Ranger Archive
Thread: 9.10.03 Ranger Issues List Please Read and Sign or add Feedback
I agree with all of the above but i do think the new traps that lay on the ground Ex: tripwire and claw shoudl workPvP too i mean cmon if a person steps in a bear trap do they not lose a leg or do they smothly sail across? plus it would be nice to set up a few traps outside of a Faction Base to help defend it. also i think conceal needs visual effect with the terrain of the planet and a PC check so that a well trained ranger could even avoid the Human eye along with the NPC/Creature eye Ex: if we remain concealed successfully then we dont show on their radar of map. and visual effect so that if we are walkin in the distance like outside say 64m or so then it would be really hard to spot us. Say like a poncho type deally that would go over yourarmor or clothing or just paint like stuff that makes what your wearing adjust colors to terrain for the time you have the camo active.
cause as it is right now for a sniper you still have to be within like 64m of the creature or player to shoot at all. or plain and simple you just cant fire. there are no long shots like a true sniper. this is disappointing as to well when ya train as a sniper you dont plan to be layin on the ground 64m from your target you wanna atleast be like 128m out where they cant see ya. i ever have NPC chars fire at me from around 100m or so... but yet i cant fire even a nice rifle without being 64m from a target... if the target is smart they will just run up to you and stomp on ya... that aint a sniper a sniper sits at afar and picks off targets from a nice safe distance. if they are good IRL they can pick off targets for i believe it is aprox a mile away... so why reduce a sniper here to being within spitting range. The ranger camoflague skill would atleast give us some sort of an edge on this.
/sign
>Rangers should be able to harvest more than one resource as they advance
Absolutely! I never understood why I could skin or fillet a critter, but not both!
I also really like NRaas' suggestion about /areaTrack showing spawn points. With the list limited to 50 entries, we really don't need six separate entries for the butterflies that are all clumped together!
I like the list. I have a couple of comments.
-1 hide from an animal-Someone with more knowledge about this please correct me if I'm wrong, but I believe that happens when the resources shift, and has been implemented for as long as I've played. If so, Imostly like it. If scaley hide has had great stats for a couple of weeks, and then I notice the scaley hide creatures are skinny and giving 1 hide, I know its time to find a new source of HQ hide. Of course, this can be a big pain in the butt when you are looking for very specific resources for camo kits. Avian meat shifts and all of a sudden you have to kill 20 birds for one kit. ![]()
This doesn't address the issue of 50% or whatever less hide overall whileungrouped. I really hope they take a look at that.
-Camo Kits-I would like to stress that I do not currently feel that camo kits are worth it. I think this is something that needs to be addressed soon. I tried it out for a bit and have mostly gone back to maskscent. You don't get the group benefit with maskscent, of course, though considering how expensive they are I am reluctant to attempt tokeep a whole group camoed.My guess is that the devs started out small, figuring it would be easier to adjust upwards.
Adjust! We need many more charges, definitely. Possibly less specific resources. Possibly longer lasting. Probably more power/less breaking, though with only my own experiences to draw on, that is really hard to judge.
-Maskscent Liability- Excellent statement of the problemwith being aggroed from maskscent failure.
-Conceal keeping you off the radar- My personal feeling is that this would be overpowered. I do, however, hope that we get a statement from the devs about their plans either way.
I love Areatrack Concealment and Counting Coup. Great ideas!
ok first thing i must say dang there are a lot of master rangers out there so i must be doing something wrong. As I play every day and was on at launch but oh well congrats to all master rangers. I plan to sell off my traping skills as soon as i see the new traps so i can work up to getting new traps.
Im all over having mini games in camp. As it will bring other players into my camp. I always hated the camp grind. I use to sample resourses in camp it at least gave me something to do. Second is dang it i can't keep a grog out of my camp much less a mt squill. Then when I get attacked I get blocked by the tents and have to run back past the thing attacking me. The camp needs to be placeable the it the entrance to the camp should face the way you want it to point. So the mobs would have to find there way in when the Devs fix the repell aggressive creatures. Yes why does my camp disband when combat? I think if perhaps I attack from camp it might be ok but im defending my camp then it should stay.
