Ranger Archive
Thread: STEALTH The post you have all been waiting for (or dreading) ...
MonsofoLexius
Mon Jun 28, 2004 1:29 pm
#79
LOl and the Dev's say it is not doable. I had forgotten about the dissapearing group member bug. Had it happen again this weekend. Was doing stormie mission with a guild member. Durring one of the runs to a mission he dissapeared from my radar completely could not se anything in spacial but he could see me (funny he is TKA DOC an I am the MR, lol) We ran mission for about an hour me and my Ghost helper. I had him pull a droid after a while so I knew where the heck he was! He would not even show up on areatrack!
Nowall we need to do is get the Dev's to fix that, figure out what happens ATM to cause it, code it, and give it to Rangers! OR I wonder if Stealth was acually coded in the game, never implemented, and rears it head as a bug from time to time????? This was in the Beta screen shots from TH. Would that not be the LOL of the year if it were true......
Message Edited by MonsofoLexius on 06-28-2004 01:33 PM
Calculus_Entropy
Mon Jun 28, 2004 2:21 pm
#80
FYI a quick disconnent and reconnect (not a full log out) will usually resolve the probelm of STEALTH groupmates.
Vorpaks
Mon Jun 28, 2004 2:24 pm
#81
I had the scary experience of having one of my group mates dissapear... except for his jacket and hair. It was really disturbing to see a jacket and hair piece running around shooting things.
Bartholomew_Roberts
Mon Jul 12, 2004 1:15 pm
#82
when I was on scylla months ago there was a bug I encountered several times(so did others in my guild). When doing group missions every once in a while dismounting a speeder would render me invisible and take me off radar. I saw it happen to other people too. The key to recreating is probably something with dismounting while grouped. I never saw it happen unless grouped and using a vehicle.
Vara-Holimoon
Tue Jul 13, 2004 2:42 pm
#83
Both sides of the Stealth conversation seems logical. First thought I had is why make another skill for it they should just revamp /conceal if they are going to make any high end code changes. The main problem I have with conceal at the moment is everything seems to break it half the time running around with buffs and food/drink I dont even use maskscent and conceal as a ranger anymore. It breaks so often its became a hassle more than a help. I agree with the PvP aspect is in need of something more for Rangers, right now having Ranger in PvP is mostly just a big load of wasted fighting skillpoints with no usefull abilities other than tracking a possible player that has ran and hid in town somewhere. Allowing concealment to hide a ranger on radar is a good idea in my mind. You can still see the ranger if your looking around physically, but it would allow them to have the ability of sneaking up on players and attacking them. If the player is smart enough to be watching the screen it helps. I personally play with all my terrain clutter up to which would make it hard for me to spot a sneaky ranger sneaking in on me but that would be the fun of the game there. We dont need to be invisible from sight like mentioned in the posts most players dont even use their eyes other than to watch radar, this would give them a reason to. Have it breakable much like creatures break it, if they have a high level scout or ranger or even add in other classes. Though this would give a PvP group a reason to have a ranger within them, someone that can sense/spot a concealed player or group since the conceal command works on targets.
I personally think traps and camps need more, more options more items to use and throw. They need to affect Creature Handler pets, just negate the exp gain like as in fighting players with weapons you get no exp gain. Id say give Master Ranger a trap and a camp that makes it important to be one. Maybe the hidden blind to fight from for the whole group giving them the effects the cover would give, (for me I get about5+ shots off if Im in cover fighting a PvE with my rifle) this would allow a group to shoot nearby creatures without too much trouble though camps can generally only be made 50m from a lair. Make a trap that can do all effects for master ranger would just eliminate the need to have the other traps. I think it wasnt mentioned here but I do recall it on other forums before. Though I think more powerfull lines of traps should be introduced things that affect Krayts and the like. This would get a ranger the traps to use on tough based creatures while keeping their scout traps to use on the lower difficulty creatures.
Co-Exsisting with the above I think Rangers and Scouts need to be able to experiment on their camps and traps. All of the other professions that have items they craft that I know of get to experiment on making them better. Were stuck with the base resource quality to do so. This is probably the reason that most traps do not affect the more difficult creatures in the first place. That and camps healing bonus. The high tech camp having I think a .8 at best and compaired to the first camp which is .5 I think without making one to double check it. That to me doesnt seem like a very big difference at all, so far in game Ive only ever made the high quality camps anymore or the field base to allow medics the ability to remake stims if they have ran out. Though lately with the buffs and food/drink I havent had any reason in my group to pull out a camp at all less we take a afk break.
