Ranger Archive
Thread: Corr Summit What changes/fixes do we want?
Page 7 of 7
Neelok
Mon Aug 23, 2004 6:33 am
#79
... Oops forgot one last thought:
- Ranger Bounty Missions. There could be so many low level missions but one thing I'd like to see are high level Ranger Bounty Missions on *dangerous* and unique animals. Some must be killed for the survival of a nearby town, some must be *captured* due to their uniqueness or scientific usefullness.
That's it. =)
- Ranger Bounty Missions. There could be so many low level missions but one thing I'd like to see are high level Ranger Bounty Missions on *dangerous* and unique animals. Some must be killed for the survival of a nearby town, some must be *captured* due to their uniqueness or scientific usefullness.
That's it. =)
Gawzeera
Mon Aug 23, 2004 9:04 am
#80
agree with the harvest levels
agree with the scout/ranger armor
agree with scout/ranger weapon
agree that you should'nt have to wait 15 seconds before you can mask scent.
agree with better traps in ranger tree.
and finaly a question, I have'nt mastered ranger yet but I am a CH and my pets get KD by NPC's so why does'nt Dizzy affect NPC beasts like this?
Jaxus
Mon Aug 23, 2004 3:53 pm
#82
I only have one request. I've seen other posts in relation to this that seem to focus on PVP skills for ranger. Please do not try to get us as rangers into being a more PVP class. That makes no sense to me. The reason this profession is attractive to us/me is because it is NOT a PVP profession. I have only had a few dissapointments in this game, most of it has been nothing but fun. The only time I have ever been insulted, embarassed or disgusted at the immaturity of other players hasONLY come from PVP experiances or observations. I personally think PVP'rs should go check out star wars battlefront and leave this game. Let me refrase that... I reserve that statement for all the pvp'ers who get a kick out of hurting others or ruining thiergame experiances.
Geo-Pride
Mon Aug 23, 2004 4:33 pm
#83
okay 3 major changes
Harvest bonus.... Make it like TKA master's damage when you master ranger your harvest goes up by like 40 and nerv scout a little.... also let us harvest atleast 2out of 3 creature resource
Camp ...... make them long lasting when HTFB also the repel on them.....
Tracking........ well basicly sort it so it works... and works well
other little ideas
ranger base (or house)..... i only realy considered it when i saw it on this thread but i fell in love with the idea
regen on camp
the crafting stations and such in a HTFB should have bonus' on them like +20 so medics in the camps that want to make medicines can do it with a little experimentation bonus
make the tents and such so you can go in them... add to the CAMP feel of it
make camo kits alter player aperance in wild like a dathomir kit makes the ranger look like dathomir terain
make creatures and npc's lie krayts and komo's hard to find without ranger help
better traps
Calculus_Entropy
Wed Aug 25, 2004 1:10 pm
#84
I am not sure if the Corr issues is still on the table...
Taphm
Wed Aug 25, 2004 11:01 pm
#85
I agree whole heartedly with these suggestions but would go one step farther when it comes to harvesting. I would suggest novice rangers (or maybe one or two skill lines up one tree) be able to harvest 2 resources from the same creature, and then make master rangers capable of harvesting all three resource types from the same creature. This would represent the fact that a ranger, being a wilderness master, is likely to use the entire creature, rather then leave bits and pieces behind. This could be implemented instead of increasing the ammount of resources harvested by a ranger, or with a reduced increase.
Orrobaccaror
Master Ranger on Valcyn
Aokista
Thu Aug 26, 2004 12:52 am
#86
Hello,
I have just recently achieved Master Ranger and have put a lot of thought into the fixes I would like to see to the Ranger class.
First, it is without doubt that the combination of buffs and vehicles have rendered us unnecessary (note I didn't say useless -- Calc pointed out that we're not useless, it's just that there are better alternatives). Going from A to B on a vehicle while buffed pretty much makes certain you're healed fully by the time you get there (except for wounds, which medical droids can fix). And even still, with player cities a medical center, or mission terminal is never too far away (a few k at most).
