Ranger Archive

Thread: The Outdoorsman

GoldMemberBria
Wed Mar 17, 2004 3:20 pm
#92

Here is my critique of this proposal:


I like the idea of adding combat modifiers into /conceal. That's the only way it will ever be worthwhile imho.


The proposals for modifying /areatrack won't help. It's still mostly a worthless skill because the basic mechanism is so faulty. I do like the idea of /track though.


The new proposed camping system is still worthless imho. Just makes camps more difficult to make and adds on a lot of stuff that you'd use "once-in-a-blue-moon".


Some of the new traps sound cool (knockdown, area tranquilizer). Not sure about trap launcher, I have a hard time picturing this.


The ground trap would be worthless. There are two kinds of CH. Those that enjoy going out into the wilderness searching for rare creatures tohave as "trophy" pets which they take pride in, and those that just want pets as weapons and go to BE's to get the most powerful ones they can get. The ground trap would serve neither type of CH.


The combat part of the proposal I still feel is too weak. 1.25x damage at master and a to-hit bonus? Not nearly enough, we'd still be very poor hunters relative to those who spend those 150 skill points or whatever on combat.


Harvesting: again, not nearly enough here. Ability to get crappy bone with our hide, or crappy hide with our meat is not that much of an advantage. The overall levels need to be raised by a very large amount, and we need to be able to take down creatures a lot lot better.


Summary:


if this were implemented we'd still have a pretty strong hunting branch, a pretty strong /conceal branch, a joke of a camping branch, and a weak trapping branch. I still feel that ranger would be grossly underpowered, although certainly improved, with this proposal.





Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic


Nemo0
Wed Mar 17, 2004 3:29 pm
#93






GoldMemberBria wrote:

...snip...


The ground trap would be worthless. There are two kinds of CH. Those that enjoy going out into the wilderness searching for rare creatures tohave as "trophy" pets which they take pride in, and those that just want pets as weapons and go to BE's to get the most powerful ones they can get. The ground trap would serve neither type of CH.


...snip...





Well, maybe provide a trap to trap any creature. Then we can take it to the BE and let them sample it(I think BEs can only sample non-babies)or to a CH and let them tame it. And you could take it to a city and have an invading monster (great for some events, possibly a grief tactic). Can you imagine releasing a Krayt Dragon in Coronet? That would be fun. Now we just need a correspondent so they can start bugging the devs (and provide an updated outdoorsman/state of the profession).


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server



Lythender Nirou
Crazy Bothan


PithrenDarkstar
Thu Mar 18, 2004 1:44 am
#94

"Kind of like you stalking them."


Player stalk as a ranger skill... not sure how useful it'd be, but all it would take is a modified version of the /follow command that has you walk from 100m away or so. Would be very entertaining, but without combat skill against players, about as useless as rescue.



- Pithren Ðarkstar
¤ Master Ranger ¤
  • in memory of NRaas, Ranger Correspondent

DWolfe
Thu Mar 18, 2004 2:52 am
#95

Uh.. I don't know about you Gold, but if/when we do get modular camps, I'll be using a LOT of these new features a lot of the time. My guild would also see the use of them. Most of these are exceptionally useful modules, though you'd have to be relatively intelligent to figure out when and how to use them.


/Areatrack is a great ability even now, though buggy and under-powered. I use it frequently, and to good effect. If it were fixed and enhanced, I could probably turn it into a big monkey-maker, if I so chose.


By ground trap, I assume you're meaning baby traps? If not, what you say makes no sense. Ground traps would have the regular trap effects, but would be static objects on the ground until triggered. Application of such traps would not be universal, but in specific situations, such traps would be exceptionally useful. As for baby-traps.. I don't care one way or the other, really, though I think you're heavily underestimating their potential. Not all CHs get their uber-pets from BEs.. I'd actually call it fairly rare from my personal experience.


Harvesting of multiple resources: A great idea. Yes, most of what we'd probably get on the other resources would be grinding material.. but frankly, there's always a market for that. Likewise, on the rare critters that have two very good material types, it would be a hellacious monkey making opportunity. Finally, it'd mean that casual hunters like myself wouldn't have to go out of our way to get the materials we need personally while going for the motherload.


I think you're intentionally short-changing the Outdoorsman proposal. I've had at least one convert on the strength of the idea alone that we might get all of that.



