Ranger Archive
Thread: State of the Profession (Sep 12 / 2003)
Hi,
Great list! Just2 small inconsistencies from what I have found.
- Both default macro icons for /conceal and /areatrack exist. One looks like a guyplaying hide+seek, the other is an animated one with a little stick figure.
- /takecover is supposed to make it so you can't move. There is a little icon by your name that actually says something to the effect of "immobilized". It's not a bug.
Thanks ![]()
"Both default macro icons for /conceal and /areatrack exist. One looks like a guyplaying hide+seek, the other is an animated one with a little stick figure."
- Is this a new addition, or are you simply choosing existing icons to use?
- I still don't think they are assigned to the predefined macros by default though, are they?
"/takecover is supposed to make it so you can't move. There is a little icon by your name that actually says something to the effect of "immobilized""
- The problem is that Rangers are having problems moving after stopping the command. Things like slow running speed after performing the command, and inability to do other operations.
NRaas wrote:
"Both default macro icons for /conceal and /areatrack exist. One looks like a guyplaying hide+seek, the other is an animated one with a little stick figure."
- Is this a new addition, or are you simply choosing existing icons to use?
- I still don't think they are assigned to the predefined macros by default though, are they?
"/takecover is supposed to make it so you can't move. There is a little icon by your name that actually says something to the effect of "immobilized""
- The problem is that Rangers are having problems moving after stopping the command. Things like slow running speed after performing the command, and inability to do other operations.
These abilities are preset in the Other tab on your Abilities page, and yes, the /conceal icon is a guy with hands covering his eyes while the /areatrack is a very annoying moving icon of a man standing in a portal.
These have been there since they added the abilities.
- Is this a new addition, or are you simply choosing existing icons to use?
- I still don't think they are assigned to the predefined macros by default though, are they?
Yes...they are in the non-combat macros listed in ctrl+a
- The problem is that Rangers are having problems moving after stopping the command. Things like slow running speed after performing the command, and inability to do other operations.
OK, gotcha.
"/conceal icon is a guy with hands covering his eyes"
- Thank you, I will correct the list.
"/areatrack is a very annoying moving icon of a man standing in a portal"
- That is the default icon given tomacros that have no assigned icon. ![]()
- You will notice it on /customizeDroid, /registerLocationOnMap (sp totally wrong), /diagnose
- You will see it pop up on custom macros occassionally as well, if the system forgets the assigned icon. ![]()
It's bad enough that foraged items don't stack. That you can't even forage them because it thinks your inventory is full when it ISN'T is really annoying.
/forage - Fix the inventory full bug
I've read the wholethread which you think would make me more aware of what everyone's said, but since my eyes blurred past page 2...I'll do the best I can.
1) It seems the /conceal packs were created with an artisan/ranger link in mind. They wanted Rangers to be more reliant on artisan class. I have no problem creating interdependent relationships, but for what we get it's not worth it. The conceal packs need way more charges. 5 would be an improvement 10 would be more like it. With the current requirements they are completely just not worth it. A waste of time with very little reward. The ones I've made break very easily and the ones I want to make, (Lok) I can't find the required resources for. (Domestic Meat) I like the suggestion of making the material planet specific, but not animal or flora specific. If they are going to be AS specific as current, they really need to be near uber. Also experimentation with OQ dependant resources would be nice but I really didn't sign up to be a crafter. However, it does seem to be a popular idea among my fellow rangers. If implemented, I would rather see the experimentation points granted by "ranger skill" and not "artisan skill". I don't have any points to waste in artisan without making myself completely pvp and pve ineffective.
2) The other major gripe seems to be our harvesting ability. We don't seem to be able to harvest much better than scouts with as rangers should probably be a rather distinguishing trait. I like the idea of being able to harvest High quality resources than other classes, but depending on exactly how the resource system works, it could be a pretty big change. So how about this as a supplement. Give us a tool that allows us to "refine" our hides, bones and meat. We can tan hides, bleach bones, and prepare meat. The process will cost said resources, but enhances the resources we have to give them better quality? Is this a possibility? Which system would be easier as a whole to implement? Also, glad the cert system seems to have been voted out. Harvesting isn't just defining for ranger, it's also defining for scout. We just need to be able to do it BETTER. If they want master scout to be the be all and end all to harvesting, replace our harvesting line with an all together new skill line.
3)Traps- Yes, I'm familiar with the new traps coming out. I'm very excited about them. Our current Ranger traps are near useless. I'd rather havea ranger trap with only 1 charge that works, than waste 5 trying to get one to work. Not to mention allowing the creature to get closer every time I throw one. With current traps, I think rangers should be able to throw them while on the move. This would further define us as master trappers. I've seen it suggestions to implement this as a "trap gun". that would work with me, or just allow us to throw and run at the same time. One way or the other, don't make me stop and let the bantha get closer to me especially if the trap is just going to fail. My quick little ranger legs get me out of a lot of trouble. Things that slow me down are a liability.
