Ranger Archive

Thread: Corr Summit What changes/fixes do we want?

Phenix1050
Sun Aug 01, 2004 7:19 pm
#53






Jasse wrote:


Lots of great ideas here, old and new, and if I've read the forums right much of it will be in the Outdoorsman in progress (v 2.1/3?) now. Hopefully it will be ready for the summit!







Yes...hopefully....


I am currently busy busy busy with a full time job, a summer college course that will allow me to accrue the neccesary credits to double major at college, working out 2-3 hours a day to get into shape (I am a Varsity Rower- I have to weigh in at 174 or lower...which isn't easy when you're 6' 4")....so the Outdoorsmant has been behind those things. But go look for a thread entitled "One Hunters Story". It's the first part of the new Outdoorsman. It's just the story, but it's my desire that you can see that where the breaks in the story are is where I will be putting in the requested skills. I also hope to have two versions- a full version and a shortened, ideas-only one that can be used mainly as refereance by the devs (or Calc) durring the summit. It should be a simple here's what we want page, followed by an updated skillbox page. Hopefully should be done by the 8th or so...



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
DrendalKahn
Mon Aug 02, 2004 4:33 am
#54

There's waaay too many ideas for me to read through, but from what I've read, you guys have it covered.


The only other thing I'd like to suggest (and didn't see) would be camp buffs: what if sitting in a camp for a while gave *small* buffs to all your stats? Nothing huge, but a little something extra to get people moving.You'd think that resting in a camp after a grueling battle would help you feel more, well, "rested" -- pumped up and ready to go. This would give an incentive to camp after a huge rancor fight, regroup, rest,and go after them again.


I think it'd be nice, anyway.



DRENDAL KAHN


Bermag
Wed Aug 04, 2004 11:31 am
#55






JokitoRoyo wrote:


It would be nice if we could make trophies.






LOL, I like his one. Would be cool to have a Krayt Dragon head hanging on the wall



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Owen-Lars
Wed Aug 04, 2004 2:14 pm
#56

i and many others already have a krayt skull trophy hanging from our mantlepieces.



but yeah basic taxidermy or collect would be cool



THORTAC BALCOR
The Lost Ranger
RANGER
Khoivo
Fri Aug 06, 2004 5:08 am
#57

Fix "Repel Creature" mod on camps. I had a Flesh Eating Chuba just crawl right threw my HQC, and it didn't even count as a visitor, bummer!


Either decrease time it takes to max out xp on a single camp, or double the amount of xp we can get per camp.


Double Harvesting.


Increase distance for /areatrack.


Let us track specific creatures (specifically the more rare spawn creatures)


Ranger specific clothing/armor


Make camo kits actually worth using


Let us use traps on NPC's and Players


Give us a role in the GCW (possiblyfor recon)


Let Rangers collect all 3 resource types from creatures.


Give Rangers +10 melee/ranged defense at Novice ranger, increasing mods to +20 each


Add a a poison /disease cure forage item to list of foragable (is this even a word) foods list (this would greatly enhance the Rangers ability to make credits as well as save us from nasty diseases and poisons)




There it is my 2 cents list.





---------------------------------
I'm a noob................again!!!
Khoivo
Fri Aug 06, 2004 5:14 am
#58

Forgot to put somethingin, but don't knwo how to edit.



Let BF be healed by entertainers in camps.



---------------------------------
I'm a noob................again!!!
Keatsnam
Sat Aug 07, 2004 7:20 am
#59

Some others I guess I forgot to paste in...

7) Fishing bonus (milking too, but I think that's in place already)

8) General swimming, running speed bonus -- sorry, I just don't do a lot of crawling.
Maybe we have this already, but as I understand it Terrain Negotiation is crawling only.

9) Wild Bill's hunting terminal changes

10) Camps that don't disappear during combat.

11) Increase damage against creature, decrease damage from creature

12) Some sort of furnishable, permanent cabin/tent

13) Ranger-only clothes (Mandolorian armor doesn't cut it).

14) Bonus to animal gallop (I guess it really makes more sense for CH, but what the heck).

15) Some clear documentation about our abilities -- does everyone know we get a bonus for
avoiding/disarming mines? I didn't, until I accidentally stumbled across a post.

16) Slight creature taming/handling bonus (like the Wookie bonus -- we should be more "atuned" to animals).

17) Some recon abilities that make us helpful in PvP. I mentioned in a previous post all
those "Join the Army" ads where a camouflaged soldier "hides in plain sight." Those
soldiers aren't hiding out from snakes and woodchucks. Due to technical limitations that
have been discussed, we can't be kept off other people's radars. But someone suggested an
alternative of making other people see us temporarily covert. As long as we were unable to
initiate combat, to avoid griefing, this would allow us scout targets and report back to
the group.
Direpath
Sun Aug 08, 2004 3:08 am
#60

Been up too damn long to read everyone's responses, but here is my two cents...


1. Increased harvest... I harvest a lot as is, but not much more than my CH friend.I would like to see this increased a bit more, to ease the cost of meats for medical professions. They have to pay 100cpu+ just to get some. Spread the harvest mods throughout the profession to prevent tracking dabblers.


2. Group harvest mods...I can't group with my guildmates if I want togather resources. Since we seem to be masters of hunting, why not be able to affect the group's harvest. Remove the 40% decrease when a master ranger is present, or just increase the yield. Ideally, group terrain negoatiation should be a ranger's realm, but that may piss off the SLs.


3. More useful camps...I believe many are in agreement of having entertainers able to heal BF in master level camps. The mission terminal idea is also great. Shuttle ideas are good too.


4. Tracking...I like Calc's idea for tracking. Being able to track a general species would be awesome. I don't think being able to track a specific creature would be wise. It would imbalance the game by making Jedi trial spawns and quest NPCs too easy to find.