So the master ranger, frontiersman extraordinaire, who should never have reason to return to town since he is master of the wild, is not necessary for most group hunts. Even /areatrack has limited usefulness as evenly spaced swoops can do the job a bit faster.
But I don't believe a revamp is needed. A "revamp" to me says that the whole profession must be rethought from the ground up, and I don't think that's necessary. The four trees for Ranger are well thought out, and can be useful. Most of the tools just need to be slightly tweaked in order to become a good option once again.
The basis of my suggested fixes are:
1) Rangers should never *need* to return to town (except to get the *benefits* of society, but the basics can be fulfilled "on the land"). Needs are pretty much: healing, battle fatigue, crafting.
2) Rangers should be extremely sought-after for hunts. For mega-hunts, of baddies like the krayt, it should be inconceivable to do this without a ranger.
3) Rangers are the beginning of the economy. We are the ones who provide the raw materials for the rest of society. We should do that much, much, much better than anyone else, including scouts.
4) Perhaps this is server specific: On Intrepid, hides, bones, meat, eggs, milk are very hard to come by (e.g. on the bazaar or on a vendor). I don't know why yet -- it seems more likely to me that most people are capable of hunting out their own easily enough, rather than they are just rarely obtained. (However you do get the occasional medic paying 40 cpu for herb meat, so perhaps I am mistaken). In either case, if this is the ranger's role, it is still a valuable one!
5) If devs were to implement even some of the ideas (as good as they are), it truly would be a "revamp" and thus would place us so low on the list of devluv that it would be mid-2005 before we saw any results. So all of my ideas are based around simplicity of implementation, so that no more than a week or two of dev time would be necessary to implement all the suggestions.
These suggested fixes are ranger only (not scout). Some of these ideas are from other threads, some of them are modified versions from other threads.
-=Advanced Trapping=-
PROBLEM
There are only two traps for 4 boxes. One of the traps (Sonic Pulse) is not working due to dizzy not working on creatures.
ADDTL INFO
If I'm throwing a trap, I am giving up the time in which I could do a combat special. A trap can only be used once on a creature, but most combat specials can be used multiple times. To encourage trap usage over combat special usage, an similar skill level trap should be more effective than another similar skill combat special. Decreasing ranged defense is a good example, since it means it's "worth it" to throw the trap, since everything else will be more effective.
SOLUTION
Either allow creatures to be dizzy, or add new traps. Bleed traps, area traps, are all very good ideas and have been suggested thoroughly throughout the tread. Personally I'm not a big fan of "set traps" since it's more complicated than a thrown trap, and I would hope that a more complicated trap would have a larger effect. Owen-Lars' descriptions are fantastic, but not all of them are necessary -- perhaps only two.
PROBLEM
Rescue is an odd ability for rangers to have. Although it may fit somewhat with theme, it also means that rangers must become good defenders. Rangers that are not good defenders rarely use this skill. Finally, it's very difficult to use within the game
SOLUTION
Get rid of /rescue. Replace it instead a "confusion" trap of some sort which forces the creature to lose its current target. I'm not entirely certain how this would work.
-=Frontiering=-
PROBLEM
It's much easier for players to jump on their bikes and head back to town to heal, get missions, etc. than it is to stay in a camp.
SOLUTION
All camps heal BF similar to how wounds are healed (heal rate as % of cantina). Entertainers IN a camp can heal BF faster, but at a slower rate than if they were in a cantina. (Note Entertainers can already heal BF is a private establishment, like a house -- is this correct?)
A FTB also includes an Explorer Terminal. An HTFB includes explorer AND mission terminal. Players would take a few extra minutes while getting missions to relax, heal up a bit, before moving on to the next combat.
HTFB repels all aggro creatures (as in the text!) according to the following chart
< 100%
< 85%
< 70%
< 55%
< 50%
< 25%
>70: 10%
(The chart is by no means perfect, but some similar idea would work). The FTB should also repel aggros, but on a smaller scale and nothing above level 50.
PROBLEM
Does anybody forage for anything other than bait and to feed their pets?
SOLUTION
Fix the filling aspect of foraged foods.