~Daracca of Valcyn
Corellian Defense Front - Information Officer
Rifleman - Shoot straight, conserve ammo, and never cut a deal with a Hutt.
Master Ranger - Come with me, and I'll show you the world.
GoldMemberBria
Thu Mar 18, 2004 11:53 am
#96






DWolfe wrote:

Uh.. I don't know about you Gold, but if/when we do get modular camps, I'll be using a LOT of these new features a lot of the time. My guild would also see the use of them. Most of these are exceptionally useful modules, though you'd have to be relatively intelligent to figure out when and how to use them.




You mean relatively intelligent to invent a use for them don't you? lol. Maybe we can request that they look like a keg and put those along side our cammo kits that look like beer cans and pretend we're at a frat party, lol.


Actually it really depends on your style of play. I have no doubt that they'd be useful to you if you claim so, but they are of no use to me. I absolutely hate hunting in big groups (nothing more mind-numbingly boring them going on a rancor hunt with dozens of people at pets and simply button-mashing), I don't pvp, I mostly solo hunt or hunt with a few select friends. So all this stuff about mine fields, faction network, and all the rest just aren't useful to me. The healing bays we already have, kinda, and I don't generally sit around in tents for hours waiting for myself and my pets to heal naturally. I either stitch myself and my pet up myself, or go to someone that can. The business about all the aggro repulsion of creatures and npc's, we're already *supposed* to have that. It says that right in the description of our existing camps. So the proposal is that we should get that ability only by doing tons of extra crafting? blech. Just fix the damn bug already!


There are actually a few items in there that I think are good ideas. Garages could be useful on occasion (once they fix the exploit), the pheromone stuff could be useful (but I'd simply prefer a mission terminaland better /areatrack), but that's about it. Not saying the other stuff is useless to everyone, but it is useless to me.





Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic


Bihlbo
Sun Mar 28, 2004 2:53 am
#97





Culdor said: There is little point adding PvP functionality and then restrict it to outside cities. In a week of fairly steady PvP I have fought out of a town only once. Unless you want to gank folks running missions, there is really not much PvP outside of city centres.



While I agree with your statements, I think that your focus is a bit off. Is the feature being requested just to allow the Ranger to be more valuable in PvP, or is it being requested to give the Ranger some recognition for his skills when in wilderness envirionments? I'd rather see fitting enhancements to all theprofessions than simply useful enhancements to any of them.






DWolfe said: Thereafter,[the ghillie suit]functions as described, but only on the specific planet it is designed for.



The problem I see with this is that we've already got too many items in our inventory. And here you're suggesting that we need 10 more. I really don't care about immersion and logic when it comes to my inventory space, I just want to carry less.






DWolfe said: Hide: I like, especially with the ability to hue the ghillie suit as you desire. While it will not make your avatar invisible, the hue combined with a prone posture and possibly present vegetation will do much of the job.



Without it making your avatar invisible there's little use for this. Everone who engages in PvP would simply turn off all of the terrain graphics options, leaving you totally exposed. Wearing clothing with certain colors is great, I do it myself. But you don't need a new ghillie suit to be able to do this.






DWolfe said: Damage bonuses against critters: I think this is an either/or issue with Ambush. Either ambush, or damage bonuses. Not both.



The main problem I see is, if you take almost any other profession in hybrid with a combat profession, you gain some advantage in combat. Ranger is a whole profession that relies on PvCreature combat, assists in PvCreature combat, and yet it doesn't provide any actual advantage to your ability to kill them. If I'm a master Fencer/Scout/Medic or master Fencer/Scout/Brawler I have more of an advantage in combat with creatures than a master Fencer/Scout/Ranger. That's just not right.






Klif_Hanger said: Basically, what I would like is the ability to pack up a deployed camp and the ability to redeploy it at a later time.



What I don't like about this idea is that it takes away some of the challenge. Rightnow, one of the only tests to being a good Ranger (in respect to camps only) is timing. If you make it so that there's no penalty to placing a camp at the wrong time then it's just too easy.






GoldMemberBria said: The new proposed camping system is still worthless imho. Just makes camps more difficult to make and adds on a lot of stuff that you'd use "once-in-a-blue-moon".



I think that the only real need for modules at all is for stuff you'd only use once in a blue moon. For instance, I'll never have a reason to make a camp that has a faction natwork interface, but I want every single camp I make to stay up during combat, repel creatures, boost healing rates, allow for battle fatigue healing, etc etc. The modules idea isn't a bad idea by any means, but I think that simplicity is definitely the best goal when it comes to camp crafting.






