Ranger Archive

Thread: Naysayers get PWNED

linusboarder
Fri Sep 16, 2005 10:57 pm
#79

Wow... i am floored. I want to post and say something, but i just don't know what to say. I am so happy... i think.

I have always been one of the outdoorsy Rangers, but i am excited by this... maybe. I just don't know. I feel like i am in an episode of the twilight zone or something. I just don't know what the hell to do or say.



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fish_chef
Fri Sep 16, 2005 11:38 pm
#80


Very cool.

Very different.

we were so used to being creature centric, and BAM!! now we're not.

over all a good move, the sci-fi / spec-ops ranger sounds very cool.. i miss the creature centric ranger... but im gonna have helluva lot of fun playing this.






and the other thing is the weare going to get a lot bigger and different. I am willing to bet the ranger communitty as a whole changes quite a bit, the once respected few the proud will be a fludded with the whinny the leet the ubah. And there won't be a damn thing we can do about it.





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Dyrwen
Fri Sep 16, 2005 11:42 pm
#81


Beladan wrote:

So much creature centric stuff gets pushed to scout. Maybe even most? Are we expecting to see an alternate creature centric elite profession being developed?

I'm thrilled for the spec-ops folks but this is a hard blow for the outdoorsman type rangers. I find myself strangely attracted to the latter rather than the former.

Time will tell I see





We'll get an answer on whether these traps work against animals tomorrow, when the devs are online, I'd figure.

Realistically though, you're still an outdoorsman with master scout and now you have the added combat abilities to kill any animal as an elite profession, you also have the same camoflague abilities, plus new npc related ones. You can still use all your camps from mastering scout, as well as all your ranger and scout traps that do work. Those who want to remain rangers can, but they'll have to cope with a new paramilitary scope of learning if they want to use the rest of their temp. Otherwise, enjoy the combat mods and reduced skill pointage to take down animals easier. Still rather outdoorsy, we're just missing modular camps. We got new traps, we got added power against creatures as well as npcs, as well as a lot of GCW related material. Personally I'm loving the idea, since I don't lose anything but tracking.

We'll see how it turns out when it gets past development.

Message Edited by Dyrwen on 09-16-2005 11:42 PM




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Nemo0
Fri Sep 16, 2005 11:56 pm
#82



ioan wrote:
Perhaps I'm overlooking it, but is it possible to use the new traps against creatures?




Given all the other combat skills in game, my guess is yes. While it is technically possible for them to make them NPC only, it seems a really, really stupid thing to do.



Lythender Nirou
Crazy Bothan


Beladan
Sat Sep 17, 2005 4:24 am
#83






Dyrwen wrote:

We'll get an answer on whether these traps work against animals tomorrow, when the devs are online, I'd figure.

Realistically though, you're still an outdoorsman with master scout and now you have the added combat abilities to kill any animal as an elite profession, you also have the same camoflague abilities, plus new npc related ones. You can still use all your camps from mastering scout, as well as all your ranger and scout traps that do work. Those who want to remain rangers can, but they'll have to cope with a new paramilitary scope of learning if they want to use the rest of their temp. Otherwise, enjoy the combat mods and reduced skill pointage to take down animals easier. Still rather outdoorsy, we're just missing modular camps. We got new traps, we got added power against creatures as well as npcs, as well as a lot of GCW related material. Personally I'm loving the idea, since I don't lose anything but tracking.

We'll see how it turns out when it gets past development.






Having 'slept on it' and done a bit of reflective thinking, I believe you are probably right. Given the statement by the devs that, to paraphrase, everything not borked in ranger currently will somehow wind up in scout, I think the revamp will offer potential for some good choices to be made.


Of course, the Spec-Ops folks represented by Owen, Phe'n, etc, will be delighted and have an obvious choice with the new ranger - and the ability to pare down the scout line and free up some useful skill points - along with the defensive and offensive mods etc offer them something I think they will truly enjoy. And I honestly believe the devs are trying to work the question we had waaay back of role in spave/gcw etc into their vision. I salute them for that and really am glad for the Antarian Ranger/Special Forces type folks here!


The more creature centric folks, I believe, will be able to be even MORE creature centric if they think about it. Now, they retain all the ranger skills and abilities and get them in scout. That let's them spend another 64 points on their character. Really want to be creature focused? Add Creature Handler and still be able to master an elite combat profession to back it up! Or, as someone posted yesterday, add BE. Now you can make critters, harvest them, sample from them, have a fully fledged crafting profession and be able to drop rifles or pistols or, give it is BE, swords onto the template for those times the critters get out of hand.


It will be tough to not be a "Ranger" any more - but it always has been about lifestyle and not tag. I DO share the concern from another poster that the forums here will go from the sterling quality they are to a more whiney fotm type forum, but hopefully with some effort on the part of the older players, we can maintain a positive aspect here through the crap and drag the tone up rather than surrender and let the tenor of the forum get dragged down. And if it gets really desperate, all the old Ranger Rangers can go hang out in the tailor forums!


