Ranger Archive
Thread: New Top 5 issues PLEASE READ
"I believe the most important thing on that list was making sure we know whether or not an animal pack hunts or not. That is one feature that would have really helped me along the way."
This should almost bea requirement. Another bit o' knowledge that would have proven very useful would be a "natural enemies" list. (Can't blame me for trying, right?:smileytongue![]()
LastEE wrote:
"I believe the most important thing on that list was making sure we know whether or not an animal pack hunts or not. That is one feature that would have really helped me along the way."
This should almost bea requirement. Another bit o' knowledge that would have proven very useful would be a "natural enemies" list. (Can't blame me for trying, right?
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agree, there are a LOT of things in "examine" we need. Assistive and typically how many "friends" to expect after the first trap is thrown. It seems they show up out of nowhere too, no chance to scare them off or throw a trap... what is up with that? They "gate" them in from other lairs on the planet??
"If camps worked properly, them not being able to be disbanded [due to combat] could quickly turn into an exploit"
Not true. Camps working 'properly' would be: They repel creatures that are not already in combat. Once a creature is in combat camps have no effect on them at all! Then there would be no exploit. I have said this twice already. Then at least there would be no need for camps auto-disbanding due to combat.
DeltaXi65 wrote:
Camp auto-disbanding is an issue, but it is one of lesser concern. First, part of the job of camping is to consume resources. If we don't have camps that auto-disband, you're drastically cutting down on the amount of resources being used and that will make it even harder to sell hides/bones/meat and will cut down on the market for metal and polymer. You can argue the impact that this will make on the economy in the short term, but it will make a difference long term. You also have the problem of what happens if you get killed in the wilderness and can't disband your camp - you have to trek all the way back out there and risk getting killed again to shut it down so you can camp somewhere else (this will become even more important when the auto-insurance is turned off). I also believe that it was the Devs intent to make camps more powerful when it comes to blocking out creatures from entering them. Having a camp not disband during combat would result in us using camps to kite creatures towards them, hide out in the camp where the critter can't go, and kill them in relative safety. This is unacceptable.
While I agree that the higher end camps should last longer, auto-disband is an important feature that needs to remain in the game.
Camping consuming resources: I agree, they are a good sink for draining the economy of harvested resources and they form a source for barter between scouts/rangers and crafters (We need metal, they need hide/meat/bone)
On Auto-disbanding,
I am assuming 2 things:
1) The protective abilities of camps actually works. (According to correspondant feedback this is being fixed)
2) Camps are intended to be protective havens in the field that provide healing and utility when away from civilization
I think we can all agree to those assumptions.
A base camp in a real situation is a camp that stays up for days/weeks while a group of backpackers/climbers/mountaineers venture into surrounding wilderness. At the end of the day/expedition that is where they return.
I think that by the time we reach frontiering 2-4 we should be able to emulate this.
Enable experimentation on camps, the higherduability of the campthe longer the autodisband time. Additionally give each tier of camps an longer base auto disband. This provides a sink for high end harvested materials. This would enable you to significantly increase the auto-disband time on camps, (I'd suggest double the base auto-disband time)
The High Quality camp should be a jazzy scout camp. I am fine with the way it behaves
The Field Base Kit should have a long auto disband (2 hours + up to 2 for experimentation) and be fairly immune to combat and abandonment.This also makes it more difficult to use for macro experience (A completely different topic). I'd like to be able to fight with the camp nearby and not worry about it too greatly. Itwould make it possible foryour group togo out and fight while a doctor and couple of wounded patients stay behind.
The High Tech Field Base should have a very long auto-disband (4 hours + up to 4 for experimentation) and be completely immune to abandonment and combat unless combat occurs in the camp itself. If you set this up, you know you are in hostile terriory and you need its protective abilities. This is your rallypoint forparty members andsafe-havento thewounded in the field. The base isn't permanent (disband on logout and after 4-8 hours autodisbands), can't be used for storage (unlike a house) or merchants.
David,
I'll concede the point there. But my other issues still stand. I agree with increasing the time, but making them almost permanent is going to far. ![]()
B
Glom,
That's the best compromise that I've seen. I like that idea.