GoldMemberBria said: The overall levels need to be raised by a very large amount, and we need to be able to take down creatures a lot lot better.



I think this is the first thing that needs to change about the Ranger profession. I'm surprised and dissappointed thatit hasn't been changed already.






GoldMemberBria said: I don't pvp, I mostly solo hunt or hunt with a few select friends. So all this stuff about mine fields, faction network, and all the rest just aren't useful to me. ....So the proposal is that we should get that ability only by doing tons of extra crafting? blech. Just fix the damn bug already!



Mine fields, turrets, etc really shouldn't be in camps at all, in my opinion. PvP combat, and even PvE faction combat should rely on players only, not camps. Camps should be used as a refuge, the place you go when you aren't in combat - they should not just be another weaponwith whichyou use to kill something.


Yes, I agree, I don't want to have to get the features that camps should already have by doing extra crafting. Extra crafting never adds fun to a profession that's based on combat. The modular camp system here not only nerfs current camps (as they pathetically are) but it requires us to carry multiple modules just to be prepared, and it requires us to make most of our camps in the field. I want to be able to make my camps in a factory and carry 1 (one, JUST ONE) factory crate. I tell you, this modular system is an absolute nightmare to me.



NRaas,


So, after reading through these other posts I realized you've already sent this to TH. I guess I still don't understand why. You could have made a couple of documents detailing possible detailed proposals for specific elements and linked to them from the SotP document, making that the proposal instead.


Regardless of any of that, I hope something's done soon. I haven't played my ranger in a long time because it's just too frustrating to know that I have this whole profession and the only think I can make use of is 30% more harvesting.




- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
Bihlbo
Sun Mar 28, 2004 1:43 pm
#98

NRaas,


I've waited this long to read and respond to this proposal for one (admittedly silly) reason: I hate the name. It is as general and character-less as "Combatant". Even Scout, as a profession name, defines more about the profession than Outdoorsman does. Arguably every single character in the game could be called an Outdoorsman at some point or another, and certainly most all of the combat-focused characters can already be called Outdoorsmen. Not only this, but Ranger, as a name, does say something about what the profession is meant to be. It has a Star Wars precident and to many people, there is already an identity tied to the name. Outdoorsman is general, bland, and does not make for a good profession name.


Regardless of all that, I apologize for not giving your proposal a chance before now. Judging the whole work by the title is just lazy of me.


On to my comments on the proposal: (Because of how meaty this all is, I'm going to just comment on the proposal, then go back and cover responses to other players afterward.)


Conceal


The /combatConceal idea is a good one, but as written it sounds more like a debuff applied to enemies ("...decreasing an opponent's chance to hit") rather than a buff applied to the player. If this were the case, it would operate the same way as the Blind state, but would apply to all creatures nearby, but only when targeting the Ranger. This seems like it would be problematic (how would the system turn on and off the debuff depending on target?). Unless there was a modifier for the character that would determine their chance to be hit. As far as I know this is not in place, and it would need to be.


What is the logic behind the /reveal command? I understand that /combatConceal is meant to mimic the Ranger's ability to make himself harder to see. But how would another Ranger negate this ability, in a more realistic sense? By marking the concealed Ranger? By removing the camoflauge? In either case, it seems like the /reveal ability needs to have a distance limitation, so that in order to use it you have to be within a certain range of the target. Also, this shouldn't be just an absolute killer to another Ranger's /combatConceal. Assuming that /combatC has the same time limitation that /conceal and /maskScent have (you can't use it again as soon as it breaks) there should be a similar limitation put on /reveal, only with a slightly higher timer.


This proposal is missing some ghillie suit references. Is the ghillie suit based on something in the real world or Star Wars? Does it look like something specific? Personally, I dislike the ghillie suitidea. I don't want to look like every other Ranger in order to wear something that boosts my abilities. Comparing this idea to simply adding in BE components that add a conceal bonus to other clothing, the ghillie suit seems unnesessary.


Ambush problem: As this is written there would be nothing to stop me from making an alias that does this:

/peace; /combatConceal; /ambush2

This would allow me to enact a second "first strike" while in combat already. A good solution for this would be a timer that prevents the /ambush command from going through within a minute of being in combat mode.


