Ranger Archive

Thread: Top Five Debate

Ypiana
Fri Sep 19, 2003 12:31 pm
#66

NNRas:


Hee Hee.


My only wishes are that the current issues are fixed.


Also, each time I bring up trap failure rates I don't hear much back.


As far as I can tell trapping bonuses work just like camping bonuses: your trapping skill level merely determines the types of traps you can make.


Also one other thing with trapping: no feedback on about 15% of traps. It doesn't tell you if it's succesful or not, you can only watch the trap graphics effect and the way it affects animals. No system feedback on HUD or in spatial or combat box. Lack of feedback seems to have no affect on success / failure rate of the traps.


Right now I'm levelling some newbs by snaring and trapping animals so they can shoot them and going through about 30 sets of traps a day with my trapping skill set to 0 in Ranger. Trap fail rate is identical to that of Trap Master. On Eclipse I have a Novice Scout who has the exact trap failure rate. Also no experimentation, no increase in trap quality from using good resources. This is kinda good because it saves my good resources for market but kinda bad because four trap failures in a row can kinda put you on the spot.


-- YP




I killed my parents... You're next!
/godmode 1
sbjnyc
Fri Sep 19, 2003 1:10 pm
#67




NRaas wrote:

"Another example could be additional commands ranger pets could be trained in like "fetch" for the lazy harvester or "scatter" to get clustered mobs to move apart (and out of social range), or "herd" to get them closer together for AE attacks."


Those are some sweet ideas.


I would suggest bringing them up with the Creature Handler coorespondent.





Thanks. Mythinkingwas that only rangers could train pets with these commands, as opposed to CH's doing the training. This is part of the interdependency of Rangers and CH I was referring to. Rangers can only train a pet belonging to a CH so that the only way for a non-CH to get a pet with these skills is through a CH, as usual.

NRaas
Fri Sep 19, 2003 1:12 pm
#68

"Mythinkingwas that only rangers could train pets with these commands, as opposed to CH's doing the training"


I see where you are coming from.


However the Creature Handlers might want some of that sweet action as well.


Mustn't keep all the good ideas to ourselves... We might incite jealousy.





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Ki_Gu_Lon
Fri Sep 19, 2003 1:29 pm
#69

Nothing good can come out of giving us commands that only we can teach to creatures.


You're just asking for a riot to insue...


All of those commands sound great for a Creature Handler to teach though.




"Daddy, what's that bad man doing to my (Star Wars)?"

"Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
sbjnyc
Fri Sep 19, 2003 1:33 pm
#70

I don't see how this would negatively affect CHs, assuming that we could not train anyone's pets, just a CH's pet. Similarly, the commands I'm thinking of are hunting based commands and hunting is the ranger's purview. Or perhaps only ranger pets can use these commands, but that changes interdependency to dependency and we know the devs like the former better.
Pamoya
Fri Sep 19, 2003 2:24 pm
#71

My top issues:


1. Conceal: Itneeds to be more cost-effective. I think you guys have already covered my concerns about this.


2. Tracking: I like tracking, but I think it could stand some tweaks. I would like to see increased range in each skill box. 500m is too small.I also think the biggest flaw in tracking is unspawned wilderness. I have no idea if we can realistically expect to see that corrected, but I'd like to see it brought up at least. I'm also anxious to see the other type of tracking.


3. Traps/Camps: These are being addressed, and I like the proposed changes. I just want to reiterate that they are a problem, because right now I consider both of these lines useless. I love trapping, but I pretty much stick to the phecnacine dart.


4. Crafting: I doNOT want to be a crafting profession. There is nothing wrong with crafting, its just not what I pictured for my ranger character. I don't think I want to have to experiment on our stuff to get the most out of it. However, I think we really really need our crafted items to come in MUCH larger stacks. I'm picturing 25+ charges on everything. It is already enough of a pain managing our inventories with all of the different harvested resources we haul around. Yes, we may need to make everything five times more expensive so that we can get five times the charges on it. I can live with that. Perhaps it will be necessary to make two versions of everything? Maybe have acheap version with 5 charges, andan expensive version with 25 charges?


5. Creature harvesting: I would like to see more differentiation between a novice scout and a master ranger. To be honest, I'm not sure what the differentiation is right now. Changes have happened and I've lost track of it. I don't want to kill the scouts, and I don't think rangers really need a big boost now that the solo harvesting levels have been corrected. Maybe just some minor adjustments here, as crafting professions who rely on our harvests will scream if they perceive fewer resources available overall. If we get all three resource types per corpse, with an across-the-board reduction, please allow us to choose to just harvest one item for a larger amount. I also think that we need to be getting at least five times more fish per catch, or eggs per lair. This is just my gut feeling based on theobservation that people who need eggs and fish tend to want to pay 10 cr per while I tend to think its not worth it unless I get 50 cr per. I don't think they are being cheap, I think their products are probably not worth it at prices above 10 cr per.I would like to see this as a ranger benefit.




