing in camp, before rewriting the entire book on Battle Fatigue for ourselves.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Charonazzar
Thu Aug 21, 2003 6:41 pm
#55

With regard to Terrain negotiation, would it be possible to give us a non-combat travel bonus? That is, a speed boost that was significant, but turned off in combat? I ask for two reasons: One, any movement bonus is totally unfair for PVP fights, and 2, as a melee fighter crawling quick is exactly useless to me, and only marginally useful for ranged fighters.
Thames
Thu Aug 21, 2003 7:31 pm
#56

Thanks for taking the painstaking task of compiling all this information, Mineras.


Lemme start off by saying that the content in this round of Top 5 is as top notch as the first. Below are my 2 credits on these subjects:


1) Wouldn't change a thing with this one. This get's my number one vote.


2) Wayfaring - I am a stout believer that Ranger not Squad Leader should impart to the group the ability to negotiate rough terrain. Squad Leaders improve group COMBAT and they should impart to a group the ability to use it to their advantage, not negotiate it.Give Rangersgroup terrain negotiation and the Squad Leader a bonus to fighting under different types of terrain. This is more realistic and in line with each profession.


3) Rescue - Replace this skill with /distract. The difference being that the MOB clears it's hate list for two pulses and aggros the next attacker on the third. If the current target didn't get out of the way and continued to attack, well tough beans. This would need to be on a timer, say 20 mins.


4) Examination: Add meat, bone, hide statistics to Field Bioscience. That is its Flavor, OQ, PE, etc.


5) BF healing in camps. Amen, brother. Just to clarify, an Entertainerneeds tobe present like normal to impart this bonus if camps can be socketed with stages.



My Pet Peeve: For the love of God, I'm a Frontiersman and all I can build is this tiny little fire! Get rid of that cheesy Presto Log garbage, I want pallets and tires to burn! Yeah!


I'm sure this will get lost in the mix of a zillion posts, so the bottom line is that I support all 5 changes of your post Mineras. Thanks again.


Cheers





Odax Osskip**Far Star**
Master Doctor
Optycal
Thu Aug 21, 2003 10:52 pm
#57

Foraging is my biggest pet peeve at this point. I use the foraged food to feed my pets and heal thier action/health bars.... I keep getting this message that my attempt was successful BUT some items were discarded because my inventory is full... my inventory is NEVER full! I travel very light and have less than 30% at any given time and normally less that 15% used. I'd also like to know what these "rare" items are I'm supposedly able to forage.... never seen any.


I like the idea with the examine fix lets see that one implemented! I'd love to get as much info off of them as possible! I solo 100% and it's REALLY important I know what I'm getting into.



there was something else but I forgot and it's late =)




Optycaal
Zab. CH, ranger, carbineer
Naritus
NRaas
Fri Aug 22, 2003 12:00 am
#58

XionLion:


1. /Rescue is borked


- Totally agree, this command needs a serious looking into. Everytime I've used it, the aggressor just stops for one second and then returns to pounding on the victim I tried to rescue, very irritating.

2. /Examine has never fully worked

- Yep, slight overhaul required here, along with the addition of more info as stated in posts above

3. /Forage

- Don't use it myself, its not useful enough to waste my precious game time on

4. CHARACTER RUBBER BANDING

- I've only had the system rubber band with I run into water... Never when running away (though I don't do a lot of that)


5. SCOUT XP


- Never used /maskscent before. I travel in a group with a medic, and masking myself would simply make my friend an even bigger target for the beasts. But I'm sure they do intend to fix the xp problem, eventually.


"Frontiering IV yet not Wayfairing IV"


- Don't know how you pulled that one off. I reached full scout xp when I was working on Frontiering II. Different playstyles I guess.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Greeblesnort
Fri Aug 22, 2003 12:01 am
#59

A couple of thoughts:
1. I think traps that affect PCs would lead to alot of new Rangers solely because of the PvP value. I'm not a Ranger because I'm into PvP, I like hanging out in the woods and menacing...err, playing with critters =). The griefing possibilities here are pretty steep. We should be able to set traps on critter pets, including faction pets (would be nice if we could rig a tripwire for an AT-ST Ewok style)

2. Both the HTFB and FB should be semi-permanent..someone suggested a 24 hour lifespan which makes pretty good sense, espescially if the devs want to see large groups of PCs out in the woods seeing the sights on advanced worlds.

