Ranger Archive
Thread: STEALTH The post you have all been waiting for (or dreading) ...
Wow..a complete reply..I am most impressed Fred!! Thank You !!!
To bring the stealth effect from PvE into PvP and giving us value in PvP that is in line with our profession.
I still say a person on a swoop can do this just as effectively and basically never die and are always detected. I only say this to bring up the concern of Ganking. Ganking is the art of sneaking up on someone and killing them with success 70% of the time of better. My example
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We already get this for creatures, like I said, I want it for players too. This skill is certainly usefull for me, a rifleman, prone using /concealshot. In fact, HS3 is probably handier as it takes quite some time before I'm seen. Target is usually dead first. Can't do that w/o /conceal.
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So you will have rifleman rangers in pvp that cannot be seen. I might be wrong but Ican see 8 people as Ranger Rifle in Theed waiting in town conceal and stealth and camo waiting for the recruiter to make someone overt..does awareness go up in a city?. What would be the fix here..no stealth in the city??
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Or like I said, make the camp usefull again.
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Well make sure you find a way to prevent a ranger from placing a camp and people fighting critters in it and the ranger not engaging so as the camp stays for the combat.(auto heal poision)(I have not seen the difference in healing in a camp if in combat or not)..that would undermine the difficulty of some critters majorly..Endor and Dath comes to mind.
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It was suggested that we were supposed to be the foil for CH, not CM. When they allow us to trap pets that may happen.Foiling CMwould be a streatch, imho. Doctor should be that.
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K we get to sneak up on them and they get to call pets......We can spy on them...We can get a lot of rangers together and jump a group. I guess if you can handle the complaining I can handle the skill ![]()
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All I wanted is to finally extend it to PC's, in a way that is balanced.
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I would love that. It WILL be the most powerful skill in game if it works even 1/2 the time. I can hear the sound of Overt crafters howling with dismay as we speak. ![]()
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And to the three classes of chcters.... Combat skills in general are based into 3 categories...Melee...Ranged...and magic (Magic can be crafted stims like Docs use or magic like used in other MMOs played) An example of this from other games as in magic would be the sorcerer that would make a target easier to hit with damage or the enchanter that would make the weapon hit harder or faster (The latter is not really in SWG but the latter would be a SL or a crafter making powerups). A huge portion og MMO play in my experience is how to get around magic. The only "Magic" in this game is crafted. Except the Jedi's ability to use the Force. This third category "Magic" is very very very small portion of SWG combat. placing Stealth....basically the most powerful magic skill of all..into a game with very little magic to begin with would definatley make a huge powershift in the game just in the fact that it is a part of a category that has very little weight when compared to melee and ranged damage. Just a caution I guess because this skill was tried in AC1 and it was removed almost immediately because the people who leveled it were too powerful ESPECIALLY in huge group conflicts. It was nothing but a stream of posts of people complaining they were level 102 and a level 50 Theif just capped them....8 times in a row...because of their....SUPERIOR RUN SPEED ![]()
ie run away ..restealth..repeat until it works and you kill the person....wash rinse repeat and grief all you want...dangerous skill but a good reward for us Rangers since day 1.
Thank you for your attention ![]()
No Flames here....sounds like a great idea..however...with no slight to your thought, I (being an x-ranger for the last 2 months....but at heart still am, which is why I still read this forum) figure if something as thorough and wlel thought out as the Outdoorsman hasn't taken hold of the Dev's by now...a well-read, quality post such as yours will have a similar effect. To me, Ranger has become less of a potential profession, and more of a playing style and way of IC life.
Diobe Soudow
Kettemoor Ranger*
Antarian Ranger for life
Fobik wrote:
Just a caution I guess because this skill was tried in AC1 and it was removed almost immediately because the people who leveled it were too powerful ESPECIALLY in huge group conflicts. It was nothing but a stream of posts of people complaining they were level 102 and a level 50 Theif just capped them....8 times in a row...because of their....SUPERIOR RUN SPEED
ie run away ..restealth..repeat until it works and you kill the person....wash rinse repeat and grief all you want...dangerous skill but a good reward for us Rangers since day 1.
Hec wrote:
I have not read all the post on this tread, so i dont know if this has been said. But the devs at FF said that to apply this is almost imposible because of the technology used and the way the game works. And if that they did it it may be cause of great lag in servers, becuase of the feedback needed for checks to see who will be affected by the "stealth" status and who wont. and who can see the concealed player and who cant.
nope, this gets to be in that part of the routine, on the server, that dictates what objects get sent to the client if in 128m range. Why, for example, would this function notbe a problem, where having even less data to pass would be a problem? They are not thinking, I humbly submit, effeciently.
What you do is add to the routine that sends objects a 1) check if object is another player and 2) if player, does it qualify for stealth. I KNOW you are not sent ALL objects on the server at onceso this routine/function exists, it has to!
There is also checks, depending on the object, for closer distances. How else would a critter not see you and does see your unhidden friend? These too, exist.
All I ask here, is to add those routines for the critters AI switch to the players send/no-send object switch such that the object is sent conditionally on more factors then just distance (128m). Could even be hot-fixed, although that assumes a direct copy of the routine/functions from critters and no balance testing. We should test and tweek for balance first.
Seraph00X wrote:
what if the "stealth" skill was available only to master rangers and was checked reasonably frequently and had say a X% chance of being broken based on distance from the checker and the checkee if you get my meaning? example: a master ranger has a 10% chance of detection at 50m, but at 20m he has a 30% chance of being detected, and say at something ridiculous like 5m he has a 95% chance of detection. I'm sure it could be made into a relatively simple exponential equation.
Nemo0 wrote:
Seraph00X wrote:
what if the "stealth" skill was available only to master rangers and was checked reasonably frequently and had say a X% chance of being broken based on distance from the checker and the checkee if you get my meaning? example: a master ranger has a 10% chance of detection at 50m, but at 20m he has a 30% chance of being detected, and say at something ridiculous like 5m he has a 95% chance of detection. I'm sure it could be made into a relatively simple exponential equation.Checking too often puts a strain on the servers. I'd say the maskscent/camo equations might be the best option (affected by movement speed, posture, distance, etc) checked slightly more frequently.
good point.
Message Edited by blackplastick on 06-17-2004 07:01 AM
Message Edited by Rooks on 06-19-2004 08:08 AM