Allow rangers to forage UNIQUE items that can be sold to chefs to improve their foods.
NOTES
Modular camps is really cool, but seems like a LOT of work to implement. That really would be a revamp, and such would go behind GCW, combat, smuggler, SL. I say leave it out, concentrate on the easy and effective stuff.
-=Tracking=-
PROBLEM
Rangers do not harvest significantly more than a novice scout. Rangers do not harvest much more than a novice scout + droid.
SOLUTION
Increase the differential between harvest for rangers vs. everyone else, according to prevalence of raw goods in the game (see note above). In other words, either let us harvest a lot more, or make everyone else harvest a lot less. Probably a combination of both is in order. Limit droid ability to duplicate (and exceed!!) us.
Allow rangers to harvest two resources.
Fix the bug which makes a corpse unharvestable if I harvest something that does not exist (have run into this again and again).
Give rangers a % chance for "the phenomenal harvest" which grants 2x the material being harvested. (i.e. a critical success).
Give rangers (and only! rangers) the ability to harvest rare loot from creatures. If not, give rangers a much higher chance to loot rare items from a creature, and give it a higher yield.
PROBLEM
/areatrack just doesn't cut it, for the multitude of reasons mentioned previously.
SOLUTION
Implement /track as previously described by either Owen-Lars, Calc, or a combination. /track could capture a list of spawned mobs through /areatrack, parse it for the creature of choice, and if it's not present, give a chance to spawn (according to restrictions mentioned previously). Present results to ranger.
-=Wayfaring=-
PROBLEM
With swoops, all but irrelevant. Helps you grind xp faster, but for not much of a purpose. Falls too easily (as a master ranger, a kreetle sniffed me out).
SOLUTION
My preferred: allow riders to be knocked from mounts. The code already exists -- it is used when a stormtrooper searches you. You are automatically forced from your mount. Allow attackers to knock riders from mounts, preferably to a prone position. /conceal then becomes more important as you want to get from A to B without getting knocked on your butt.
If not: Increase its effectiveness -- a kreetle sniffing me out is insane and should never, ever, ever happen.
(Note: implementations of FTB and HTFB as above would mean more time in the wilderness, and thus /conceal would be used more in case the aggro repeller fails!)
Allow rangers to /conceal themselves from NPCs. To fix the "dungeon" aspects, do not hide rangers while "indoors".
Allow rangers to remove themselves from the radar for GCW purposes. A sniper ranger in GCW is oh-so intriguing. Preferred: give concealed rangers a chance to be invisible from players. Possibility: restrict it to OVERT players, and not "indoors". Possibility: with each round, there is a % chance the concealment drops.
OTHER CHANGES
-=Environmental Effects=-
Currently in the help manual it says that rain, dust storms etc. affect combat. I had thought that they actually do not. Implement this (as a % miss chance, reduced run rate), and allow rangers a "mitigation" of these effects as they progress through the trees. Do not bother (yet!) with new types of storms etc.
-=Explorer Mission Terminals=-
Implement something as describe by WildBil2Me.
Conclusion
I would suggest that this is probably all fairly easily implemented and could be done here and there through mini-publishes. Hopefully this would be done soon. I'm not really prepared to keep giving money over each month on the basis of "hope". If it's a long ways off to implement, I'd rather cancel my subscrip and re-enrol when these (or similar) get implemented.
At the very least, I would hope that either a) bugs such as HTFB are fixed, or b) the in-game text changed to reflect the true nature of the game.
Final Question
In a game letter, one of the devs (?) described mini-publish 10.1 as implementing Correspondents top issues. Is this still the case? If so, are these in development (given the ETA of release as sep 14 i would assume they would already be in dev)? Will they be decided at the Correspondent's Summit (in which case i would expect another month for design and dev, and so not until after JtL?)
Thanks
Aokista
I have just recently achieved Master Ranger and have put a lot of thought into the fixes I would like to see to the Ranger class.
