Ranger Archive
Thread: What should happen to trapping?
Chemo60 wrote:
Reach CL20 and decide to go for full Scout and possible 1st tree of Ranger.
Best trapping XP I can get is 1xp per kill. Being a member of a guild that hunts nearly every night I jumped at the chance to get my combat xp up and now wishing to go full scout I am screwed basically.
This toon is not a respec or a CL80 just a typical new toon.
Chemo60 wrote:
Almagill,
Gave up?
Chemo60 wrote:
Ronaj,
Ok, put your money where your mouth is, as they say.
Over the last two years (approx.) there have been many CH 'wish lists' to fix that broken class.
Please provide the links to any of those 'wish lists' where ideas have actually got into the game.
Having played CH since the start of SWG and followed the forums quite a lot, I have yet to see any clear indication of this.
Therefore based on that example, I do not hold much hope on this effort and you call me 'whiny' for that. So low of you.
Tells me a lot about you.
Again, I ask you to prove me wrong. I will accept I was wrong if you can show that popular requests from player 'wish lists' on the CH forums are now part of the CH profession.
If you will not and cannot, it proves my point
Message Edited by Chemo60 on 06-28-2005 09:09 PM
If it helps to shut you up a bit, some CH wish list items that did eventually make it into the game:
Novice CH can no longer use the same pets as a Master CH (a Novice CH could use any pet at launch as long as someone tamed it for them).
Many of the rare pets are now available again and several new ones were added (not quite as nice as they used to be but they still were added).
A CH's power scales as a function of the skill points spent in CH (it used to be that a 4400 CH was basically as good as a Master).
While CH might not be in the best state of affairs, it has seen some Dev attention. Not all of it was good but some of it was asked for. I am not going to provide links because I do not have the time to find them but these were definitely on there a long time ago and they were popular requests.
As for working for a CH, I know I would turn you down. Even if I didn't turn you down, I get the impression I would stop helping you shortly after we started. This is because I do not believe I would have fun working with you and not because I don't ever enjoy things like tracking (attitude can play a big role here). Maybe some Rangers have just never run into a CH that is worth working for. They are rare enough.
Owen-Lars wrote:
Nemo? Do i sense a hint of frustration?![]()
A little--I'm getting tired of this forum getting flooded with some of these posts (especially in the threads that are actually semi important).
Oh, and another CH wish list request fulfilled: more pets can be stored in the datapad.
And you might even consider the milk/shellfish harvesting changes here (needed for taming tissues).
Or how about the BE pet changes giving CHs slightly more choice in their pets.
And, to make this post semi on topic, I should probably comment on the trapping stuff. Given the many balance issues (xp is not the only problem with traps right now--how many other professions can continuously spam their root/snare attacks with basically no delay), I think the grenade route is the most likely solution. Master Rangers get an advantage (higher hit rate, faster rethrow rate, etc) while everyone should still be able to land a trap for some xp without changing templates (especially with a group). I'd still like to see something slightly more interesting (like a trap launcher/double crossbow/trap shell/ground trap that can be loaded up with various trap effects to provide some sort of variation) but I think an accuracy/speed/cert route is the easiest workable basis for this.
Vorpaks wrote:
The solution I suggested was to make trapping give a certain amount of xp dependent on the creature's CL, and independent of character CL. So your CL would have no effect whatsoever on the amount of trapping xp you get. Low CL creatures would give enough xp to level the low level trapping boxes in a reasonable amount of time, and high CL creatures would give enough xp to level the higher trapping boxes in a reasonable amount of time.
The creatures you are allowed to trap would be gated by the trapping mod, as it is now. Meaning that no one would be able to, as a low level trapper, throw a trap on a high CL creature and get tons of trapping xp to power-level the boxes.
Man, that just seems like the answer. Keep the trapping XP independent of the player CL. Any reason this wouldn't be a good solution?
As for our friend JB. Here's my problem with the current system: I am a MS BH, MS Rifle, Pistols and 5 FS Trees. I really want to try Ranger because a good friend of mine told me some of the great features of the profession. I was really excited to try it, so I rolled up 4044 in Scout and set out to trap. Now, I actually dropped to combat level 69 in the process and I CAN'T TRAP. And I'm cetrainly not going to go up the trapping tree at 2 xp (2x xp week) per trap, that's unreasonable. I've gone through MS Swordsman, MS TKA, MS Rifle, MS BH, MS Brawler. EACH TIME I've respeced I didn't have to give up all my other skills and start my char fresh just to get the new skills. Giving up all my skills to get something else is NOT what the devs intended. They wanted people to be able to 'respec' their character by gaining xp, and slowly giving up their current skills.
Zyzzx -BALLS-"
MS Rifle, MS BH, Pistols, FS, Soon to be Ranger
- add experimentation for # of traps, duration of effect, and speed.
- Paks' suggestion of using a "to hit mod"
2: Add a generic trap module
- Specific creature loots would add specific effects (klinknik gland adds a bleed,kimo scale adds disease... that kind of thing.
- There would be a base of 2 optional slots on the trap at novice ranger, and a maximum of 5 at master ranger.
- A master ranger could add a kliknik gland,kimo scale, small explosive, rancor bile and a poison sac from a spider for a cumulative effect of (bleed, disease, dmg upon impact, kd, and poison) the ranger then experiments on the trap and gets a stack of 20 or so traps (good loot should = good #)
- Increasing the number of organic loot and craftable organic components could add a level of customization and diverse hunting for diverse tactics when using traps.
Traps - Keep 'em simple.
Going to register my opinion on this as well.
No one should be required to drop skills in order to gain XP in trapping.
Since that is the case it needs to change.
Someone changing profession should be able to level up in trapping just like they would in any other skill.
the only thing i ask is that crafting traps and spice give you crafting experience to count toward force sensitive crafting master - other than that it's fine
i got tired of whining abouthaving tolower my combat level to 5,and idid that, bought a few crates of traps and basically reground my character to master scout... then i ended up getting a token respec when 18.0 came out and GAVE myself ranger trapping. (my character never qualified for the CU respec period - that was my only respec)
and... problem with respec to solve trapping issues, you don't learn how your profession works when you're simply GIVEN the abilities - i've had level 4 ranger trapping for a few weeks and only just started figuring out how to work all my traps (only just got a factory - that's the other issue) -- not tried on krayts yet as their regen scares me too much. it's hard enough to kill something merely TEN levels above me, even flying a pdart powered kite. maybe when i get back up to 80 i'll kill another ancient.
funny thing - i was simply planning to hologrind it and drop for something else - i'm a lowly badge collector.
my broken level 0 pets are worse than how hard trapping was - i have to invest in BE pets now it seems (not to mention re-leveling them!)
ahazi: kuro'kaze -- CH/Ranger/Badge collector/politician trying to revive a city noone wanted after CU broke it's back.