Hide issue: This seems like the only real reason to have the ghillie suit in the game. If this were the only requirement, and it were used for nothing else, I could see a need for it. In order to get a conceal bonus from clothing I'd rather have BE'd clothing so I could determine my own look. But since the Mandalorians already have (had) personal stealth units, I see this as being a more Star Warsy way to use a /hide ability. Combine the mechanical stealth unit with concealment skills known only to master Rangers and it all makes more sense than having to wear a camo jacket. Is there a reason why the /hide skill doesn't allow the character to move while prone? Without being able to get out of the area (in case this was used in a dangerous location) this seems like it is mostly a worthless ability. You already have a rule in place to prevent this from being used to sneak up on someone with intent to attack.


Tracking


The second part of this section is unclear. Namely the second-to-last line.






  • For players, the tracking ability would end at the boundary of civilization, displaying a waypoint only to the city itself, rather than a specific location of the target.
  • If the target player is concealed, tracking would be based on a comparison of the target's camoflauge skill versus the tracker's tracking skill



  • "For players" sounds like you mean "For players using this skill" when it looks like you might mean, "When using /track to find players".


    As a suggestion, it should be fairly easy to hide your tracks. Even concealment from a beginning Ranger should provide a fairly good protection against being tracked.


    Camps


    It's no news that Iam strongly opposed to the complexity you've used in the modular camp idea. I think the whole system would be much more user-friendly, fun to use, useful to the Ranger, and much less of a headache if it were limited to these modules only:


    • Crafting Stations

    • Faction Network (with a built-in covert detector)

    • Humanoid Defensive Barrier

    Each Ranger-level camp should be able to accept any of these, with better camps having more module slots and an increased module affectiveness modifier. In addition, these qualities should be inherant in all Ranger camps:



    • The ability to logout safely and immediately

    • A healing modifier that maxes out at 1.3 in the Master Ranger-level camp

    • The ability to heal battle fatigue via entertainment

    • Causes creatures to choose to stay away from the camp, with larger camps having a greater range and a greater chance to keep creatures away

    • The camp supresses new creature and humanoid spawns in the area

    • Engaging in combat does not cause a tender's camp to disband

    • Vehicles in the camp do not lose hit points just by being out

    • Pets regain HAM more quickly, depending on the healing modifier of the camp.

    The less Ranger camps and Squad Leader camps overlap, the better.


    Stashes as listed seem too limited. With the ability to own droids that can store 10 items each, being able to store 25 items using a whole lot doesn't seem adequate. 75 seems much more reasonable.

    The stash should also have a permissions list to allow, for instance, a group to use the stash while on the planet and busy with hunting.

    The stash should have a footprint equal to a personal mineral extractor and should prevent the building of other structures on that location.

    Stashes should have a much more relaxed limitation on ground slope than otherbuildings do,for legal placement issues.


    Traps


    This should list some performance requirements for traps. How long should trap affects last on the target? What should be the trap success rate at certain trapping skill levels compared to challenge levels of creatures? Currently Ranger traps do not last long enough and have a very poor success rate against even medium-level creatures.


    The trap launcher sounds like a new weapon. This is fine if all traps were thrown before combat begins, but in the middle of combat, using a trap launcher would become a serious headache if it required us to switch it out. This would require us to hotkey our trap launcher and our normal weapon, assuming we only ever use one weapon. This doesn't seem ideal.


    If the trap launcher didn't have to be equipped to be used, it would be a much more convenient tool. Also, it should count as a container that holds up to 5 trap items. You could set up a number of these in your inventory, each holding 5 traps (with a number of uses per trap) of certain types. This way you could hotkey launchers instead of traps and still use traps the same way as if you had traps themselves on the hotkey bar.


    What is the intended use of ground traps? That you place one, move off a distance, and line up your target so that when it comes running it passes over the trap? Or that you stand next to the creature, place the trap, hit it and move back? Unlured traps seem like they would rely on these tactics, or luck.


    Who does a creature attack once it's been ground-trapped, if it was not already in combat? Does it attack anyone? It does not seem logical that a Rifleman could shoot a creature three times before it sees the source of the shooting, but it would know exactly who placed the trap it just stepped into.


    Combat Bonuses


    I would add something to this that allows the creature to-hit bonus to apply to special attacks as well as normal attacks, as currently it only applies to normal ranged attacks and not specials.


    Creature Affinity / Terrain Negotiation


    You have the increased /gallop duration tied to the Terrain Negotiation skill. It makes far more sense for this to be tied to the Creature Knowledge skill. It isn't our guiding the mount that allows it to run quickly for a longer time.


    It seems a very logical thing for Terrain Negotiation to apply to a mount's speed as well, for the 51-100 skill levels. This should be added.



    Conclusion


    The "Outdoorsman" term is too generic and is not an improvement over "Ranger".

