Ranger Archive

Thread: Top 5 Debate

Shadowmandrake
Sat Oct 18, 2003 5:31 am
#79

Also /areatrack should at some point show aggressiveness and possible faction (Too much ? )
StrangeMupettz
Sat Oct 18, 2003 5:44 am
#80

I just now read the top 5 and it is great!!


On making Base camps using Polymer and Metal it does not matter one way or the other. I like it takeing hide and bone so that I use the resources I harvest otherwise as a Master Ranger I would never harvest. If they did change it back all you have to do isfind a resources seller. For some reason people love to just collect resources and sell them to people. I also defenitly agree with BF being heal at HTBC since they are better equip then the outposts on Dathomir and they can heal BF. And hell in anchorhead the med bay and cantina are one room. Who the hell can relax when you are sitting next to some guy bleeding to death!!


Onanother note, I am not sure how many of you have brought out the High Tech Field base campwhile overt and saw that you can requisition Buildings and Weapons from it, and so can other overts. While this is a neat idea some idiot decided to place a 14% increase on the cost. So, why use your faction pts at a 14% cost when you can just use them at a recruiter and carry the stuff around with you....mmm...


It wouldalso be neat if when I tossed out a base camp while overt if the flags changed to my faction. Maybe even go as far as to sell faction HTBC that rangers can us FP on the would look Diffrent for rebel/imperials and would let people declare Overt/Covert status at.


Ohh and one last thing that bug the crap out of e is the To-creature hit bonus. I am a master ranger master Fencer, so this bonus is completely a waste for me as it only works for Ranged people!!Can someone explain why ranged combat get a bonus and I do not? I can swing my weapon with a basic swing I should get the bonus also.


Lai Yim Master Ranger/Master Fencer on Flurry




If we take people as we find them, we may make them worse, But if we treat them as though they are what they should be, we help them to become what they are capable of becoming.
~Johann Wolfgan von Goethe~

Lai Yim
NRaas
Sun Oct 19, 2003 7:13 pm
#81

In lieu of the PvE vs PvP vote going on... I will not be writing up theReport until that vote is complete.



  • So if you will bear with me for another week.

In any case...



  • Those of you who haven't already posted here still have time to make your voice heard.




Ranger Threads
State of the Profession
The Outdoorsman
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Alila
Sun Oct 19, 2003 11:12 pm
#82




Sunflower wrote:

/maskscent is still failing waaaaay too much at Master Ranger. I'm having diseased vrelts, kreetles, you name it, break it. I wouldn't know they did, though, if they didn't proceed to attack me. *gazes up*



Dunno what you're doing wrong there mate, I've got novice ranger and a shirt that adds +25 to camo/maskscent and I can usually just run right through most camps of aggressives. I dont know the CLs but I only go around if i start seeing scouting xp of over 200 showing up from the maskscent avoidance.



Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a total mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
Deoka
Mon Oct 20, 2003 8:56 pm
#83

The only issue I really care about is that conceal works as advertised. I am tired of npcs not even checking for it. Some of the other stuff would be nice if fixed, such as forage, but my main concern is conceal.



**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Ogo
Tue Oct 21, 2003 2:03 pm
#84


  1. /conceal that works consistently and doesn't drop when initiating combat. I have a +115 concealment skilland for some reason I still get detected by kreetles? No joking the first time I used /conceal after the big patch I ran out towards a kreetle lair and was detected - couldn't believe it (and still don't). Since that time I've learned not to trust it (still) because NPCs seem to completelyignore it and high-level creatures mostly ignore it.

  2. Fix the traps in the trapping line. Make traps work better on high-level creatures. Make more traps & different kinds of traps available (there are 4 skillboxes in that line after all, but only 2 traps).Perhaps even add experimentation on traps for Rangers only. As Master Ranger I find myself only using Scout traps and that'sjust not right.