As for Harvesting, well I know hunters that are friends and they would slap me silly if I only harvested the meat of a elk and not the hides. Also I dont see why professions would give us a big hip and hollar if we were able to say use a set of horns to make a wall mount in our house? Though Im not sure on how to make it work easily my first guess would be it would require a lot of schematics to be placed into the game though they could require parts like the skin/bone and possibly metal or some chemical to complete a wall mount. Though thats not the point of Harvesting, harvesting is well to low for a ranger, a scout can almost harvest as much as I can I would figure as a master ranger I should be able to harvest double what a scout can. I would also love to see the Harvest All option come back into the game, I dont see why we can only harvest hides from a creature and not the meat at the same time. Its what we do so why not allow us to do so? Its not like it effects PvP it only really will benefit rangers selling or using resources for crafting. I know in good hunt I can bring back about 10k of one resource of what I was hunting on missions. The scout with me though brought back like 8k of that resource using the resource split that is in the game. We had fun which was the main point but it made me feel like I was just wasting 63 points of skill in ranger.
Now before I get too many arguements, I like Ranger, I liked it for the longest time going out and helping others with areatracking and trying to find Krayt Dragons. The /track command talked about, I would think to have this command do a longer range or even increasing /areatracks' range. Were maybe a little better than a survey right now, say furthest I have tracked is just under 500m, well a person on a swoop can scan over a area in a few sweeps and know whats in the area faster than a ranger can run and track. I agree that the /track command should be allowed to track a specific player, creature, or npc. Ranges though Im not even sure about. I would think give it a mission range anywhere from starting point to 4000m away. Easily enough for it to scan available spawns already present. The only thing I think I can agree with the Devs and even some players on is being able to spawn a creature of that type. I could see this getting out of hand in more than one way, a ranger can easily spawn a Krayt dragon? whats to stop a group of rangers from doing /track to spawn krayt dragons randomly near a player city? It opens up a area of problem not willing to get into. Though I do think being able to track down a specific already spawned mob if they are within range of 4000m would be good. I know the game keeps spawn locations open without anyone nearby them. Ive hunted and died against dark jedi several times in the past and always run another 5k back out to the spawn to fight it again, I love vehicles now lol.
The speed, terrain negotiation, as it would be called I agree that a ranger should be able to outpace a player side by side that doesnt have the speed on flat terrain. I also think that rangers should have the similar abilities of a squad leader for traveling in terrain. Having a ranger lead a running party through hills should make the party faster on that terrain or within range of the ranger they could even allow them to stack with squad leaders if they want. Im not sure which profession should be better at it though I would put my bets on a ranger outdoing a squadleader in running through the woods. Burst run to be able to move as fast as vehicles while being a master ranger. The only problem with outrunning people on flat terrain is a ranged/ranger would be able to kill a non-scout player pretty easily by keeping out of range of them if they were melee based. The other problem would be being able to outrun some creatures as well. I would say make running normal without burst run with a master ranger equal to the running speed average of most creatures. So running ahead of a Krayt or Kimogila wouldnt be wise since they tend to just warp jump everywhere anyways.
I can probably agree and be agreed with by most rangers that the only skill we have the true benefit of using is harvesting, its practically the only skill I end up using anymore other than running up hills (though vehicles are faster). We are outweighted on the professional skill base by most classes including scouts having about as much ability as ourselves. The only other skill I have been using lately is the areatrack while doing Faction missions. I track for players before starting the fight, can do the same with the /who command though as well as it being faster only difference is you get a direction to the player. The biggest Question is what are the Dev's going to give us to keep most rangers interested?
Vara Holimoon
Master Ranger/Master Rifleman
(not afraid to give her character name)
DaVern
Fri Jul 23, 2004 4:33 am
#84
I think that stealth is the way to go but I want to see some other skills that may be used like tracking during stealth but not just crawling in stealth if you were tracking someone or something in stealth they could walk away from you and you would have to break stealth just to keep up so have a macro that is called stealth walk which isn't a run about you not just stuck on the ground because you can't do really anything prone
KOOLLAYD
Sun Jul 25, 2004 5:30 am
#85
OK One problem I am having is that it seems your making stealth out to be a seperate ability from cam or /conceal if you will. It really isn't. I mean the whole purpose of being able to cam is to go into stealth mode. My gaming experiances with it as far as people in first person are in Aliens versus Predator, Elite Force, and EverQuest and all these games it's done one thing. Make you invisible to your enimy until your strike or in AvP's case you stay in steath mode even while you strike. That is what the cam ability is for and that is what it should do. You don't need another skill added or any of this other stuff, you need the current one we have fixed. That's the rock bottem line to it. It serves one purpose, be invisible and that's what it needs to do.
I also feel strongly that we should be able to use our traps in pvp and not just in pve. Every other class can use thier weapons and what not for both andI think we should be able to as well. Until they fix this broken profession it's just gonna suck and the only ones who are gonna stick to it are the ones who really wanna see it fixed. That's just how it is. Before they add anymore to this profession they need to fix what it already has.