Also, instead of a trip wire, I would rather see a Bolo trap that would cause a knockdown. We have pretty much no PVP or offensive ability. Making us set a stationary trap, although appealing compared to what we have now, still seems inappropriate. Give us an offensive projectile knockdown. If it doesn't do damage, perhaps also make it ensnare, but damage too would be nice.
4)I think as rangers we should have some sort of "Critical Hit" possibility. In reading the extended universe novel "Tales from Jabba's Palace" There is a story that has a hunter that was able to kill a Krayt dragon in one hit with his blaster because he knew exactly where it's weak spot was. Now, in this game a one hit kill on a Krayt is just retarded, but I'm thinking that as part of our creature-to-hit bonus (is this even working at all?) we should get some sort of random "Critical hits" that will do MASSIVE damage to creatures. It doesn't have to happen A LOT, but if it were in there, I'm sure we would see some benefit. I haven't put a ton of thought into this one so if anyone likes the idea but would like to expand on it, feel free.
5) I don't know if this belongs here or on the Jedi forum. I don't even know if it's an issue or me just being impatient. But anyone who is familiar with the "Intellect" and "altruism" quests probably also knows you have to camp the areas forever to find them. Before the patch that granted our area track ability I was able to find the BH camp within about a day and a half of typical play (probably about 8 hours of play). The day after I got the intellect badge we all got our /areatrack ability which I thought I could use to help others attain the badge....(perhaps for a price) However, since I've been able to /areatrack I haven't had even a sighting of EITHER camp. I have never seen the NPC's show up on /areatrack and running around the area I haven't seen the camp. Nordoes anyone in the area that I'm in. I've put probably about 12 hourshelpingpeople look for the bh camp and about 15 hours looking for the Rancher camp myself. I know some of you maybe be asking, "what thehell is he talking about?" if you aren't familiar with theProfessions/Jedi threads.But those of you who are familiar I have this to ask. Does our/areatrack inhibit these camps from spawning? Has anyoneEVER seen the BH camp occupants or Rancher camp occupantsshow up on the /areatrack list?I hope I'm mistaken on this and justreally unlucky and not that the /areatrack skill is keeping these camps from spawning. Let me know on this one. It may even warrant it's own thread.
Ok, I'm done. Sorry for being so long winded.
TRAPS NEED MUCH MORE LOVIN!
Even improving traps have been mentioned on this thread before, I really think that this issue hasn't been stressed enough! There have been very cool ideas for traps, but as far as it goes I see that on the State of the Profession wishlist only considered a few have been considered. I totally back up the ones already taken into account, like for example the one about NPC traps, trapping player pets for PvP purposes, etc. But there have been other great ideas too on previous posts that I do think need to be considered:
-LURING: I think that one of the coolest, greatest and most useful ideas for Traps for Rangers is the ability to LURE creatures away from their packs, so we should be able to kill it on a place where none of the creature's "friends" can attack us. Rangers are expert HUNTERS for crying out loud! HUNTERS do this kind of stuff! Hunters know how to trick animals into a place where it will be easier to kill. This will be specially useful if the Social Assistiveness info on the creature will be in fact displayed on the examine window of high level Rangers. Also, the conceal and mask scent must be fixed too in order to be able to sneak near the pack of animals. Would a bait be necesarry to lure the creature away of its pack? OK! So be it. In order to lure the crit the ranger must craft a bait made of meat for carnivore animals or of flora for herbivore animals. To avoid exploits, there can always be a chance that the luring will not be effective and it will instead anger the whole pack intantaneously. Of course, the chance to effectively lure the animal will increase as the trapping mod increases, so for a Master Ranger it will ALMOST always work. Very high levels creatures like Rancors can be lured only by Master Rangers and so on.