First, it is without doubt that the combination of buffs and vehicles have rendered us unnecessary (note I didn't say useless -- Calc pointed out that we're not useless, it's just that there are better alternatives). Going from A to B on a vehicle while buffed pretty much makes certain you're healed fully by the time you get there (except for wounds, which medical droids can fix). And even still, with player cities a medical center, or mission terminal is never too far away (a few k at most).
So the master ranger, frontiersman extraordinaire, who should never have reason to return to town since he is master of the wild, is not necessary for most group hunts. Even /areatrack has limited usefulness as evenly spaced swoops can do the job a bit faster.
But I don't believe a revamp is needed. A "revamp" to me says that the whole profession must be rethought from the ground up, and I don't think that's necessary. The four trees for Ranger are well thought out, and can be useful. Most of the tools just need to be slightly tweaked in order to become a good option once again.
The basis of my suggested fixes are:
1) Rangers should never *need* to return to town (except to get the *benefits* of society, but the basics can be fulfilled "on the land"). Needs are pretty much: healing, battle fatigue, crafting.
2) Rangers should be extremely sought-after for hunts. For mega-hunts, of baddies like the krayt, it should be inconceivable to do this without a ranger.
3) Rangers are the beginning of the economy. We are the ones who provide the raw materials for the rest of society. We should do that much, much, much better than anyone else, including scouts.
4) Perhaps this is server specific: On Intrepid, hides, bones, meat, eggs, milk are very hard to come by (e.g. on the bazaar or on a vendor). I don't know why yet -- it seems more likely to me that most people are capable of hunting out their own easily enough, rather than they are just rarely obtained. (However you do get the occasional medic paying 40 cpu for herb meat, so perhaps I am mistaken). In either case, if this is the ranger's role, it is still a valuable one!
5) If devs were to implement even some of the ideas (as good as they are), it truly would be a "revamp" and thus would place us so low on the list of devluv that it would be mid-2005 before we saw any results. So all of my ideas are based around simplicity of implementation, so that no more than a week or two of dev time would be necessary to implement all the suggestions.
These suggested fixes are ranger only (not scout). Some of these ideas are from other threads, some of them are modified versions from other threads.
-=Advanced Trapping=-
PROBLEM
There are only two traps for 4 boxes. One of the traps (Sonic Pulse) is not working due to dizzy not working on creatures.
ADDTL INFO
If I'm throwing a trap, I am giving up the time in which I could do a combat special. A trap can only be used once on a creature, but most combat specials can be used multiple times. To encourage trap usage over combat special usage, an similar skill level trap should be more effective than another similar skill combat special. Decreasing ranged defense is a good example, since it means it's "worth it" to throw the trap, since everything else will be more effective.
SOLUTION
Either allow creatures to be dizzy, or add new traps. Bleed traps, area traps, are all very good ideas and have been suggested thoroughly throughout the tread. Personally I'm not a big fan of "set traps" since it's more complicated than a thrown trap, and I would hope that a more complicated trap would have a larger effect. Owen-Lars' descriptions are fantastic, but not all of them are necessary -- perhaps only two.
PROBLEM
Rescue is an odd ability for rangers to have. Although it may fit somewhat with theme, it also means that rangers must become good defenders. Rangers that are not good defenders rarely use this skill. Finally, it's very difficult to use within the game
SOLUTION
Get rid of /rescue. Replace it instead a "confusion" trap of some sort which forces the creature to lose its current target. I'm not entirely certain how this would work.
-=Frontiering=-
PROBLEM
It's much easier for players to jump on their bikes and head back to town to heal, get missions, etc. than it is to stay in a camp.
SOLUTION
All camps heal BF similar to how wounds are healed (heal rate as % of cantina). Entertainers IN a camp can heal BF faster, but at a slower rate than if they were in a cantina. (Note Entertainers can already heal BF is a private establishment, like a house -- is this correct?)
A FTB also includes an Explorer Terminal. An HTFB includes explorer AND mission terminal. Players would take a few extra minutes while getting missions to relax, heal up a bit, before moving on to the next combat.
HTFB repels all aggro creatures (as in the text!) according to the following chart
< 100%
< 85%
< 70%
< 55%
< 50%
< 25%
>70: 10%
(The chart is by no means perfect, but some similar idea would work). The FTB should also repel aggros, but on a smaller scale and nothing above level 50.