Message Edited by KOOLLAYD on 07-25-2004 05:31 AM
Message Edited by KOOLLAYD on 07-25-2004 05:32 AM
Message Edited by KOOLLAYD on 07-25-2004 05:35 AM
vcjester
Sun Jul 25, 2004 5:52 am
#86
I kinda like the idea I had last night, when and IF you fix Ranger, why don't we get ourselves a bonus when harvesting? I'm not talking about more units, I'm talking about maybe a 5% increase on stats across the board. You know, like for instance this one doc was paying well for Nadow lately and everyone with a harvester droid or novice scout was scoopiing up oodles of it. Well why not give Rangers a 5% increase in stats because they of course know how to do a propure job of butchering an animal and only harvest the finest cuts? So if the good meat was called Nadow, the Master Ranger harvested stuff could be called Nadow2, and that way our virtually useless proffesion could at least be the best at something in the game.
Olgar Stega
Master Rifleman/Master Ranger........cuz all the stun batons and area poison packs where sold out.
DaVern
Sun Jul 25, 2004 11:45 am
#87
I agree if were going to master ranger there should be something there for us a harv. increase of 5% is that bad either but i want to see us master the art of tracking as well if not people just animals or npc because we have taken so many ranks in it and anyone with a droid can come and out us this sucks i lose my butt this way ask someone want me to get you some and its sorry have a droid and me to track that and sorry got a droid its droid this droid that the only thing i like so far is that i have not seen a camp kit droid the field kits are cool
thank for listen thought i was in the woods by myself again working my way to master ranger for what? so a droid can do it for me.
Nemo0
Mon Jul 26, 2004 5:18 pm
#88
vcjester wrote:
When I said 5% harvest bonus...I didn't mean the actual amount harvested...I meant the stats got a 5% bonus...or whatever number is fair. For instance if a meat has a PE of 900 maybe if it is harvested by a master ranger the meat harvested would have a variation to it's name and have a PE of 950 or something just cuz we get the choice cuts from the critter give all the stats across the board a 5% increase. Then we WILL be popularAND in high demand. Let the scouts spend time collecting stuff that the stats don't matter on.
You should put this idea in its own thread. That way people will see it better and it won't confuse people looking at the stealth proposal. It would be great to have enhanced stats on Ranger harvested resources but it really doesn't have much to do with stealth
.
Skara_Attranac
Mon Jul 26, 2004 9:53 pm
#89
I have only read the first page of this as there is four very long ones. As A ranger who has done both PvP, and PvE, I have a few comments.First of all The thought of shooting first isn't hard to contend with. what if you could shoot but then the unconcealment process starts which would cause you a delay almost like what warcry would cause. Also what about instead of adding new gadgets or items, just do like most any game that involves stealth and have the shot do double damage. After all, a concealed sniper has time to line up a shot that causes devastating effects. I.E. weak points in armor etc.
For example
from a ranged perspective)
Conceal, crawl in about 60 yards away, Fire your shot( at this point you would unconcealed and be delayed 10 seconds.)
In this very short time, the system will have caught up they would have seen you and started in after you.
Skara_Attranac
Mon Jul 26, 2004 10:25 pm
#90
Update:
I read the fourth page and the most grand Idea I have seen so far is to just make us go off the radar. It is very true that people rely sole on the radar to detect enemy. This would serve two purposes, It would cause no lag, people couldn't tag target you which means they would have to actually find where you are shooting from, They would have to highlight you first, which at a distance on a hill, they couldn't target you till they got there. Of course this is great for ranged weapons but there are perks tonon-ranged and even non-combatantsas well, area affect from an enemy for example might not work if you and a guild member are tag teaming an enemy during a mass battle. and also since you are not red con, you can sneak in and rez, heal , or kill a clone killer. But wait there's more If you feel that turrets might have it unfair, the system could just have the turrets able to recognize you as well as mine fields etc. don't add any new system, Make camo conceal a person for a set time such as 100-400 sec, this would add quality factor in crafting to the ranger profession. Also make an attack bring you out of concealment like it does now.
And Bye the way, Making Rangers only able to pick up creature loot like a Kryat pearl or rancor bile would be better, that way they are more on call and don't need to beg uber fighters to come help them bring down a beast. The reason for thinking this way is because $10 says that when Luke was up against that rancor he didn't know to loot it for bile so that he might make a buck. He probably didn't even know it was there, of course no-one did till SWG
So anyways, I pupose that we( Rangers) get the sole ability to harvest CREATURE Loot, bile, ackaly, pearl, albatross feathers etc.
This does not include people such as night sisters or any other npc for that matter.
vcjester
Tue Jul 27, 2004 12:26 am
#91
When I said 5% harvest bonus...I didn't mean the actual amount harvested...I meant the stats got a 5% bonus...or whatever number is fair. For instance if a meat has a PE of 900 maybe if it is harvested by a master ranger the meat harvested would have a variation to it's name and have a PE of 950 or something just cuz we get the choice cuts from the critter give all the stats across the board a 5% increase. Then we WILL be popularAND in high demand. Let the scouts spend time collecting stuff that the stats don't matter on.