3. At a minimum, HTFB and mebbe FB should have some sort of "entertainer" options that allows for the healing of BF. For those that say this should run at a greatly reduced level compared to a cantina, you've never hung out for a week in a big camp with alot of friends. I would say -maybe- as low as 1/2, but 75% would be much more realistic. This is really the only way the devs are going to get higher level entertainers out in the field that don't also have good combat skills.
NRaas
Fri Aug 22, 2003 12:09 am
#60

atimes


"1. I agree that with the new changes to maskscent and conceal that crawling will play a bigger role."


Will /conceal actually benefit from posture? I have only read about this effect for /maskscent. I have never crawled before, as prone and melee don't mix very well. Anyone else get the feeling that when they developed the Ranger, they ignored Melee fighters entirely?


"current traps that we currently have in the ranger line that don't work"


I have used these the Affect of Effect traps, and they do work. It may be that they only work if you are right in the midst of the combat (as a melee fighter usually is). I have thrown the traps and all the beasts around me were hit with the effect. The effect did not last very long though, and I now use the abilities provided by TK rather than throwing traps.


I presume that these traps will either move down into the scouting levels, or remain at Ranger along with the new traps. I see no reason why they would remove the traps altogether.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
NRaas
Fri Aug 22, 2003 12:19 am
#61

"1. I think traps that affect PCs would lead to alot of new Rangers solely because of the PvP value"


There are many issues regarding PvP and trapping which explain why the developers have not implemented it yet.


I would love the option to throw a slow downdart at a ranged fighter so I could catch up with him. But they could just do the same thing to me to slow me down as well.


The traps could add so much to PvP that they become a requirement if you want to be competitive.


"2. Both the HTFB and FB should be semi-permanent"


- It would be nice, perhaps with a maintenance cost associated with the extra time it could be feasible


"3. At a minimum, HTFB and mebbe FB should have some sort of "entertainer" options that allows for the healing of BF."


- Totally advocate the ability for Master Musicians or Dancers to heal BF within the HTFB at ANYspeed of healing. Just give me something to take the edge off my 500 BF while I'm an hour inside Lok.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Fred_Skinner
Fri Aug 22, 2003 12:36 am
#62






Zip_Moonblast wrote:

...snip...


6. Pet issue (mine, at least):


TROPHIES! We need an ability that will let us harvest things like heads, horns, claws, or whole corpses that we can stuff and decorate our houses with.


...snip...





Bah, You're a Ranger, what use do you have for a house? Just waisted overhead if you ask me...



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


the_Undone_guy
Fri Aug 22, 2003 12:36 am
#63

Mineras, thats a good report. One thing i would like to add though is about campsites. maybe i'm old fashioned, but i still think there should be a difference between a CAMPsite and a Field BASE. The reason i got frontiering is to get a semi-permanant camp that we could possibly run back to after a battle. Maybe suggest that the Field Base Camp and the High Tech Field Base Camp should remain during battle, but autodisband after the 1 hour limit? Or even put a shorter limit on those camps like 30 minutes. I know they're going to improve on the higher campsites, but im still hoping that one day they might make one of our camps permanent. Thanks.



-Monsoon on Bloodfin
NRaas
Fri Aug 22, 2003 12:42 am
#64

Fred_Skinner:


"Bah, You're a Ranger, what use do you have for a house? Just waisted overhead if you ask me..."


My thoughts exactly. Maybe his thoughts were about selling them off to other people as decorations.


I thought Ranger, meant just that, ranging. Personally I hate having to return to the same place on a constant basis...


But everyone has there own playstyle, and all the power to them for having the option.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Tiorek
Fri Aug 22, 2003 12:43 am
#65






the_Undone_guy wrote:
Mineras, thats a good report. One thing i would like to add though is about campsites. maybe i'm old fashioned, but i still think there should be a difference between a CAMPsite and a Field BASE. The reason i got frontiering is to get a semi-permanant camp that we could possibly run back to after a battle. Maybe suggest that the Field Base Camp and the High Tech Field Base Camp should remain during battle, but autodisband after the 1 hour limit? Or even put a shorter limit on those camps like 30 minutes. I know they're going to improve on the higher campsites, but im still hoping that one day they might make one of our camps permanent. Thanks.




Original list is good. I agree with undone here too. See if you can roll a bit of that in with the BF item. Also, change a little wording around in the BF item to make sure it is understood by the developer that we want the entertainers to heal the BF, and not the camp itself.



_____________


Iorek
Page 5 of 10