Ranger Archive

Thread: Top 5 Debate

NRaas
Tue Oct 14, 2003 7:05 pm
#1

Alrighty then...


Once again I poll the masses and see where our priorities lie.


I know many of you will probably consider the previous Top 5 to still be paramount, but there are many newcomers to the fold and they all deserve a chance to push their top issue.


I for one consider /conceal to be rather useful (though obvious not perfect), and don't really consider it the absolute Top issue any longer.


My picks:



  • /areatrack (why can't I see those lairs?)

  • Creature Damage bonuses (we are Rangers... we should be the most formidable hunters)

  • /conceal (I want my "drops if damage incurred" back, or at least the ghillie suit)

  • Traps (more information regarding the new ones and improvements in their usability)

  • Camps (more information regarding the new ones)

I don't expect much in the way of feedback... But it would be nice to show GreenMarine where the most effort should be placed.





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Sunflower
Tue Oct 14, 2003 7:20 pm
#2

/maskscent is still failing waaaaay too much at Master Ranger. I'm having diseased vrelts, kreetles, you name it, break it. I wouldn't know they did, though, if they didn't proceed to attack me. *gazes up*


My Master Scout friend is not having quite as much breaks, though, which leads me to believe that /maskscent, and probably /conceal, factor in the user's difficulty level (determined by combat)versusthe creature's.


Master Scouts have many more points to spend in combat (and many do, being bounty hunters) than Master Rangers, thus increasing their difficulty level, which would lead the illusion that /maskscent degrades as you progress up the Ranger tree. Also, I think a lot of Rangers end up being Creature Handlers (or vice versa), instead, which just makes things worse,as itdoesn't affect difficulty level at all.


But perhaps that is just my perception.


~Casslyn




Seniph Gales
1st Dark Jedi Knight on Tarquinas
One Half of the former Dynamic Duo
"I don't take treason lightly."

Glaza-X
Tue Oct 14, 2003 7:28 pm
#3

"/areatrack (why can't I see those lairs?) "


I ponder the question about creatures/npcs in the 130-200m range that don't appear on tracking yet you walk 30m and they are there. Doesn't do me much good when I'm Guiding a group about Dathmoir trying to avoid nightsista's and Rancors.


"Creature Damage bonuses (we are Rangers... we should be the most formidable hunters) "


Agree, would like to see some PVE Damage bonuses.


"/conceal (I want my "drops if damage incurred" back, or at least the ghillie suit) "


I've been pondering the same thought myself


"Traps (more information regarding the new ones and improvements in their usability) "


Experimention? and all of the above,


"Camps (more information regarding the new ones)"


**edit** I almost forgot about new camps


PithrenDarkstar
Tue Oct 14, 2003 7:36 pm
#4

To expand on traps, I'd like to also hear some Dev opinions on some of the ranger bow/ranger-specific weapon suggestions



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

Faith13ss
Tue Oct 14, 2003 7:43 pm
#5

master ranger should take less damage against mobs. like 2x ?



oh yeah get down groove train oh yeah shake that funky wookie white boy
Flynn_Nomad
Tue Oct 14, 2003 7:55 pm
#6

Bows could counter act the detection when engaged in combat, and blow guns as well (the ewoks have them) I just dislike the whole bow and sling and blow gun thing because it is very primitive and not very high tech. (we are not ewoks either) so it's touchy...


Camps still blow! They don't protect from aggro creatures when they are supposed too. A basic camp with a mobile crafting station with medical module(a droid) is as good as our htfb.


Increase htfb efficiency or decrease something else regarding basic droid camp.


Give Rangers a single person Ranger Camp! Rangers are loners! Give a Master Ranger a cool looking single person camp kind of like the NPC's get! With all the benefits of a htfb minus the crafting stations. It would have a limited number of occupants like the basic but heal, protect like the htfb.


Area Track needs a larger radius that increases along with the skill level up to 1250m at master (master, not tier 4) 500 tier 1/ 750 tier 2/ and 1000 tier 3


Conceal needs to be balanced. Check it against Maskscent. Put back the flora and make flora harvestable by foraging. Just look it over. I NEVER USE CONCEAL.


It breaks too often. CHECK IT! Make sure the Bothan bonus is working! I am a MAster Ranger Bothan and it ALWAYS fails! It is the biggest joke since medical foraging.


Aggro npc's NEVER fall victim to camo. (they did the first week before they "fixed it")


Traps fix the ones we have ( i think they work OK as is but check them anyway) Reiterate what you are currently working on for traps. WE at least need an area effect snare!




--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
Appytorral
Tue Oct 14, 2003 8:09 pm
#7

This is a ranger issue because it fits into what our "purpose" is more or less.

Spawn rates: We're the people who enjoy wandering and exploring planets. When I travel half way across Dathormir and don't see one spawn other than the mission zone, it is very disheartening. Same thing has happened on Lok. Areatrack is useless if there is nothing to track.
NRaas
Tue Oct 14, 2003 9:07 pm
#8

"/maskscent is still failing waaaaay too much at Master Ranger"


Well the developers have pretty much stated that /maskscent is a Scout skill, and no longer a direct part of the Ranger profession.


The success rate for /conceal on the other hand is entirely in our perview...



  • I am interested in hearing how successful the skill is against higher level creatures, and whether it is sufficiently powerful for an elite skill.

"factor in the user's difficulty level (determined by combat)versusthe creature's."


As far as I know, this is not the case... But I've been wrong before.





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Japhy_Chilastra
Tue Oct 14, 2003 9:09 pm
#9

1. Better harvesting levels above Master Scout and option to turn off 60% in a group.


2. Fix the success rates of all traps and let's get going on the new ones please.. especially lure with the new social changes.


3. Let's get our new camps and fix the top level camp to be better.


4. Creature damage bonus


5. /examine corpses for quality and quantity of meat/bone/hide.




Japhy Riesling
Master Ranger/Pistoleer
Anchorhead Irregulars - Chilastra
NRaas
Tue Oct 14, 2003 9:12 pm
#10

"I'd like to also hear some Dev opinions on some of the ranger bow/ranger-specific weapon suggestions "


As would I... Perhaps this should be a focus issue on its own, separate of traps.





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NRaas
Tue Oct 14, 2003 9:14 pm
#11

"master ranger should take less damage against mobs. like 2x ?"


I presume you mean 1/2 damage...


It is a good idea though... Perhaps a Creature Toughness skill mod inline with Unarmed Toughness.





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NRaas
Tue Oct 14, 2003 9:21 pm
#12

"Bows could counter act the detection when engaged in combat, and blow guns as well (the ewoks have them) I just dislike the whole bow and sling and blow gun thing because it is very primitive and not very high tech. (we are not ewoks either) so it's touchy..."


Ok... Does this mean you want to push this issue, or not?






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NRaas
Tue Oct 14, 2003 9:23 pm
#13

"Spawn rates: We're the people who enjoy wandering and exploring planets. When I travel half way across Dathormir and don't see one spawn other than the mission zone, it is very disheartening. Same thing has happened on Lok. Areatrack is useless if there is nothing to track. "


This was my Pet Peeve from the last Top 5, soI agree completely.





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