As far as the camo kits I dont mind finding lots of resourses to make them. That would make the ranger stay longer on a single planat. This would make the ranger a master of a planat you would know what gives you the needed resourses to make your camo kits. Well I just thougt bout that and last night I got 15 units of woolie hide from a rogue bantha and i need 30 to make one camo kit that kind of sucks. But check this out remember when we had to go and recover your corpse when you died? The insure all at the insurance cost an arm and a leg so nobody did. You get back to find 10 dune lizards (yuck) I sooo hate dune lizards. With a camo kit you just walk up get your corpse and walk out. You would just insure one camo kit. We rangers will be in demand to applie camo to somebody that needed there body back. For a price of course.
As far as being able to hide from other ppls on the rader heck i would be happy if i could just camo my HAM bars from othere ppls. That way they would have no idea what my health was at. Thats an edge in PvP. We must be able to trap pets however. I don't want to nerf anyones Elite profession, but why can a ranger trap work on a pet? TheDevs wanted CHs pets to be pets not as weapons as there being used at this time. If somebody wants to use there pet as a weapon against me thenI want everything at my disposal to save my own bacon.
Iuse area track lots now and I kind of like it. With dynamic spawns it dont work all the time. But I dontknow whatwould fix that. I evenknow what way is northon the compass now. What i would like to see is when you select a creature it would set up a way point but perhaps I am becoming to dependeant on the way point. oh wow im sorrry I got so long winded I love the post great ideas everyone . Sorsha Havblaster Bria
All of this sounds good to me.
Ciiran, Master Ranger of the Antarian Rangers on Sunrunner.
3. Maskscent liability /initial
4. show quantity (/scribble after fixed resources put back) /initial
5. Camp abandonment /initial
6. concealment. /scribble to hard to get the resources to test this
7. traps vs pets /scribble I think this has been said to go in later with the new ranger traps /initial
8. Wasted harvests /initial
9. Areatrack /scribble hidden or visible lairs instead
10. Areatrack concealment /initial
11. Countting coup /scribble already have it
12. in-camp games /initial
13. littering /initial
Good start !!! I have a couple of comments and disagreements though.
#1 only getting 1 unit is WAY to low but re-setting it back to pre-patch would be way too high. The Dev in charge of us (greenmarine) stated through holo that it was ment to reduce single player harvesting by about 30 -40 % then reduced again in groups of scouts by anouther %. The Idea, as everyone has heard, was to keep those resources at or below pre-patch levels in the world. I like their concepts but feel that more discussion needs to be had. As I said, for a MR to only get 1 resouces is obviously a bug.
#2 I agree, let the group leader assign if it's going to be only one harvest per corpse or multiple. This could set a flag for the corpse to use the group reduction or not.
#3I disagree with you on this one. My problem with Concel and maskscent is that they break WAY too often. Two nights ago, on Cornillia, I went through 8 charges of Concel to run out to a weaponsmiths shop. All of the mobs where blue to me with just one group being white. I would have no problem with mobs becomming aggressive if the chance to break was so miniscule that the few times it does happen no one would really mind. It would just be one of those "chances of fate" type things. Almost never happens but it keeps you on your toes.
#5 PLEASE fix it so that filed bases repeal aggressive creatures....pretty please
#6 & 7 I don't PVP but I'll support anything that helps my brother and sister rangers who do.
#8 never happen, see my answer to #1. Unless you lower all the harvesting down to about 20% of current values for Rangersand then allow you to harvest all materials. I guess that would work.
#11 Don't really care
#12 Don't really care
#13 Doesn't really help rangers. If anything you would think that they would want to do this to cut down on draw rate
/Sign
I agree with the current issuesand have a point of annoyance of my own...
Traps....why does throwing a trap stop you dead in the water? I know it needs a little aim, but for crying out loud, we can currently shoot behind us with accuracy with ranged weapons, so why not traps?
Particularly with the new KD timer, it can be tough to slow down a charging critter, particularly those pack types with cheetah-like land speed. Having to stop then wait for the trap to trigger, combined with the short range of the traps, usually means at least one free shot from the target unless they're a slow type...and even then, if/when the trap fails, you're screwed having to try to pick up speed again. If you have melee skills, great, if not you're a bit up the creek...made even worse by the while-moving penalty to shoot (dunno how many times I've run backwards firing actionshot/warningshot trying to slow the critter down so I can bother to toss a trap and get more than one combat round of fire on it.).
Fix - Make it so that you stop, but only AFTER the trap hits...makes more experienced rangers more able to get away if needed. Or just get rid of the stop completely...doesn't make much sense.
Okay, my .02 cents for the day