-RESCUE: Have you ever asked yourself how many rangers ACTUALLY USE or LIKE the RESCUE command?. Personally, the times when I have used it ( and that had REALLY worked, which means that it has been very few times cause it almost never works, even though I am a wookie who has innate rescue MOD's and has Ranger Trapping 4 Skill) what has happened is that it get's ME killed instead of the person I am supposed to be rescueing. Does anyone else see a problem here?. Yes I know that for any rescueing profession ( firefighters, lifesavers, etc) there is the chance that they may get killed when trying to save the other person. But that doesn't mean that it will ALWAYS get him killed. This can be translated into the SWG Ranger Profession as following: when rescuing a player, there shouls be a chance that the creature will stop attacking the rescued player AND NOT attack the rescuer. Of course this would vary depending on the creature’s level and the player's rescuing skill MOD. For a Master Ranger, it will ALMOST always work on a Rancors for example. Anyway, I am posting this rescue fix for those guys who actually use rescue (if there are any at all ...), because personally I think rescue it's kinda useless and should be eliminated or changed for another trap like for example the LURING trap i brought up above. Actually, it may be better to substitute rescue with lure, which means that when the creature is attacking another player, the ranger would try to lure him away and hence rescuing the attacked player. All the restrictions explained above will apply when luring the animal away from the attacked player. Anyway, if you do want to leave the Rescue command on the ranger tree, you might as well fix it by givin the chance that it wont ALWAYS result on angering the mob on the rescuer. I don't see why should a Ranger ALWAYS risk his life in taking the chance on rescuing other player when the best chance for the attacked player to be saved is to burst run away himself from the crit an save his own arse. They way rescuing is working ( or should i say when it works) now its pointless, the devs might rather eliminate it from the ranger tree or if they want to leave it, then they should fix it. And if they won’t actually fix it, then at least every ranger who actually uses it should be awarded Altruism points and/or a Altruism badge ... or don't you guys think that attempting to rescue a player from a Rancor knowing that the result is that the rancor would invariably kill the rescuer instead is one of the most ALTRUISTIC things a Ranger can do in the game? .... even kind of worthwhile a requiste to open the FS slot, didn't Qui Gonn Jinn indentify Anakin's altruism as a Jedi Trait???? (Just kidding about the FS part ... I just had to give it a try =) )
-TRAPPING 4 & ORIGINALITY: I think it's just wrong the fact that after getting 70000 trapping xp points you dont get any new trap. Actually, the fact that a Ranger only gets two working types of traps more than a regular scout ( which arent that great neither, Sonic Pulse and the Blinding Bomb are not better than scout traps like Phenacine or Adhesive Mesh). In fact, if you think of it, the Ranger traps don't make the ranger unique from other professions like BH or Carbineers that are also able to Dizzy, Blind or Stun creatures. Its silly that the only traps that have unique effects are the Scout traps, cause no other proffessions can snare, root to the ground or lower the melee and ranged defenses of creatures like a scout is able to, while various other professions can blind, stun and dizzy creatures like the ranger traps do. I’m not saying that scouts should be nerfed and give their traps to Rangers, I think scout traps are just fine the way the are. But Ranger must have effect unique traps, like the NPC traps you are proposing, like LURING explained above, even rescue can make a ranger unique if it gets fixed. But there are many other possible traps that can make the ranger trapping skill much more unique AND THAT WOULD FIT VERY NICELY IN THAT EMPTY NEW GRANTED SKILLS AND COMMANDS BOX of Adv Trapping 4. The only use of taking the time to get 70000 trap xp points is to Master Ranger, otherwise its just a waste of skill points. Please make it worthwhile to pass through all the pain of those 70000 xp points, please put there a REALLY cool trap. Please make Trapping 4 attractive to those who don’t want to become Master Rangers. As I said, NPC traps are GREAT, LURE I think it's a MUST, but there are also many other good ideas previously posted. For example, there is no trap that lowers alll three HAM stat pools, there is no trap that lower secondary stat pools like (strenght, stamina, etc).
- RANGER and CH COOPERATION TRAP: Both Rangers and CH are wilderness men. They both deal with animals. One is specialized in hunting them and the other is specialized in taming and training them. Both professions are related. Why shouldn't they be related too in SWG?. There is much talk about that CH rule the game, that they are too powerful and consequently should get nerfed, that the game should be called CH Wars instead of Star Wars due to the large amount of CH that exist in the game, etc. I personally think that that kind of talk is pointless and useless, that instead of whining and calling for nerfs for other professions is better to make all professions powerful and equally appealing. This can be done by making profession much more interdependent. All profession must be self sufficient in some aspects and dependent on others. They game is already designed to be as such and as far as I have read in the dev's post, they intend to make it even more interdependent. So I think that it may be possible to make a trap that will make it easier for a CH to do its job, but that trap can only be crafted and deployed by a Ranger. This can be a RESTRAIN trap, a trap that will temporarily restrain the baby creature's aggresiveness towards the tamer in order to make it easier for the CH to tame it. The success to such procedure would of course depend on the CH taming MOD and the trap's quality and/or the ranger’s trapping MOD. The failure would result in angrying the creature and making the whole pack to attacks perhaps. It can be a trap that when used, it will temporarily raise the CH Taming MOD by 10 or 20 points depending on the quality of the trap and the rangers trapping ability. This will encourage Rangers and CH working together, going into the wild together, as it should be. The Ranger will benefit on the CH's Pets and the CH will benefit on the Ranger's traps and camps. This will also be even better if the healing modifier of camps would also apply on pets. Some may say that making traps to enahnace CH skills will mean that Rangers would just make the CH even more powerful than they already are. But I think that by helping other profession being more powerful the Rangers itself become more powerful, cause it will mean that the Ranger’s services will be needed even more than they already are as a outdoor companion. To avoid a CH/Ranger exploit, this trap should be a high level trap (Master perhaps? Trapping 4 perhaps?) and only medium level CH could be benefitted from it. Other way of implementing this trap can be a CH USE ONLY trap, BUT THAT CAN ONLY BE CRAFTED BY RANGERS.