  3. A bigger tracking radius (1000m perhaps) plus a specific tracking command to look for certain types of creatures (e.g. /track bantha) which has a chance of creating a dynamic spawn if the area would naturally have that type of creature. I wouldn't mind seeing lairs on the track list as well.

  4. Better "hunting" bonuses over Master Scout: Better harvesting bonuses (there are quite a few combo profession that can out harvest a Master Ranger). Also in this line, the ability to see what creature resides in a lair and more information when using /examine (speed & socialness). I'm not so sure about the bonus to creature damage, but the creature to-hit should apply to every attack done by a Ranger on a creature (melee, ranged, specials, etc.), it shouldn't be combat-style biased as it is now.

  5. Camps that really do repel aggressive creatures and remain even after combat is initiated. This would only apply to the Field Base & High Tech Field Base which are the top two camps Rangers get. Perhaps this ability would be limited only to Master Rangers (what else does that +5 camping or whatever it is we get at Master do???).




The Kreetle sees all
Master of piercing camo
Rangers have no chance

Azralon
Wed Oct 22, 2003 3:59 pm
#85


  1. To-hit bonuses versus creatures don't seem to apply to melee attacks.

  2. Rescue doesn't seem to work unless you have a ranged weapon in your hands.

  3. Traps should allow for experimentation to increase the number of traps yielded per crafting session (2 adhesive mesh per lot? ick!)

  4. Camps should allow for experimentation to decrease the minimum Camping skill required to deploy them.

  5. Camps don't, as advertised: A) repel creatures and B) allow entertainers to entertain.





The above aren't necessarily the most important Ranger issues; they're just the ones that I run into all the time.




___________________________________________________________________

-- Daerys Kyne of Coronet (Teras Kasi Master / Novice Entertainer 0044 / Novice Dancer 4244 / Novice Medic 1000 / ex-Master Ranger)

"Yeah, so the holocron said Dancer. I can still Teras you a new one."
NRaas
Wed Oct 22, 2003 6:02 pm
#86

"Rescue doesn't seem to work unless you have a ranged weapon in your hands."


Well, it works better with a Ranged weapon because you must damage the attacking creature before it re-aggroes the victim.


However, if you are close enough to the creature, melee weapons will work just as well.


"Camps don't, as advertised: A) repel creatures and B) allow entertainers to entertain."


Entertainers can entertain in camps... They can heal wounds, just not Battle Fatigue.





Ranger Threads
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The Outdoorsman
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ssobounty
Wed Oct 22, 2003 6:47 pm
#87

How about the ability to make camo kits for Lok.



Ghost

Bounty Hunter

Retired SYR

__________________________________________________

Master Scout ~ Master Ranger ~ Master Carbineer ~

Master Bounty Hunter

Myzzter
Thu Oct 23, 2003 8:05 pm
#88

sorry I dint bother to read every post, but here are my top 5:



1. Area track.


I agree that track should spawn creatures. Obviously it cannot spawn PC's and NPC's are debatable. Understandable theory = Rangers find tracks of stuff they want to find. Then go find it. Random Creatures types should spawn in track window and rangers select that type which would then spawn that creature type in area (lair or pack or solitary depending on creature or chance), gives a waypoint to that creature... or direction and distance when applicable!



2. Traps.


We need player traps (and pet traps). Plain and simple. Make em so they dont work in municple areas if you have to. But if a non Ranger comes into our wilderness... they should be easy pickings for us. I really dont care if you call it Stick-Pit Trap or something but you should get idea. Also on traps I dont understand why there is the special delay for them... They hit so infrequently that it surely isnt some method of saying we are aiming... Either reduce special speed or get rid of it.



3. Camo (conceal)


This needs to work for PvP as well. I realize having an invis for anyone would be huge. Best solution is to make them invis only when overt, and only invis to Overts. If a covert from opposing team spots them and cliks on them have them drop out of conceal... Of course they need to be gone entirely from an overts radar... and screen in my opinion untill conceal is broken thru attacking or by a covert!



