Ranger Archive

Thread: Top 5 Correspondent Report (Sep 22)

NRaas
Mon Sep 22, 2003 4:20 pm
#1

Thanks to all those who participated by adding their comments to the discussion.


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Issue #1: The effectiveness of Camoflauge kits is not worth the cost required to produce them


Additional Detail:



  • Effectiveness:

    • Issue with aggressive creatures attacking beyond their normal aggression radius when they break /conceal. /conceal can still break, but the creature should not attack if you are outside their normal ferocity range.
    • Issue with creatures warping to your location when they break your camoflauge.
    • Issue regarding social assist animals ignoring /conceal and finding your location immediately, once you attack one of their brethren.
    • The duration of the camoflauge has been noted to be less than the 25 minutes defined in the Coorespondent report
    • When a person with camoflauge skill has a camoflauge kit applied to them by another player, whose camoflauge skill is used when camoflauge is checked by creatures?
    • Reports of some Gang Member NPCs ignoring /conceal entirely, and attacking concealed players without breaking concealment.

      • forums.station.sony.com/swg/board/message?board.id=ranger&message.id=13682

  • Costs:

    • Several of the resources required by camoflauge kits are so rare, that no Ranger has yet to find them (Lok domesticated meat for instance).

Proposed Solution:



  • Effectiveness:

    • By the description given in the Coorespondent Responses it was expected that conceal would rarely break, that has not been the result that the Rangers have seen.
    • Request to have only creatures/humanoids that would normally attack you attempt to break your camoflauge.
    • Request to reduce the likelyhood of camoflauge break causing a creature to attack you
    • The concept of a Ghillie suit was suggested. Combine a Camoflauge kit with a Tailor made overcoat to produce a longer lasting camoflauge device. It would need to be worn to use, and each check could decrease the Condition of the outfit as a limiting method.

  • Cost:

    • Request to remove the specific resource types from the camoflauge kits. Most Rangers feel that having the resources Planet Specific is sufficient (ie: needing any Dantooine Meat rather than Datonooine Herbivore Meat)
    • Many Rangers have requested that /forage pull up the flora components required by the camoflauge kits, at least in small quantities.
    • Request for the ability to /conceal self without a camo kit once a Player achieves Master.

Issue #2: Traps


Additional Detail:



  • The Rangers understand that it has already stated that a revamping of the Traps is in the works.
  • If possible we would be most grateful if you were to provide us with more information regarding your designs for the trapping system
  • We would also like to ensure that trap crafting will also be receiving a revamp in the process.
  • Issues

    • Many Rangers consider the traps to either fail too often or be ineffective when they do work
    • There is no experimentation possible on Traps
    • Does distance from a creature have an impact on trap effectiveness?
    • Issue with using a trap and not receiving any feedback at all (neither success nor failure mesages)
    • Issue with traps not working in Caves
    • Inability to use traps on Humanoids
    • Inability to use traps on Creature Handler Pets

Proposed Solution:



  • Request to experiment on the number of charges per trap
  • Request to experiment on the effectiveness of a trap
  • Request to experiment on the duration of effect of a trap
  • Request for all traps to have HAM icons, so other group members can see what is currently in effect.
  • Request to be able to throw traps while moving, with an appropiate reduction in accuracy
  • Request for a macro command for throwing traps, such as /throwtrap bonespur
  • Request for an Area Effect Root (stop completely) or Snare (slow down) trap
  • Request to use traps on Creature Handler pets (possibly receiving no exp for doing so)
  • Request to use traps on Humanoid NPCs
  • Request to have traps affect other Players

Issue #3: Camps


Additional Detail:



  • The Rangers understand that it has already stated that a revamping of the Camps is in the works.
  • If possible we would be most grateful if you were to provide us with more information regarding your designs for the camping system
  • We would also like to ensure that camp crafting will also be receiving a revamp in the process.
  • Issues

    • The Rangers would like to know whether repelling of aggressive creatures is actually working for Ranger camps
    • Several Rangers feel that the recent changes to the Field Base and High Tech Field Base resource requirements should be reverted back to Polymer and Metal (rather than Hide and Bone).
    • There is no experimentation possible on Camps
    • Issue with Field Base and High Tech Field Base healing radius not being large enough to contain all the chairs deployed

Proposed Solution:



  • Request for the ability to experiment on Ease of Use on camps to allow lesser skilled Scouts to use them
  • Request for deployed camps to inhibit new agressive spawn points from forming near the camp
  • Request for some resources to be recovered upon manually disbanding camps (automatic disbands will lose all resources)
  • Request that the healing modifier of camps be applied to natural HAM damage recovery on Creature Handler pets and Faction pets.
  • Request for High Tech Field Base:

    • To not disband during combat
    • To not disband in a set time, rather only when the Ranger leaves the planet or logs out.
    • To heal Battle Fatigue with the help of a Dancer or Musician
    • Terminal to provide Explore missions.
    • Be able to play HoloChess (Dejarik) on the High Tech Field Base's chess board
    • To sit/lay down on the cots in the High Tech Field Base
    • For the roof of the base to stop rain

  • Request for a permanent, planet specifc, hunting cabin:

    • Creatable and deployable only by a Master Ranger
    • Can not be redeeded and moved, only demolished
    • Should be buildable on Advanced planets
    • Should heal Battle Fatigue like a regular house
    • Requires Maintenance and the use of a lot, like a regular house
    • Allows for storage of items, and the possible placement of a Vendor
    • Only one of these buildings could be deployed at any one time
    • The schematic could require some subcomponent made by architect to promote class interdependence

  • Request for a more modular approach to camp crafting

    • This idea might be a little ambitious, but many Rangers like the idea.
    • forums.station.sony.com/swg/board/message?board.id=ranger&message.id=2705
    • For the interim, the idea could be implemented by adding a couple optional components to the High Tech Field Base schematic

Issue #4: Examine


Additional Detail:



  • Most Rangers consider the /examine to be a very valuable tool
  • However, there are suggestions to make it even more useful
  • We understand that most of this information can be learnt through trail and error, but it would be handy to have access to it on the window anyways.

Proposed Solution:



  • Request to see the type of creature living in a lair upon examining the lair itself
  • Request to list the Health/Action/Mind values

    • We can see the values via the Target Window, so why not list them in the examine window as well.

  • Request to display the "fat, medium, skinny" quality of each resource.
  • Request to display the bone resource.
  • Request to display the Social Assistiveness of a creature
  • Request to display the speed of a creature (so we can know whether we can outrun it using burstrun)
  • Request to re-display the base values (numeric amounts) for the creatures resources

    • As an alternative, perhaps displaying a (tiny,medium,large,huge,gigantic) rather than the true literal value would suffice

  • Request for information regarding what exactly Ferocity actually represents

    • Several Rangers believe it determines the minimum distance a creature will attack. Other believe it determines Trap effectiveness.

  • Request to display the unique Resource Type name for each resource available on a creature

    • Resource Type is the unique name displayed in the /examine window for a resource container
    • This information can of course be retrieved by killing the creature and examining the resource directly
    • But many Rangers get into the habit of ignoring certain creatures who had poor quality resources in the past
    • Allowing us to see the name of the resource would enable us to know when a new resource has come into season (shifted)

Issue #5: Rangers and Harvest


Additional Detail:



  • Harvesting Skill Mod does not seem significant enough to make it worthwhile.

    • What is the percent difference between a Master Scout and Master Ranger?
    • Is the difference enough for what is considered an Elite skill set?

  • Grouping with pets (either Creature handler or Faction) invokes the 60% harvesting rule
  • Issue of creatures with skinny resources appearing for 24 hours after the resource has shifted
  • Issue where you accidentally harvest a non-existing resource (hide off a Hermit Spider) by using /harvest hide, and after that you are not allowed to harvest the correct resource.


  • Being an Elite profession we would like to be significantly better at harvesting than the Scouting profession.
  • With that in mind, the following has been suggested:

Proposed Solution:



  • Request for the ability to harvest multiple resources off a single corpse (up to all 3 resources at Master Ranger)
  • Request for the harvesting skill mod to increase the amount of fish meat filleted off caught fish
  • Request for poison components to be harvested off poisonous creatures.

    • These items could then be applied to existing weapons to produce a Damage Over Time effect.

  • Request to add rare loot to creatures that only Rangers can find.

    • Schematics that create Teeth necklaces, Trophy Heads, Hide Rugs, Skulls have been suggested

  • Request for a greater chance of higher quality resources spawning on the more advanced planets.

    • The Starter worlds would still get their fair share of high quality material, but there would be a larger chance of better material on the Advanced worlds.