PROBLEM
Does anybody forage for anything other than bait and to feed their pets?
SOLUTION
Fix the filling aspect of foraged foods.
Allow rangers to forage UNIQUE items that can be sold to chefs to improve their foods.
NOTES
Modular camps is really cool, but seems like a LOT of work to implement. That really would be a revamp, and such would go behind GCW, combat, smuggler, SL. I say leave it out, concentrate on the easy and effective stuff.
-=Tracking=-
PROBLEM
Rangers do not harvest significantly more than a novice scout. Rangers do not harvest much more than a novice scout + droid.
SOLUTION
Increase the differential between harvest for rangers vs. everyone else, according to prevalence of raw goods in the game (see note above). In other words, either let us harvest a lot more, or make everyone else harvest a lot less. Probably a combination of both is in order. Limit droid ability to duplicate (and exceed!!) us.
Allow rangers to harvest two resources.
Fix the bug which makes a corpse unharvestable if I harvest something that does not exist (have run into this again and again).
Give rangers a % chance for "the phenomenal harvest" which grants 2x the material being harvested. (i.e. a critical success).
Give rangers (and only! rangers) the ability to harvest rare loot from creatures. If not, give rangers a much higher chance to loot rare items from a creature, and give it a higher yield.
PROBLEM
/areatrack just doesn't cut it, for the multitude of reasons mentioned previously.
SOLUTION
Implement /track as previously described by either Owen-Lars, Calc, or a combination. /track could capture a list of spawned mobs through /areatrack, parse it for the creature of choice, and if it's not present, give a chance to spawn (according to restrictions mentioned previously). Present results to ranger.
-=Wayfaring=-
PROBLEM
With swoops, all but irrelevant. Helps you grind xp faster, but for not much of a purpose. Falls too easily (as a master ranger, a kreetle sniffed me out).
SOLUTION
My preferred: allow riders to be knocked from mounts. The code already exists -- it is used when a stormtrooper searches you. You are automatically forced from your mount. Allow attackers to knock riders from mounts, preferably to a prone position. /conceal then becomes more important as you want to get from A to B without getting knocked on your butt.
If not: Increase its effectiveness -- a kreetle sniffing me out is insane and should never, ever, ever happen.
(Note: implementations of FTB and HTFB as above would mean more time in the wilderness, and thus /conceal would be used more in case the aggro repeller fails!)
Allow rangers to /conceal themselves from NPCs. To fix the "dungeon" aspects, do not hide rangers while "indoors".
Allow rangers to remove themselves from the radar for GCW purposes. A sniper ranger in GCW is oh-so intriguing. Preferred: give concealed rangers a chance to be invisible from players. Possibility: restrict it to OVERT players, and not "indoors". Possibility: with each round, there is a % chance the concealment drops.
OTHER CHANGES
-=Environmental Effects=-
Currently in the help manual it says that rain, dust storms etc. affect combat. I had thought that they actually do not. Implement this (as a % miss chance, reduced run rate), and allow rangers a "mitigation" of these effects as they progress through the trees. Do not bother (yet!) with new types of storms etc.
-=Explorer Mission Terminals=-
Implement something as describe by WildBil2Me.
Conclusion
I would suggest that this is probably all fairly easily implemented and could be done here and there through mini-publishes. Hopefully this would be done soon. I'm not really prepared to keep giving money over each month on the basis of "hope". If it's a long ways off to implement, I'd rather cancel my subscrip and re-enrol when these (or similar) get implemented.
At the very least, I would hope that either a) bugs such as HTFB are fixed, or b) the in-game text changed to reflect the true nature of the game.
Final Question
In a game letter, one of the devs (?) described mini-publish 10.1 as implementing Correspondents top issues. Is this still the case? If so, are these in development (given the ETA of release as sep 14 i would assume they would already be in dev)? Will they be decided at the Correspondent's Summit (in which case i would expect another month for design and dev, and so not until after JtL?)
Thanks
Aokista
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