4. Camps


I have not seen problem with aggressives coming across line with HTFB. But same goes for PvP as well... Players should not be able to target on either side of a HTFB in my opinion. Or give HTFB turrets or something so that if anything aggressive to owner plops up it gets targeted and shot down. I recomend attacks similar to warning shot, so creatures run away out of range. players on other hand get chomped up unless they flee... This of course could end up with opposing sides having HTFB like 30m from each other and blasting at whoever goes in... that would be dumb too!



5. Harvesting


Rangers should be able to see how good resources on a corpse are as well as quantinty, prior to harvesting. Rangers should be more efficient at harvesting and get more resources, wether this is more of one or keep numbers same and start harvesting more resources. Ideally a master ranger would waste-not, everything is taken and used. seems pretty dumb that a Master Ranger harvests 20 units of bone from something, and leaves all the hide and meat that he had to trim away to get those bones...



Myzzter


Tempest- Ranger/Rifleman/CH


*tried to post solutions to problems*

SpitNyerEye
Sat Oct 25, 2003 6:38 pm
#89

My Top 5:


1. Trapping - as a scoutI gained a couple traps per level, as a rangerI gained two traps total. I need more traps thatI can use PvE and ones that I can use PvP. If you dont want to give me a class defining weapon, then give me a trap that will make a creatureor person (regardless of their class)think twice about messing with me - maybe make it usable only outside city limits (and this does not include outposts, since ouposts arent cities - at least with repsect to calling pets/droids). Since you decided to put rescue in my trapping line, at least make it useful...it doesnt work fast enough nor does it work often enough even at the master level.


2. Conceal - needs to be beefed up. It breaks too often (even at the master level) moreso when applied to others. I have made Yavin, Endor, and Dath camo kits butI still cant make Lok camo kits...change the meat for something that is an actual creature harvest.


3. Camps - if they advertise repelling agrressive creatures and the ability to be entertained, then they should. That perimeter beam around the HTFB sure looks nice -make it zap the crap out of anything aggressive that walks through it (shouldnt be able to harvest or loot the corpse if it does - and no exp)


4. Forage - fix the inventory full bug please. I would like to actually see a rare item foraged, vice seeing the message that it has been destroyed because my inventory is full, even though it isnt even close. These "rare items" should be very useful to the Ranger who finds them (healing herbs, stat buffing herbs- particularly mind. etc). Maybe make it so that it cant be traded, but very danged useful - maybe components for use in my class defining uber trap (see #1).


5. I really dont have a 5th assuming the first 4 are adressed, however, I will use my dime here to address another issue that i think merits at least a little discussion: IF the proposed changes to CH and non CH pet usage is implemented, i think the Ranger skill tree should (at least at the higher end) add some creature level bonuses whether we persue CH or not. I think it makes sense that a non-CH Ranger should be able to have a higher level pet than a non-CH from any other class andthan a novice CH (the difference being that we have to buy 'em trained rather than tame and train them). It should however be limited to something reasonable - say level 20 -25 or so at the master ranger level (10 for a normal non-CH is what is proposed). If a Ranger does persue the CH profession then they get a higher level cap as well. Let me stress that there should be no taming bonuses only creature pet level bonuses. As a balancing issue, maybe make combat droids non-usable by rangers but ONLY if creature pet level bonuses are added.


V/R


SpitN Yereye, Trandoshan Master Ranger


Bloodfin Galaxy - Mos Eisley, Tatooine

Dyrwen
Sat Oct 25, 2003 9:00 pm
#90

My top 5..


1. Trapping: This is my main issue seeing as Rangers in most cases, are hurt by PVP and PVE since we've rarely enough combat skills. To be capable of slowing a creature for at least 20 seconds, or possibly even people for as long, would be very helpful. Advanced poisons or certain dangerous dart like things better than what we have now would be very useful in PVP as well as taking on animals and needing them to lose health over time as you get incapped.


