Ranger Archive
Thread: State of the Profession (Dec. 5)
Wow! Great post! Glad to see a really proactive wish list.
I didn't read the whole 5 pages (sorry, it's late, im tired, and feeling a bit lazy) but my only suggestion would be toincreasethe resources gathered.
Right now, when I go out and solo hunt, unless the resource I want to gather is on mission lairs that I want to do, I can actually make more money running missions and selling what I happen to get for next to nothing,than selling a targeted resources at 10cpu. I would LOVE to see our harvests doubled. I mean realistically, I can collect 84k of any 'dug' resource in a dayby throwing down 10large harvesters on a 50% concentration. That doesn't even require skill, just a WP and some cash.But to collect that much hide/meat/bone would take days. And that assumes that there is something of decent size to get it from.
I vote for double. If you used to get 10 hides from a chuba, make it 20. That way, targeting a resource would be a viable option. Even if you couldn't get missions for a dropper.
That would help balance the econmy a bit. As it is now, we are working towards a 2 class system. Those with more money than they know what to do with, and those with 20k in the bank.
And yes, I know with the 60% rule many rangers can make a killing (20 x 60 = 1200%) I just realized that you could potentially harvest 120 units off of most of the newbie spawns that way lmao! But aside from the large consortiums, I rarely see another ranger out there. Let alone 19 that I would want to hunt with.
Oh, and please remove pets from the grouping rule. Or let me harvest for them. That's just annoying. (being able to harvest 100% without grouping my pet, 60% if I am grouped)
Thanks!
Runsabre, check the posts NRaas has stickied at the top, named. New Conceal, Trapping, and the Camps ones also. But he would be your best bet as a current SOTP, but those threads list all our current discussions amongst ourselves about our new "vision" path of the ranger, as fortold by the devs themselves.
Basically, with current game and other profession changes, the barely useful and barely fun Ranger profession has slipped down to totally not worth the points and time. And I have been ranger, or working for it, since day one. Still holding master ranger, but unless we get some loving real quick I don't know how many of us dedicated rangers will stick around.
Idea for a ranger database:
Rangers should have the ability to "remember" creature attributes once they have been examined - this would be similar to a ranger only holocron (Ctrl+H - not the pointless jedi things)
Rangers are a valuable profession, they should have something to show for their animal and tracking expertise without: how many Worrts have you examined/harvested, but can you remember if they give wild or carnivore meat?
I think we should be able to customise traps for certain creatures.
It would gain them bonus' against the stated creature and make them not so useful against every other creature.
I posted on the Outdoorsman thread an idea for 'Trap Lines' that I think is worth a review.
And I agree that traps should affect any animal, pets included (and I just mastered CH).
And one other advantage that Rangers should receive is an increased damage multiplier versus animals. This would be in keeping with the ranger being the consumate outdoorsman.
I am in the process of updating the SotP with all the ideas produced since the last version.
You can read the work in progress by clicking on the link in my signature.
Osrim wrote:
Quick question, i have no idea if this has been brought up before: The fact that creatures in 'dungeons' (caves/temples ect) can only ever be harvested for 1 resource. Should we keep that in our 'state of the profession' under the 'harvesting' section until it gets fixed?
I thought it was like that to prevent camping (harvesting, not xp).