Ranger Archive
Thread: Corr Summit What changes/fixes do we want?
Dextline
Thu Aug 12, 2004 12:19 am
#66
I'd just like to see a purpose for having master ranger and not just tracking 4, in the sense that master rangers would actually be able to track in a wider area, maybe starting at a shorter range and going further, the same way that surveying in artisan works. Had the same thing with CH once. Very little reason, if any noticable at all, for being master.
SaintFox
Fri Aug 13, 2004 2:12 pm
#67
- Make a higher demand for Rangers by:
a) having them assist BH's in tracking a target.
b) make them able to craft devices that help others track creatures
c) make them the only profession to loot an item "hide"or "head" from certain creatures ( an item that could be hung on the wall like a trophy hide or deer head. Kind of like fish, but mounted. There could be a Ranger only crafting aspect to this and a way for them to make money.)
d) allow them to take more than two missions at a time. Or at least more than two explorer missions.
- There isn't much RP'ing going on anymore but... it would be cool to have a Ranger ability to predict the weather. (It would be even cooler if the weather (rain, sand storms) affected the spawn rate of certain creatures). Or at least make a device, like I have already said, that could predict the weather.
Ailsa
Fri Aug 13, 2004 7:35 pm
#68
Gelotri wrote:
Lets us compare something real quick..........
- Master Bounty Hunters now, do not have to master Scout and have all those points left over to use somewhere else.....
- Rangers have to master all of scout and have less skill points left to add to their template.......but arent near as effective as a MBH
This leads to my question........Why can we not have a requirement of less skill points to attain a similar level as a MBH skillpoint wise or grant us the skills we need to justify the 140 skillpoints.............
Second question..............
Since some of us have been faithful and loyal and have stuck by the profession through all the set backs.....will we get a bonus for our loyalty? (just thought I would throw that one in)
Bite your tongue! I hope they wouldn't change the requirements to become a Ranger, don't give them any ideas toward that end
However, I do agree with you when you say "grant us the skills we need to justify the 140 skillpoints".
The changes/fixes I want to see:
- Master Rangers should have a noticable harvesting bonus over Scouts. They should also be the best harvesters in the game, even better than those with vegash and harvesting droids to help them. If this means adjusting the Scout line lower, so be it. Being a Master Ranger should give us this right.
- More traps, remove/alter broken traps, let Master Rangers use their traps on humanoids (players and NPCs alike)
- More customizable camps (Medical outpost camp, hunting blind camp, etc.)
- Larger /areatrack range
Almagill
Sat Aug 14, 2004 5:39 am
#69
/area
Dump the output from an /areatrack to the spatial window or notepad. Else make the outpur 'sticky' like the artisans surveys, so you can go back and reference it.
Dump the output from an /areatrack to the spatial window or notepad. Else make the outpur 'sticky' like the artisans surveys, so you can go back and reference it.
icarus-uk
Sat Aug 14, 2004 8:41 pm
#70
Sniffer pets! Now i know what you're thinking, this chaps gone insane, but let me explain.
Basically just a pet attribute that increases the range of /areatrack since the pet can sniff out the tails better.
The idea needs work, but I really like having my razor cat out wandering around with me. It would be nice to have him sniff for tracks, and even better to increase the pathetic areatrack range.
BladePride
Mon Aug 16, 2004 9:44 am
#71
1. Creature Toughness
2. Scout Armor: At least make us look good.
3. Camps: A reason to deploy a camp other then the cool facture.
4. Traps: More Ranger Traps
5. Forage: What can I say with out stepping on someones toes.
6. /weakpointHit vs. creatures: Special hit for a Ranger works with all weapons or unarmed
7. Ranger Lodge: At least make us look good.
2. Scout Armor: At least make us look good.
3. Camps: A reason to deploy a camp other then the cool facture.
4. Traps: More Ranger Traps
5. Forage: What can I say with out stepping on someones toes.
6. /weakpointHit vs. creatures: Special hit for a Ranger works with all weapons or unarmed
7. Ranger Lodge: At least make us look good.
And anything above or below this post.
wasj2004
Mon Aug 16, 2004 7:53 pm
#72
I dident take the time to read this whole topicbut im suretheses were most likely mentioned, but heres what I would like to see...
Forage bugs fixed. you know, the " foraged items were discarded because invintory is full" when your only at 25% on invintory. and " you cannot forage while running" when your standing still!
Better foraged items. Rangers are suposed to be able to live off the land, So there should be decent forages. Make them so they show up on the little buff meter, last longer than 2 minutes, and acctually do something. most foraged items are like 50+ and 100+, Thats not even one bite from a kreetle!
The camps are nice, but the should last longer. You set up base camp for your group, go hunt, and it should be there when you get back. they should atleast last as long as doctor buffs. Or maybee make them take up a lot, then they could stay till you take it up.
Ability to ride the bigger mounts would be cool to. not tamming or using them for attacks, just the ability to ride them.
Fix the traps. some of them do absolutely nothing!
Message Edited by wasj2004 on 08-16-2004 10:54 PM
CorinDWR
Tue Aug 17, 2004 9:09 am
#73
I'd really like to see these:
1. Camps
-Make high level camps (Field Bases) include special, working Crafting Stations, and mission terminals at the highest level (High Tech), having a mobile mission terminal would work great for hunt groups prepared to spend a while in the wild.
-One should be able to heal Battle Fatigue in camps (the ranger camps) now, as one does not need them for normal healing (droid) or getting out pets anymore.
