Ranger Archive
Thread: New Top 5 issues PLEASE READ
I don't really even know what the to-hit bonus does. If someone could explain that, it would be nice. But, what if it does this: examine the lowest HAM bar and give us a higher chance of striking that bar with normal (ie non pool target) attacks? This would be just an increase in the chance you will strike the lowest pool more often with a regular attack. Not a guarantee, but if you start off normal ranged attacks on an animal that had a low action bar, it would most likely target that bar. If over the course of the battle, the animal's mind bar was dropping lower, the chance of striking the mind bar would be greatest. This would actually make it useful. As of right now, you could take away those bonuses and I wouldn't miss them one bit. But if you made them so that they would give me a chance to hit the mind pool after I couldn't use headshots anymore (because my T21 rifle eats up mind pool and still sucks :smileysad
then I'd like it.
-Z
I don't see why anyone is complaining about experimentation on the ranger goods. Even if we succeed with our one experimentation point, there are no stats (visible to me anyway) that are improved. A successfully experimented camp has all the same attributes as a failed or unexperimented one.
I would really like to see experimentation on traps, maybe even at the scout levels. If nothing else I'd like to get higher yield on my traps. I'm resorting to having 3 crafting tools and chain-crafting the glow-wires because they're the most useful and I just use tons of them.
I think one of the ways we could make the ability a little more suited for our class and not make it to overpowering is to not have it work in municipal areas, so we only get speed bonuses when not in a city. A movement speed increase in PvP is not unfair. Everyone has a gun with similar max ranges. You can move all you want but if you can't hit them and they can't hit you due to out of range then it doesn't really matter. Many games have movement speed bonuses, even some that last through combat. I used to play a Minstrel in DAoC and I could hit an ability that doubled my movement speed no matter what I was doing and I coudl just run circles around people. That game was not as based on range as this one, and besides magic was mainly melee so it was probably a lot more annoying than it could possibly be in this game. Hell people don't even have to aim, they just select a target and start attacking. The movement bonus's would be ideal for melee classes though because we actually have to catch our prey / attacker as opposed to a person with a gun that can just stand there. We all also want flat land terrain negotiation speed increases and I think they should apply to combat as well. It makes sense for our class, we need to track down prey and should at least be able to run a little faster through the wild after it.
Overall I like the list.
As far as harvesting goes:
At Field Bioscience 1, harvest two different resources.
At Master Ranger, harvest all available resources.
It's not like we destroy the hides by stripping them of meat, not to mention what happens to the bones.
The creature to hit bonuses should also apply to specials. Why would my knowledge of where to hit a creature only apply when I am not aiming or targeting a specific location?
My 2 cents
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
*** You are making my point for me from a different angle whether you are trying to or not, thanks
-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 still not going to buy a large house, don't care how much you can store in it
"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
***Thanks, I thought it was my best suggestion too
"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.
*** Sorry, bug with /brainstorm. Like I said, I didn't think it was the greatest idea, just throwing out ideas.
I think that it does stink that we aren't really any faster than a master scout, BUT at the same time I don't see any reason for us toBE faster. Maybe after speeders and mounts come out the point will be moot anyways. I would like to let scouts have their specialties as much as any profession. Speed could be one of them. I would rather see Range Exploration take on new and special meaning to make us a more diverse profession and more unique as well.
Personally, I see explore as being related to speed some, but more to things like finding and locating rare objects, places or things. I would like it if higher explore skill could add things like the greater range to tracking, bonuses to finding treasure with treasure maps (whenever they work), greater information on the radar, the ability to get indiana jones style missions to find lost artifacts, etc.
Just my 2 cents,
Osha Arr'yka
Master Ranger
Opposing Force (OpFor)
Chilastra - SWG
LastEE,
I have to comment on the idea of gaining (or incurring) bf while just being in town. Very interesting idea! I doubt it would be popular but I would gladly take on this balancing penalty if it allowed us to obtain some of the other ideas on bf healing in camps, etc. It matches my concept of the Ranger for roleplaying too... a distinct discomfort while hanging about in town.
I think that we should still suffer bf losses fighting difficultcreatures though... we might be comfortable and heal in camp, but we should still be pretty banged up going hand to hand against a rancor whether it is in the city or a nice country dale... so Idon't think we shouldexpect much relief here.
Just considering such an idea is proof that we do not want to be an uber class, just a unique one! Thanks for that.
Who ever said we wanted to be popular? Just unique 8)
I got very fatigued last night waiting for every to get ready to go exploring 8)
"I think that we should still suffer bf losses fighting difficult creatures though... we might be comfortable and heal in camp, but we should still be pretty banged up going hand to hand against a rancor whether it is in the city or a nice country dale... so I don't think we should expect much relief here."
I have to agree... my /brainstorm feature is bugged as it always produces too many results... always has been, always will be. /apologize
I still wouldn't mind losing a bit of BF when I put away my rifle, pulled out my survival knife and whittled away at the corpse trying to perserve all the hide, meat, and bone I could and still end up with a nice trophy. I gained quite a bit of BF in the killing process, but skinning it is doing me a small bit of good (Of course, it's the crafted survival knife that has a -2BF per skinning bio-engineered component in the socket that I have equipped during the skinning process and that's nowhere near the 20BF I got in the process of killing %TT).
Bah! Runaway /brainstorm again... I'm going back to the game now before I get into more trouble.
On the subject of /conceal:
Maybe /conceal could give a bonus to /maskscent to improve it when both have been activated? This way /maskscent would not become irrevalent once /conceal is available.
I really would like to hear more talk on the /conceal ability that was taken away prior to launch. So, it was broke. OK, why can't it be fixed? The ability to conceal one self fromNPC humanoids is something I believe a ranger should have! Please consider making this one of the top five hot issues. Thanks!
Space Yeti
"read the developers responce bro.....they're putting conceal back in..... "
- Yeah I was about to say something to him, but you beat me to it ![]()
-Do some people just not follow the Dev Tracker? Why not? Its the most useful tool I've ever seen. ![]()
I stopped reading the feedback on this thread about half way so not sure if anyone suggested this, but on the issue of BF healing in the FB and HTFB just have it tied into the Dancers' / Musicians' "Knowledge" lines. For example a Dancer with say a skill of 50 in Dance Knowledge can even possibly have an effect on BF, and even go so far as to say at 80 Dance Knowledge they can heal BF more efficiently, etc.
Of course they could attach the requirement to a different skill(s) at different levels.