I have concerns. I have a little sadness but I do think, overall, all thing considered, it will be a good thing for Rangers. I hope beyond hoping that this new 'open' and 'listening' approach that seems to be evident after Holocron's posting flurry continues and we can all have some feedback into shaping a profession that represents something valuable for us all. A compromise here and there, to be sure, but something we can craft together and be proud of, no matter what our individual vision of Ranger is.


Rgs

Bela
YT-2000
Sat Sep 17, 2005 5:43 am
#84

/cry

Honestly, I'm almost in tears. It's going to be sad having to saying goodbye to my old Ranger lifestyle (at least most of it will be left in Scout) but I see this new Ranger as being the 'master of the environment' which is very very cool

EDIT: Less than two weeks ago I dropped from Master Ranger to Ranger 0/0/3/0. I'm soooooo glad I kept my token respec

Message Edited by YT-2000 on 09-17-2005 01:46 PM



Hebi Aepam
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PoppaBear
Sat Sep 17, 2005 6:56 am
#85

Well, should we have one last GRM before the changes?




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Soldier of the Rebellion
jafo1
Sat Sep 17, 2005 6:58 am
#86



Vorpaks wrote:


Phenix1050 wrote:
by the way, anybody else think it's funny that we get our revamp when the only corr we have is a lame duck?



Its called taking one for the team.




Is that waht they call it where your from? We call it Taking it in the ___ ! KY anyone?

Has anyone noticed when they do a revamp on a profession its always To extreme? But we have waited along time for this so im not really complaining to much about it. Ill wait and see how bad it really is.


Anyone know if Bothan Shaving is going to be in the new skill set?




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Almagill
Sat Sep 17, 2005 7:13 am
#87



PoppaBear wrote:
Well, should we have one last GRM before the changes?





For sure.

Mind you, we'll need to have one over on TC once the publish arrives there...



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SeanBlader
Sat Sep 17, 2005 9:17 am
#88



Beladan wrote:

The more creature centric folks, I believe, will be able to be even MORE creature centric if they think about it. Now, they retain all the ranger skills and abilities and get them in scout. That let's them spend another 64 points on their character. Really want to be creature focused? Add Creature Handler and still be able to master an elite combat profession to back it up! Or, as someone posted yesterday, add BE. Now you can make critters, harvest them, sample from them, have a fully fledged crafting profession and be able to drop rifles or pistols or, give it is BE, swords onto the template for those times the critters get out of hand.
It will be tough to not be a "Ranger" any more - but it always has been about lifestyle and not tag. I DO share the concern from another poster that the forums here will go from the sterling quality they are to a more whiney fotm type forum, but hopefully with some effort on the part of the older players, we can maintain a positive aspect here through the crap and drag the tone up rather than surrender and let the tenor of the forum get dragged down. And if it gets really desperate, all the old Ranger Rangers can go hang out in the tailor forums!
Rgs
Bela



QFE for Bela, on multiple points.

On top of that, this really makes for new and potentially *very* interesting skillsets. Ranger/BH, Ranger/Smuggler, Ranger/Commando all really take on a new level with these changes. What I think will be especially interesting will be the Ranger/Squad Leader. With SL's weapon certs and combat mods, if Rangers get a similar level, that combination could be a viable PvP template. The two most ignored and long term gimped professions finally coming into their own and making an interesting template. Wait and see.




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antwil99
Sat Sep 17, 2005 9:53 am
#89

I just want to say congrats Rangers. After 2+ years you deserve this attention. I am in the "paramiliatary camp", and so am personally overjoyed with this vision; but I can completely understand what the "outdoorsman" are going through. Since the game's inception, the Ranger-- rightly or wrongly -- has been a creature centric profession, and suddenly its gone. I would say though, that much of that skill set will hopefully land in the scout line, and so you'll get to keep it at a greatly reduced skill point cost hopefully.


I still think there needs to be a survivalist component, and my suggestion would be to bring back BF.This time, make it a slow tick that accumulates while out in the wilderness areas. Give the Ranger and scouts a mod against that BF tick scattered through the skill lines At Master Ranger the tick drops to zero. Let the new BF be a combatspeed and movement encumbrance debuff, and let the entertainers heal it again.


My 2 credits.


Anyhow: once again Rangers I just want to say congrats, you deserve this. It's been far too long, and you have shown patience and class througout. Hang in there outdoorsman. I don't think you are going to loose the part of the game you love.







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Maxanto
Sat Sep 17, 2005 9:59 am
#90






Calculus_Entropy wrote:
The Paramilitary peeps won!





=) (im one of those guys -cackle-)


Now when will it be out? No teasin without pleasin devs!





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Maxanto
Sat Sep 17, 2005 10:08 am
#91






Almagill wrote:
I'm mulling over this 'stealing' thing.






I don't think they should have called it stealing... i would say stealthed equiptment removal.. or something like that... look for a change there i bet.


I assume since its more combat classed that we will get mods for combat.



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