That's all I can think off for now, I'll be tossing in more input when I am less tired.



Ezrat Sraona..............Vaegam Oodari
SpaceKidAmnesiac
Sun Aug 08, 2004 4:52 am
#61


I agree with most of the suggestions already given:


  • Make camps work as intended


    • Fix the bug preventing the repel functionality from working (you mean that laser barrier around my HTFB does NOTHING!?!)

    • Increase the heal rate of camps at all levels to help make them more useful (I often play at times when it's difficult to find medics, even at Coronet)

    • Make battle fatigue healable in camps with entertainers (in the very least)

  • Make /conceal work against NPCs, faction be damned, and not break more often than /maskScent


    • Fix the bug that allows every other diseased vrelt and creatures of similar level to break/maskScent and /conceal

  • Make traps effective:


    • Longer lasting effects

    • Experimentation put back in to at least make larger stacks

    • Make them work against creature pets

    • Replace the dizzy effect with intimidation or make those traps work on NPCs

  • Increase our harvests


    • Allow all resources to be harvested from each creature at master

  • Make our increased terrain negotiation skill allow us to move faster on land and in water

  • Increase our meager defense and to-hit mods against creatures


    • Give us increased damage against creatures

  • Fix /areaTrack not finding creatures that are on radar within the range it's supposed to work

  • Tell us what the intended vision of the Ranger profession is and stop asking us when we keep giving you the same answer!!



****************************************************************************
Odeon SpaceKidA, Head OAF, Corbantis, Corellia
Noedo, Space Wookiee Extraordinaire, Ahazi, Tatooine
====================================================================
I have always wished that my computer would be as easy to use as my telephone. My wish has come true. I no longer know how to use my telephone. -Bjarne Stroustrup, computer science professor, designer of C++ programming language
Odajja
Sun Aug 08, 2004 11:10 pm
#62

Agree with all. Add to my prev post that i cant find. Tracking should show Faction on player track. If overt!!! only.


also. SCOUT ARMOR!!!! Rebs should get cool scout armor as well ofcourse. but I want IMP scout or Swamp trooper armor. Master ranger would be fine.



____________________________________________________________________

PBCFR Ranger to the end No matter how Un Iconic or Strawarsy they say it is! Bria
YOU SAY YOU ARE L33T & UBER. LET ME TAKE YOU TO A REAL FIRE FIGHT! THEN GIVE YOU NEW UNDIES>


Odajja not used.
Landorien
Tue Aug 10, 2004 5:23 pm
#63

I'd like for MasterRanger to solidify his place as the best Hunter in the game, meaning at least double the harvest efficieny of scouts, alsoallow the MR to collect bone, meat AND hide instead of just the one, alternately let the MR harvest more than once from a carcass.

Letting us skin wookies, and makeboots out of trandoshan scaleswould be a great addedbonus


MR Traps should have far longer duration, andcertain traps should effect Homo Sapien, Homo hairy and the rest of the Homo damnuglyaliens as well.

I'd also like to see a "scented trap" that when thrown on players or npc's releases odours that causes various creatures to attack them in a mad frenzy.


MR High Tech Field base should allow players to enter the little tents in order to hide from aggro beasties that ignore the "forcefield".


Master Ranger Should also by defaultrun and swim faster than anyone that just dabbles into scout.

Also, as the MR is the best tracker in the game, he should be able tocover his and his partys tracks from other rangers and most certainly from the ever inferior droids.




Landorin,
Leader of the Iron Gauntlet,
Imperial Inquisitor,
In service of the Empire.
Barb-Wire
Wed Aug 11, 2004 8:00 am
#64

have trapping actually be useful in taking on creatures. right now most fo the time on even low level critters master ranger cant effectively trap them.


camps should be deployable and stay deployed even if the ranger wanders off or is in combat.


camps should heal BF Slowly over time like other wounds and allow entertainers to heal BF in camps.


hi-tech field base should make all creatures non aggressive to folks inside the camp.


camoflage and maskscent routinely break on the smallest critters. at master only something in the CL100+ range should have a chance of breaking maskscent/camo


forage should be changed to a survey skill that will let the ranger "survey" what quality animal resources are spawned on the planet they are on. or it should change into a animal trapping skill that will allow the ranger to lay traps to increase animal harvests.




Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Chondrus
Wed Aug 11, 2004 12:33 pm
#65

A few too many ideas on this thread, in my opinion, that could not reasonably be implemented in the time the devs are alotting for this fix.
That said, I agree with a lot of the stat bonuses suggested so far.

Stat Changes
- Creature To-Hit + affects melee weaponry
- Double Harvesting + for Master Ranger
- More Trapping + to make Traps viable on dangerous creatures
- Terrain Negotiation + affects Vehicles! I can currently run up the Theed waterfall in half a second, but my Speederbike takes half a minute.

Skill Changes
- /track implemented
- /forage finds stacks of food. Stomach Filling reduced to ~20 or less. Foraged food can stay gimpy, as long as I can eat a lot of it without much hassle. Who ever got full chewing on twigs?

If Possible...
- Allow /areatrack while still mounted and immobile. Dismounting causes weird terrain jumps and dislocation bugs that completely botch my attempts at being stealthy. This would be a godsend for me.
- Resistance decreasing Traps. TKMs can stop whining about single damage type and take up Ranger. ^_^

Silly Happy Random Wish (Woo!)
- Electrobinoculars, crafted by Artisans. Head-slot item that increases /areatrack range by an experimented %.

Kiki Kobushi
Teras Kasi Master / Ranger 2-1-4-1
Intrepid



Kiki Kobushi
Teras Kasi Master / Ranger 2-1-4-1
Intrepid Server
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