Ranger Archive
Thread: State of the Profession (Sep 12 / 2003)
caves: Harvesting more than 1 from cave critters. Traps that work in caves.
Experimentation on Traps and Camps: Alter the effectiveness, a camps rate of heal, or the way it looks (adding some customization to the difficult skill to acquire) Traps, adding special damages, or hit rates to a trap, and/or quantity. Camps with tents you could walk in... Camps with Entertainer portions for BF healing?
I think we should have more variety with traps too... (devs working on it) NPC and PC ones.
Camps with tents you could walk in..AreaTrack specifics. direction specific tracks... locatable by name tracks at master?
Harvesting actually being better than a scouts harvesting. Very small difference if any. Perhaps rangers get better quality skins off creatures... Like a 10% overall stat bump to the material being harvested.
Warping - whether creatures warp on us after masked scent breaks, or warping while going to prone, getting stuck in tents....
Okay, I am tired, hope I touched on new stuff. Night
The one thing that I would like is an area track that would work were it should..out in the wilderness. At this point once you get out of the mission spawn areas around cities area track becomes relitively useless because nothing show up..that is until you walk a 100m and get a lair spawning on top of you. I regularly hunt 4 to 6K away from the city and at that range area track is almost usless because no one is around to trigger the spawns so they will show up on the area track. With in the mission spawn areas around a city the list is capped at 50 and you lose most of the stuff around and outside the mission spawn areas it shows nothing....there has to be a way to fix this
Jebus -lowca-
Master Ranger
Concerning camps....A camp should never drop...unless meant to...or a pre-determined time has elasped.
Everything I have read about needed improvements in the profession I agree with.
I'm new to this type of game...I'm a MR....and I feel like a "noob"
The harvesting limitations....HAVE to go....If I wanted balance I wouldn't have played a Trandoshan MR
I have a 110 mod....and I sacrificed for it.(like every pair of pants I wear are knickers..lol)
I should get 15units from a Kreetle....balance and fairness...sounds selfish....but tough.
Given this thread is now 4 pages from the start I'm sure it has been mentioned but here goes.
Camp abandonment:
Field Bases of either type, should not disband for combat, particularly given that they cannot repel aggro creatures yet. If we are forced into combat due to the fact that the Field Bases are not doing what they were initially intended to do, why should a Ranger be penalized for having to defend themselves? Moreover Field Bases should not auto-disband upon leaving. They are Field Bases, not basic camp kits. Can we please have a somewhat substantial time limit on how long the Field Base can stay up before disbanding?
We should be able to retain some of the resources from the Field Bases (and yes even the basic scout camps) when we disband the camps. How many of us go camping for the weekend and just hop in the vehicle andleave everything behind? While I'm not saying we should recover all of the resources, a small percentage of a random resource used to build the camp should be allowed to be recovered.
Thats all for now!
<still camping on Naboo>
"We should be able to retain some of the resources from the Field Bases"
- Good idea, I remember seeing this one suggested before.
Actually IMO no camp should disband because the scout/ranger goes into combat. I remember several times asa novice scout, setting up a basic camp with a couple ppl in group. We got attacked by some npc near by while we sat in the camp trying to heal. I have had this happen before even as ranger. People forget that not just animals are in the wild and can agro on you. The camps dont protect against that.
I was on Tat with large group hunting bantha. I setup camp so we could rest and heal. Some Dune Stalkers spawned near by and attacked us. I stayed in the camp, so as not to have it disband for leaving. The others rushed the npc, I got shot at and of course auto attacked them. So I went prone in my camp, and started shooting back. Just as we dropped the last one, my camp disbanned because I was in combat, even though I was standing in the middle of it. That is lame.
On the other note, I have always said that we should not have them disband for stepping out of camps. To a degree. I know whey have have abandonment, they don't the country side full of camps. Fine, but that means only disband for leaving not for combat. Maybe the basic camp has no distance. The multiperson allows you to leave up to 10m away from it. The high quality camp maybe you can leave up to 30m away. This would allow us to still defend and maybe hunt close to the camp, with out it disbanding, and waisting resources.
The high cost of the higher camps, it's way frustrating to have it disband after being up for 10 min, just because you were defending it and your group.
I agree with the thing about traps being able to effect players, npcs and creatures. As rangers are they telling us we don't have the skill to make a poison dart from plants or creatures we encounter in the wild that could harm a player or npc? Or a spring loaded trap full of sharp bone spurs wouldn't cause a player to bleed heavily if hit by them? The way I look at is our trap line should be similar to archery lines of rangers in other MMORPG's.
One thing not mentioned is I would like to see the /conceal and camo kits remove us from the radar. This would give rangers a little element of surprise in PvP. We would still be targetable and seen by players just not show up on the radar so we could sneak up on people.
They also need to make it so BF can be cured in Ranger camps especially the High Quality or Field Base camps when and entertainer is dancing or playing.
Armorcrafters need planet specific hides for certain types of armor. Still, armor requiring Lokian scaley hide will still work on Endor, unlike our camo kits.
Ehope wrote:
As far as I know Rangers as the only profession that requires planet specific hide for crafting. I was an Interior Designer (furniture maker) and all the hides Ineeded were available from low level creatures. (Wooly hide being the most precious but available from Corellian bunny rabbits.)
"One thing not mentioned is I would like to see the /conceal and camo kits remove us from the radar. This would give rangers a little element of surprise in PvP."
- This has been considered. But I see no way of making it unhackable.
- All some resourcefulperson would have to do ishack the client and disable the radar code that is hiding the concealed player.
- If it is possible to hack the client to provide an advantage during PvP, someone will do it. ![]()
Delta has already requested a quick fix to solve the 60% harvesting problem. Hopefully it will go through soon. But when we are looking forward to what we would like to see implemented in the future to improve the ranger profession and the game in general can we consider a better solution to harvesting? Rather then simply revert back to the way things were before the patch with the addition of the groupharvest option, I suggest we request a new system all together. A Fixed resource per creature system. Not one where the total amount of resources on a creature depends on how many people in the group have scouting abilities. I have posted quite a bit on this:
http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=12261&highlight=fixed#M12261
But the basic idea is that there is a set amount of bone/meat/hide on each creature and each person that harvests it takes away from that pool. The higher your skill the more you get and the faster you are able to try again. So a solo master ranger would be able to get as much or more resources off of a creature then a group of scouts. It would probably take him longer because he would have to harvest many times. But if he wanted to sit and completely clean the animal he could do it. There have been many excellent modifications to this basic idea posted. In particular i remember reading some things that LastEE posted that sounded pretty cool.
Someideasmentioned arerequiring tools or giving a bonus for tools and giving a bonus for being inside a camp and so forth. Leave the option for people that just want to do a quick snatch off a creature for one slice of meat. But also allow for the roleplayers that take pride in being a master ranger and want to to spend time and leave no resources to waste.
Please take time to review this idea and see what the community thinks. I believe that as a group we can come up with a really great and balanced solution.