2. Camps: I admittedly don't use my camps often, but when I do, there are a few things I want occuring.


---Repel Aggressive Creatures. Including non-Aggro ones that were just attacked and are still trying to attack you. If you've not initiated combat but drop down a camp, you should be safe.


---Laying down on a cot to let your health recooperate faster, but of course leave you very vulnerable.


---Battle Fatigue healing. This should definetly be possible for High Quality or Field Base Camps, anything less isn't really too important, as I can see this as a strictly Ranger thing.


---Random Idea: Custom colorization. Getting certain things (hides, something else) to change the color of the camp or to make it appear a certain way.


3. Harvesting: I certainly see how we need to be capable of harvesting all the resources of a creature once we hit Ranger status. We could pick up all the hide, then 75% of the bone, and 50% of the meat. That sort of layout, to make sure we don't just always pick up all the resources, at least we can pick up all 3 (or 2 in some cases) to some extent. Even if it's not high quanities, the ability to harvest most of it should be there.


---As it was suggested, knowing how much hide/bone/meat is on an animal before you or after you attack it would be very useful and needed.


4. Conceal/Maskscent: Conceal obviously breaks too often. When I put it on someone, they rarely have any scout skills, and this is why I'm applying it to them. They've no protection out there, if I put maskscents on them, it should not break till the time runs out, or they initiate combat. Maskscent also seems to break too often, it's better now, I'll admit that. I can actually burst run through some spawns and survive for once. I'd rather a technique of "once we're detected, we can go prone, wait 5 seconds, re-apply, and be safe." Or something similar to that.


5. Tracking: I'd also prefer to be able to find certain creatures. If they aren't around, at least tell me what direction they are "probably" in. I don't need specifics, just say "You found some Spat tracks, head NE" or something basic. I'm sure we'd at least be able to hunt like real hunters. Step outside of town, search for an animal and lead the hunting party to victory. Of course, Krayts should probably be set at a certain level of Ranger to find, or else you'd have even more camping of the areas of Krayts.


That's my top 5 at the moment, suppose I hope this helps out a little.





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flashpointfx
Sun Oct 26, 2003 1:00 am
#91

Uh ok... isn't a few things overkill here? Areatrack at 1000m? No traps in cities? Bah.


1. Traps. The term Adhesve Mesh means to me when it hits ANYTHING it sticks them in a goo. Pretty simple. It seems that Flash Bomb, Sonic Pulse, Stink Bomb, and Adhesve Mesh would work well against anyone in PVP. Throw Phec darts in there and there goes a majority of combat classes. Maybe to balance it, make the resources needed to make the traps more. I sell tons of crates of adhesve mesh and phec darts out of my store everyday. For the most part, anyone can make a couple of runs of ad. mesh without a big hurt on time or money. I feel pretty useless in PvP at the moment... I'm a 0243 Pistoleer with medic skills but when it comes to PvP, bh and commandos totally walk over me. Players are animals too... no reason why a trap couldn't work on them.


2. Camping. I WANT TO BE ABLE TO PLAY THE CHESS GAME! You give us the board... but can't play it! Heh... had to throw a nonsense one in. But seriously, keep any aggro out of the HTFB period... there's a perimeter around it, use it.


3. I wish we could calm aggros somewhat... make it so they don't db us when we incap... something to that nature. We're supposed to have a report with animals.


4. Animal knowledge... I want to see how much an animal would be worth on the harv before I kill it. I hate when I get a patch of skinny animals. 1 unit of hide or bone is not fun at all.


5. Exp for traps would be great too. We can exp for more uses out of camo... why not traps?



There's a few. A lot of people hit the nail on the head with wanting traps for people and pets. I'm content with what other combat stuff I have so far... I mean if I really wanted to, I could get bounty hunter and max a tree and still keep Master Ranger. I'd just love to have some omph and awe to being a ranger other than... hey can you track this for me?




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