~Pamoya~
"I can't imagine mastering the skills involved here without a clearer understanding of who's going to be impressed." -Calvin and Hobbes
Pwa
Fri Sep 19, 2003 2:40 pm
#72

Adding something to my 3rd bullet:



  • Terrain Negotiation: Split the standing speed increase and the prone speed increase between scouts and rangers (I've seen this suggested before). Scouts and rangers should get 50% standing increase and 50% prone speed increase as opposed to the current scout 100% standing speed increase and ranger 100% prone speed increase.
NRaas
Fri Sep 19, 2003 2:46 pm
#73

"Scouts and rangers should get 50% standing increase and 50% prone speed increase as opposed to the current scout 100% standing speed increase and ranger 100% prone speed increase."


Yes, that suggestion is noted in the list.





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Squidwalker
Fri Sep 19, 2003 7:27 pm
#74

I'm not sure exactly what that works out to with the terrain negotiations. All that did is reduce the total percentage, they both have the same amount of increase between them.


What I have thought is that(maybe you did say this and I didnt get it) the Ranger should get a little more standing increase over scout.


Example. There are 100 points for terrain negotiation. Right now the first 50 are for standing, and the second 50 are for crawling, and you get the up to 50 at master scout. The scout part is fine. The skill should give standing increase up to 70 points, the 20 above master is obtained in Rangers. Then the last 30 points goes towards prone. Yes it means we would crawl slower then we do now at master ranger. But I feel the slight increase in running over master scout is more useful and functional then crawling. It still gives us a faster crawl for sneaking up and all.



OK now on something different. This is a question for you NRaas, unless someone else knows answer. You say in recent State of Proffession, that the moving issues after /takecover have ended. Does that mean that is no longer a problem, and it's been fixed? You also said other problems have come up, so was that to say /takecover is fixed but there are some inherant bugs?




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Drronit
Fri Sep 19, 2003 7:41 pm
#75

Sorry to repeat anything that has been stated, but I just wanted to give my view of the Ranger proffession. Currently I am a 3/3/3/4 Ranger. The only real concerns I have is with conceal, and the crafting process. With the patch that added the conceal/camo abilities, we found a much new role within groups. However, Mask Scent has lost some of its strength, but does now give much more XP. The high resource requirement for the camo kits is understandable in one light, that Rangers only need them to conceal other players, not themselves. They way I look at it is once I hit Master, I should be capable of moving silently, and unoticed, to players, npc's and creatures. In no way are we Rangers really a full combat class, but a conceal ability that would alow us to conceal ourselves only(for corpse runs etc...) would be great. Then, if we wish we could apply camo to a player, and they could "hide and sneak" to an extent, but to do so would cost a camo kit, and we all know how much fun those are to make. My last ramble is about crafting. I find it disturbing that as a Ranger I can explore, live off the soil, but yet I have to hire Artisan or purchase a large amount of flora items(i.e. berries). I found find rare fungus on a forage, but I cannot collect enough berries to make a camo kit Sorry to ramble.



Capt Xase Tiag'xxskl
-WRATH-
Rebel Alliance - Bria
MBH/Pistoleer
"Blood is freedom's stain"


NRaas
Fri Sep 19, 2003 8:19 pm
#76

"You say in recent State of Proffession, that the moving issues after /takecover have ended"


The quote:


Issues with moving after this action has ended


Ok, this is definitely worded badly.


I'll reword it as


Issues with moving after a player ends the action


----


If the problem had been resolved, I would not have it listed in the Issues list.





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Ki_Gu_Lon
Fri Sep 19, 2003 10:19 pm
#77

Squidwalker:


Currently we, Rangers,have no additional Slope Movment and a 100% increase in Crawl Speed over Scouts.



  • Scout:


    • Terrain Negotiation +0-50 (Slope Movement)

  • Ranger:


    • Terrain Negotiation +50-100 (Crawl Speed)

The Terrain Negotiation fix that was outlined provides Rangers with a 50% increase in Slope Movement and a 50% increase in Crawl Speed.


The new bonus layout would be:



  • Scout:


    • Terrain Negotiation +0-25 (Slope Movement)

    • Terrain Negotiation +25-50 (Crawl Speed)

  • Ranger:


    • Terrain Negotiation +50-75 (Slope Movement)

    • Terrain Negotiation +75-100 (Crawl Speed)

It's just an easy solution by adjusting the Terrain Negotiation values so that Rangers get 50% of the Slope Movement bonus and not soley a Crawl Speed bonus.


Essentially this would make Rangers the fastest overland movers as well as the fastest "crawler", instead of being only as fast as every other Master Scout and Super Crawlers!




"Daddy, what's that bad man doing to my (Star Wars)?"

"Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
NRaas
Sat Sep 20, 2003 12:16 am
#78

"I think your 1st is too vague and should be explored"


My focus are purposefully broad, to try encompassing a large variety of issues in the profession.


See the Top Ranger Issue post I recently made available, to see the end result of a broad issue.


That is my intent... Whether it works will be a question for the historians.





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