B
Glom,
I really like what you have put together! This is exactly along the lines of what I was thinking. I don’t see what you have come up with as a compromise at all. Technically I did say that they should never auto-disband but really I guess I only think that should apply when the ranger is in the camp not when he leaves it. I see it as getting everything I was asking for and more. I would be happy if the rangers could leave the HTFB for even an hour without it auto-disbanding but four hours (with good materials and heavy experimentation) would be even better. I only think camps should be permanent if the ranger is in the camp and then it should stay for a very long time if not permanently.
I really like the increase in staying power of the camps as they go up in level. Basic camp you can leave for five minutes HTFB you can leave for hours. And combat should not affect camps at all.
And allow us to force our camp to disband by building another one in case of death or inability to get back to the first camp.
davidjp1234 wrote:
And allow us to force our camp to disband by building another one in case of death or inability to get back to the first camp.
I think the problem with the disband is crossing server boundaries. I can see how that would be a non-trivial problem.
Also, there could be a problem distinguishing between clearing a camp inaccessible due to death and clearing a camp you just didn't feel like running back to.
How about re-instating the ability to pick up the control pad, but giving only the ranger who created the camp this ability. Then allowing remote disband from the same server?
Glom,
I think most people would be fine with either. Personally I like the idea of having it on the datapad.
Creature Knowledge enhancements are a good idea. A Master Ranger should be able to gain a LOT more information through carefule examination. They should also be able to examine a lair and determine how many creatures are hidden inside (the total spawn of that lair).
Tracking, who ever heard of a ranger who can't track a specififc creature? When I want Avian meat to give to my doctor or wooly hides to my Architect friend, I should be able to search the area for clues or tracks that will lead me to Carrion Spats or Crazed Durnies or whatever. Immerse me in my Ranger role.
Top level camps should have a more generous 'away from camp' timer than lower level camps. The High Tech Field Base Camp should be a very generous timer but would poof immediately if you try to build another camp elsewhere.
If a Master Musician joins my hunting party and I put up a HTFB Camp they should be able to use their skills, that does NOT take away from the entertainer profession, itENHANCESthem by making them a desireable addition to a large hunting party. I'm sure there are many high level entertainers who would love to get invited to a night out AWAY from the cantina lol. I am confident we will not all of a sudden see barren cantinas especially if you must reach a certain skill level before you can heal battle fatigue in a feld camp. there will always be new entertainers in the cantinas building their skills.
L8niteowl:
"I am confident we will not all of a sudden see barren cantinas especially if you must reach a certain skill level before you can heal battle fatigue in a feld camp. there will always be new entertainers in the cantinas building their skills."
- Excellent post ![]()
- Now if only we could a response from the devs (either yah or nah) regarding camps and BF ![]()
I am a Master Ranger. Tell me where my purpose lies. I love the idea of the Ranger, but it got lost somewhere. I am Master of an Elite Skill and I can make a helluva camp. Doesn't anyone else see something wrong with this? That being a master got me a cool camp. Oh but wait, I didn't even have to be a master to get that camp. What was it I got again for becoming master....oh I remember. NOTHING. A lot of bonuses that don't work.
Before anybody says, "Check the Dev Tracker" I did and it isn't exactly orderly.
The new Explorer Terminals (or whatever they are called) should be our bread and butter. We need /track in this game. As rangers we are supposed to know the great outdoors. I remember something about Peko Pekos living in the hilly parts north of Moenia.
There can be NO arguement against. BF MUST be able to be healed in higher level camps. It has one of them Holo boards for cryin' out loud. There should be no reason that your group can't sit around listening/watching performers and relaxing.
Auto-disbanding camps!?! Please tell me why I don't have the right to defend myself in my own camp. I can understand if I left it for a long period of time (variable for skill would be cool) but throwing some carbine love at a Greater Shaupuatwho got friskie SHOULD NOT BRING DOWN MY CAMP!!
Thats just my 2 creds. The things that really get to me. I admit, I like to laugh at my group while I stand at the top of a tall steep cliff, looking down making comments about them hurrying up. But sometimes I wonder if I should have went ahead and picked up Novice BH when it popped on the screen that I was eligable.
Please fix it. Fix it quick and make it a useful profession.