  • Request that the 60% group harvesting value be improved if a Ranger is in the group

    • The improvement could be based on the Ranger's skill level... (62.5% with Skill I, 65%, 67.5%, 70% with Skill IV)

Pet Peeve: Animal Population


Additional Detail:



  • Many Rangers have noticed a reduction in the number of random (non-mission) spawns when travelling far away from any towns,
  • As many Rangers like to hunt away from civilization, an increase in the dynamic spawn rate beyond the outskirts of town would be appreciated.
  • Similiarly the Advanced Planets no longer feel advanced with the reduced spawn rate
  • On a similiar note regarding /areatrack

    • Would it be possible to have an option to track the Spawn Points (both visible and hidden lairs) of creatures, rather than the creatures themselves?
    • Many spawn points don't spawn creatures until a player passes near it.
    • By tracking the lairs, we could know where to go and wait for new spawn to appear.




Ranger Threads
State of the Profession
The Outdoorsman
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Japhy_Chilastra
Mon Sep 22, 2003 4:35 pm
#2

Very nicely done N'Raas. Thank you for all your hard work!



Japhy Riesling
Master Ranger/Pistoleer
Anchorhead Irregulars - Chilastra
llamastar0
Mon Sep 22, 2003 4:42 pm
#3

wow...well done.



--------------------------------------


LLamaStar
Eclipse - SecsayCatholicSchoolgirls SCS
NerfBurger
Mon Sep 22, 2003 5:43 pm
#4

/cheer; /cheer; /cheer


Three cheers for N'Raas!




QMPFLURRY ANTARIAN RANGERSPMQ
DEKAS OLO [FAR]
MASTER
RANGER - RETIRED
MASTER PISTOLEER - MASTER BOUNTY HUNTER - SQUAD LEADER

sirhills
Mon Sep 22, 2003 5:59 pm
#5

Great post, couldn't agree more!


/cheer




Orr Yossarian
Master Doctor
Master TKA
Former Master of Artisan, Carbineer, Creature Handler, Marksman, Medic, Musician, Ranger, Scout
StealthNuck
Mon Sep 22, 2003 6:31 pm
#6

Beautiful, thanks for working so well for us.



Caius - | Master Useless Class | Master Rifleman
Eclipse
DarthZar
Mon Sep 22, 2003 7:20 pm
#7

Excellent post! Covers everything. Especially the lack of animals on adv planets.Keep up the good work!



-------------------------------------------------------------------
Zar Atreides
Imperial Master Ranger
Major, Recon Regiment, Tarkin Memorial Brigade
Theed, Naboo - Bloodfin
Radnog
Mon Sep 22, 2003 7:41 pm
#8

Great Job N'Raas, you hit the high points.





Radnog Krod - Bounty Hunter / Master CarbineerColonel of the Imperial Armed Forces"Show no mercy, your mark will not show you any. KILL or be KILLED"
Glaza-X
Mon Sep 22, 2003 7:45 pm
#9

Outstanding List
bobsyouruncle0
Tue Sep 23, 2003 3:52 am
#10

****Several Rangers feel that the recent changes to the Field Base and High Tech Field Base resource requirements should be reverted back to Polymer and Metal (rather than Hide and Bone).****


I'm not one of them... I like it justthe way it is.


There is another issue I seem to be running into. Mobs that run outside the 65 meter range, say 70 or 75, and die (mind bleed or pet attack) can't be harvested. I have noticed this a few times on Peko Peko's (naboo). I am soloing at the time and am the only person inflicting damage on the mob.


Jodowein
Tue Sep 23, 2003 3:56 am
#11

I tottaly agree.


Very well done.




Jodowein
Master Ranger
ArisKnox
Tue Sep 23, 2003 4:12 am
#12

a very good compilation of our current problems. I hope you'll stayour correspondent for a long time



A'ris Knox
Master Ranger
System Shock
RyunosukeKnT
Tue Sep 23, 2003 4:39 am
#13

what about experimenting on trap range?


I, as a Ranger/Rifleman, have to get usually within 45-50m area to work my traps. After applying bleeds, the creature sometimes wanders off to 51m or so rendering my traps usless. I have tried, ineffectively, to bleed at 60-64m off and close to trap, but by then the creature usually aggros me and attacks. Most effective for me (when traps work that is) is to get around 45-50m, aim, bleed, adhesive mesh/phecnacine, auxilary trap (flash bomb, noise maker, stink bomb, glow wire, etc.) and continue with mind shots, reapplying traps as needed. You COULD experiment on range and increase trapping range as well. Just a thought

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