These ideas are not new. They have been previously posted on other threads, I’m just elaborating them again here cause I really think that trapping is not sufficciently stressed in the issue list. Traps do need to be fixed and they are as important as the other issues. I totally back up the other suggestions on camping (Please implement the Modular Camps! please make the gameboards in the High Tech camps actually playable!), mask scent/conceal issues, harvesting etc. These are very important issues that MUST be addressed. But traps ALSO MUST be addressed too. I think they deserve a place in the Top 5 Issue list.
As for now that's it. Nraas, Thanks you very much for your help to us all Rangers. Keep up the Good Work!
Eter Solwalker
Naritus Medic/Carbineer/Ranger
2) The other major gripe seems to be our harvesting ability. We don't seem to be able to harvest much better than scouts with as rangers should probably be a rather distinguishing trait. I like the idea of being able to harvest High quality resources than other classes, but depending on exactly how the resource system works, it could be a pretty big change. So how about this as a supplement. Give us a tool that allows us to "refine" our hides, bones and meat. We can tan hides, bleach bones, and prepare meat. The process will cost said resources, but enhances the resources we have to give them better quality? Is this a possibility? Which system would be easier as a whole to implement? Also, glad the cert system seems to have been voted out. Harvesting isn't just defining for ranger, it's also defining for scout. We just need to be able to do it BETTER. If they want master scout to be the be all and end all to harvesting, replace our harvesting line with an all together new skill line.
It was mentioned somewhere in this forum where maybe rangers could craft items from harvested resources. Something like bone necklaces or maybe even ranger medpacs? This would be really interesting to see.
3)Traps- Yes, I'm familiar with the new traps coming out. I'm very excited about them. Our current Ranger traps are near useless. I'd rather havea ranger trap with only 1 charge that works, than waste 5 trying to get one to work. Not to mention allowing the creature to get closer every time I throw one. With current traps, I think rangers should be able to throw them while on the move. This would further define us as master trappers. I've seen it suggestions to implement this as a "trap gun". that would work with me, or just allow us to throw and run at the same time. One way or the other, don't make me stop and let the bantha get closer to me especially if the trap is just going to fail. My quick little ranger legs get me out of a lot of trouble. Things that slow me down are a liability.
Yes. I would like to see rangers having the ability to throw traps while moving. It's very annoying trying to outrun a poisoned filled arachne on endor and having to stop in order to throw an adhesive mesh only to see the trap fail, and now the spider is too close for comfort.
Also, new traps coming out? Can someone fill me in on this please?
Also, instead of a trip wire, I would rather see a Bolo trap that would cause a knockdown. We have pretty much no PVP or offensive ability. Making us set a stationary trap, although appealing compared to what we have now, still seems inappropriate. Give us an offensive projectile knockdown. If it doesn't do damage, perhaps also make it ensnare, but damage too would be nice.
I really like this idea. This could put rangers more in the pvp if we could use these against players.Actually I would like to see rangersgetting some bonuses in rangedor melee combat against players other than having to spend pointsin one of the marksman trees. No,don't make them as skillful as one of the marksman professions, but giveus some bonuses. This would make rangers more of the army ranger than theforestrangers, which I believe should be rightly so.
Of course thats just a wish list and these are just suggestions. Still it'd be nice to see something like this.
"Hi, could you please addess my last post in this thread."
- I have read the post (and gone blind in the process
).
- You will find a link to it inthe Ideas list available via my signature.
Does anyone have a link to the Dev post that outlined the new improvements the Rangers were getting? We got some of the improvements with the last big pacth, (i.e tracking) but there are also brand new traps in the works.
I don't remember all the details but I'll outline what I remember. I'll use general terms since I don't remember the exact post.
Bear Trap (not what it's called but you get the idea)- Basically a big clamp trap that is placed on the ground. If you can get an animal to walk over it it clamps shut rooting the creature. The stronger the creature the sooner he'll break free.
Lures- Crafted items that when placed near a pack has the ability to lure a solo creature away from it's buddies. I believe these were going to be somewhat resources specific but not sure on the details.
Trip wire- Static trip wire that when walked over causes a knockdown affect.
I wanna say there was one more but I'll be damned if I can remember it. However posts the link to the original Dev thread gets a cookie.
I hope this sheds some light for Ether and Rogue.
"Does anyone have a link to the Dev post that outlined the new improvements the Rangers were getting?"
- Goodness me. It's the top post in this forum, posted by Holocron himself. ![]()