Ranger Archive

Thread: What should happen to trapping?

KuroKaze
Thu Jun 30, 2005 7:13 am
#92






Owen-Lars wrote:



Here are our options as far as i can tell:



  1. Make it so traps always stick.

  2. Turn traps into throwable weapons and use trapping mod as an accuracy bonus (similar to ranged accuracy etc).

  3. Turn traps into grenade like weapons with range, effects, damage, speed characteristicsupon experimentation then add speed and accuracymods for these up the ranger tree

______________



uhm... if it really needs changed, maybe make it like CH where you can still grind it by taming critters below your level (trap them below your level)


i really don't think we need novice scouts trapping krayts.

Almagill
Thu Jun 30, 2005 1:26 pm
#93

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Scrap traps.

Replace them with a thrown weapon certification that increases % to hit and ranger as you scale up.

Replace traps with an organophosphate bomb that cooks critters on contact (can have area effect / splash for the masochists)

Sell pre-cooked meat as burgers which give dancers a debuff overtime as bodymass increases...

Increase hide requirement for h**tp**ts.


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Vorpaks
Thu Jun 30, 2005 1:41 pm
#94


Owen-Lars wrote:

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.


Yeah paks thats another good solution. Do you think the devs would go for allow us to get xp from creatures we can clearly wipe the floor with? I mean, a high cl, low trapping guy will most likely have to trap grey cons for a while to level up and during that time be at no risk what so ever. Im unsure what the devs would think about that, but its certainly a solution.



Man, am I ever coming back to this one late. Erm, to answer the question just a tiny bit late:

Pre-CU we used to be able to get trapping xp from creatures we could wipe the floor with and it didn't cause an imbalance, mainly because you need so much xp in the higher levels and got so little from the easy creatures, that it just wasn't worth doing.

If we keep the xp being split with weapons xp you will get even less xp because eventually you will have to use a weapon to kill the creature, unless you have someone do it for you, and that will split the xp.

You also cannot throw multiple traps on one creature and rake in the xp like you could pre-CU. (Or only up to a certain extent)

So I expect that leveling trapping will actually be much slower post-CU than it was pre-CU, even if you can get xp from creatures you kill with one hit.

I also notice that many times I will receive a decent amount of scouting xp from animals that only give me 1 trapping xp. Not enough to tempt me to grind on them to fill my higher level boxes, but enough to fill low level boxes at a decent pace. That is what I would like to see for trapping.

Message Edited by Vorpaks on 06-30-2005 04:44 PM



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Kryxal
Thu Jun 30, 2005 11:05 pm
#95

I'd like to see a minimum chance for the trap to stick on the order of 1 in 20 ... you'll get XP if you keep throwing, but it won't be a lot of fun trying to get one to stick. They won't be combat-effective, but you can level them...



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QuietBlade
Fri Jul 01, 2005 12:34 am
#96

Again....there should never come a day when a novice scout (no offence guys) traps as well as a Master Ranger. By making traps that work on your CL parellel to the Critters CL....that is what will happen. And if that happens.....you will have twice as many Rangers than there are nowposting on forums against it.









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ThGilsRooc
Fri Jul 01, 2005 12:51 am
#97

Option 3. Allow Master Rangers to throw traps as quickly as they can attack with a weapon. Increase the number of charges to adhesive mesh and make it worth throwing by snaring the creature for 20 seconds. With the supposed rush of respec rangers out to kill krayts solo, I'm sure the devs will sweep in and repair the poptart. They better fix mesh and make it worth throwing. If it's bound to be something piddly as a 5 second root timer, then why throw it when the cooldown for traps is about as long?



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Owen-Lars
Fri Jul 01, 2005 4:06 am
#98

Sounds good.



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