-Make a permanent camp type house for rangers, as they have this as a lifestyle rather than justa job. (know someone else said this earlier, support him all the way)
2. Traps
-Give more efficient traps that could perhaps have bleed/poison/burn dots or something of the like. I know alot of real life traps that include poisons or pointy, bleedy things.
-Larger quantity on some traps like adhesive mesh and the like.
-Make crafting traps something that can increase/decrease trap efficiency. Based on resource and skill. (like all other crafting)
3. Hunting/Tracking
-Make rangers get more out of animals than they do now, the increase from novice scout is pathetic as it is.
-We should be able to harvest more than one resource at trapping 1 or 2 and master ranger.
-Area Trackis a shoddy skill. Improve it... Its close to useless.
4. The rest
-Make us better at fighting animals than we are, mitigation of some sorts, increased resists, somethign like that.
Many of these has been said before, but I believe, the more that want something, the bigger chance of a change.
Kachada
Fri Aug 20, 2004 11:38 am
#74
> Some <
kind of role in the GCW and PvP. Maybe a "bunker" camp that spawns little turrets and NPC's and gives defenders a Melee/ranged defense Bonus.
kind of role in the GCW and PvP. Maybe a "bunker" camp that spawns little turrets and NPC's and gives defenders a Melee/ranged defense Bonus.
kdkirmse
Fri Aug 20, 2004 1:13 pm
#75
My requests, may not be ranger specific
1) streamline fishing, each time I have tried this process I have found it to be an annoying activity.
I feel like I am a slave to the computer waiting for the proper time to press a button.
Gets old real fast. Net fishing or spear fishing maybe?
2) scale harvesting by a major amount as you progress in ranger.
3) I want the ability to use creatures to help in my hunting.
I want my faithful hound or my hunting (or fishing) bird.
4) Maybe there should be a high lvl camp that is perm structure like the merchants tent in merchant.
1) streamline fishing, each time I have tried this process I have found it to be an annoying activity.
I feel like I am a slave to the computer waiting for the proper time to press a button.
Gets old real fast. Net fishing or spear fishing maybe?
2) scale harvesting by a major amount as you progress in ranger.
3) I want the ability to use creatures to help in my hunting.
I want my faithful hound or my hunting (or fishing) bird.
4) Maybe there should be a high lvl camp that is perm structure like the merchants tent in merchant.
albynomonk
Fri Aug 20, 2004 8:58 pm
#76
I've been a Ranger fan for a long time, and I've gotta say that I think that there's no need for any other major changes. I think Glen Sather finally has it right, he's got a lot of young talent that will be getting a lot of ice time, and if they have a bad enough season next year, they'll have a good shot at Sidney Crosby. Right now, they've got two of the best goaltending prospects out there, and they've hired the best goaltending coach out there for young goalies. If even one of them turns out as well as expected, we'll be in good shape for years to come.
Ronge_Ricin
Sat Aug 21, 2004 12:47 am
#77
Not sure if this was said already, but....
Remove my "blip" from radar if I have Wayfarring 4 or higher. As a Ranger with +90 Camoflauge I should not be seen by anyone, else I am overt or TEF'd.
Neelok
Mon Aug 23, 2004 6:26 am
#78
Again, I'm sure some of this has been said, but I'm sure numbers count so...
- Master Ranger should have a quicker (at rest) running speed. They should be in amazing physical shape IMHO and this is only apparent when we burst run or run up a hill.
- Master Rangers should be nearly undetectable. I'd like to see a command that allows a Master Ranger to cloak himself from the radar.
- Camps. It's been said, but camping is a painfull grind with almost no use! It MUST be given high priority. BF, wounds, diseases, and poisons should all get cured in a camp at accelerated rates. Make the camps more usefull! It used to be everyone liked being in a camp, but now with the bike 'fix', there almost no need. A crafting bonus would be nice as well (in the camp). +++Make sitting in a camp (relaxing) result in a MODERATE MIND BUFF+++ (5 mins minimum, 10 mins for maximum effect).
- Receive multiple harvest benefits. I don't mean just 'more' or multiple types of harvesting available per shot. I mean even a rare harvest loot! Like something posionous could give up a great trap making loot.
- The 'to hit creature' benefit seems hard to tell. I've been a ranger twice now, and really can't see that benefit in action. I'd like it to be more noticeable.
Bottom line, Ranger has to be more spectacular than it is. Otherwise there's currently _little_ reason to go beyond Master Scout.
- Master Ranger should have a quicker (at rest) running speed. They should be in amazing physical shape IMHO and this is only apparent when we burst run or run up a hill.
- Master Rangers should be nearly undetectable. I'd like to see a command that allows a Master Ranger to cloak himself from the radar.
- Camps. It's been said, but camping is a painfull grind with almost no use! It MUST be given high priority. BF, wounds, diseases, and poisons should all get cured in a camp at accelerated rates. Make the camps more usefull! It used to be everyone liked being in a camp, but now with the bike 'fix', there almost no need. A crafting bonus would be nice as well (in the camp). +++Make sitting in a camp (relaxing) result in a MODERATE MIND BUFF+++ (5 mins minimum, 10 mins for maximum effect).
- Receive multiple harvest benefits. I don't mean just 'more' or multiple types of harvesting available per shot. I mean even a rare harvest loot! Like something posionous could give up a great trap making loot.
- The 'to hit creature' benefit seems hard to tell. I've been a ranger twice now, and really can't see that benefit in action. I'd like it to be more noticeable.
Bottom line, Ranger has to be more spectacular than it is. Otherwise there's currently _little_ reason to go beyond Master Scout.