    This proposal seems like a good idea for changes to the Ranger profession and in my opinion, does not contain anything that would warrent calling it a new concept or something different from what the Ranger profession should already be. This confuses me, because naturally I thought that it being called "The Outdoorsman" proposal, it would be a departure from the Ranger. Instead it seems to just be a reiteration of what the State of the Profession document already contains, with more detail in some specific subjects (namely camps, conceal,and traps).


    So I still don't know why you called it "The Outdoorsman" instead of simply making a document that lists out all of the more detailed ideas that the community has come up with, as an appendix to the SotP document.



    - I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
    Faymar
    Tue Mar 30, 2004 5:39 am
    #99






    Bihlbo wrote:


    I've waited this long to read and respond to this proposal for one (admittedly silly) reason: I hate the name.





    Ihave a hard time accepting that from someonenamed after a hobbit....


    Bihlbo
    Tue Mar 30, 2004 3:44 pm
    #100





    Ihave a hard time accepting that from someonenamed after a hobbit....



    Yeah, actually my name doesn't have anything to do with Mr. Baggins. It's unfortunate that they're so similar.


    See, I thought I had read somewhere that NRaas said he wanted to change the name of the profession, back when he first started working on this. Add to that the fact that the proposal doesn't state otherwise, and changes the word "Ranger" to "Outdoorsman" in the first half of the proposal; it's easy to assume he's trying to change the name of the profession.


    That was a bad assumption on my part, so I apologize for that. But I'd be surprised if I wasn't the only person who got that impression.




    - I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
    TeddyRuxpin
    Fri Apr 02, 2004 6:09 pm
    #101

    Not much point appealing to NRaas now though bhilbo, apparently he's been gone for a little while now,
    JediQuic
    Thu Apr 08, 2004 12:24 pm
    #102

    I Entierly Support this, As does Every ranger i Imagine



    Only Thing i Slightly disagree with is Limiting Alot of the Abilities to the "Wilderness"....I reality this is a Wonderfull concept, However in the game this *Could* do more damage to the proffession then good. As Culdor said on page 2(nearly 3 months ago) In the game the Break between city and Wilderness is Much less then perfect...It isn't like you go in the city gates and Boom you in the city...Some city limits extend thousands of meters out and others Are only 15 meters out. Also there is the distinction of what cities are "Wilderness based" cities, Like monea for example....Very outdoorsish.


    To Further Expand on this,the majorityof PvP encounters occur withinone City zone or another....There is Very little "Middle of no Where" PvP Clashes. Also Having the Rangers Wilderness PvP Abilities Bosted so much over our Rural abilities would Lead to a trend that is experienced in DAOC....no onefights out in the middle of no where, they don't want to be "ranger bait".....so they avoid us entierly. If they were forced to deal with us Even in the city to even just a lesser extent Then they would just adapt and not change their normal gameplay


    Also i feel traps should have some limited effects in PvP vs players.....Perhaps "Half duration" effects?


    Even without the changes i would like to see in the proposal....As it is...


    The Outdoorsman ROCKS!

    BrainMandinga
    Wed Apr 14, 2004 2:02 pm
    #103

    Personally I always envisioned the Ranger as the ultimate outdoorsman. Hat's off to you for your work on that nice piece of writing. I love the ideas and think that they all have great merit. Though I disagree in part with some of them, as a whole I find them to be incredible and well thought out. I loved Ranger when I mastered it, but have since dropped it in pursuit of money to live by as a Doctor/Swordsman. With full functionality the Ranger would be an indespensible part of the SWG community, as compared to the semi-might be-useful profession that it is right now (and even less useful without a need for camps to call stuff).


    I hope against hope that the Devs please look at this, read, and understand that many of us love this profession and want it to be something worth having other than an aesthetically pleasing campsite builder.





    "Which did you like better? 'Jedi' or "The Empire Strikes Back?"
    "Jedi"
    "Blasphemy!"
    "'Empire' had the better ending. I mean, Luke gets his hand cut off, find out Vader's his father, Han gets frozen and taken away by Boba Fett. It ends on such a down note. I mean, that's what life is, a series of down endings. All 'Jedi' had was a bunch of Muppets."
    HowlerLux
    Tue Apr 20, 2004 2:30 pm
    #104

    Great stuff man everything I wanted to suggest and more... =)


    I'd like to also suggest faster running speeds the higher the experience level and reducing the time laps between burst runs. untill you can burt run almost constantly.
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