Ranger Archive

Thread: So, any word on Ranger upgrades for the coming patch(es)?

SmugglerSnake
Mon Oct 20, 2003 4:10 pm
#1

I remember reading the Ranger analysis (or whatever it was called, I forget) that, I believe, Holocron posted, and was very happy to see stuff pertaining to better traps and even maybe some sort of "blind" for rangers.


I was just curious (sorry if I've missed update posts!) if there had been any word on maybe what we could look forward to in the relatively near future? Anything would be nice, but I'm just curious. Not even to novice ranger yet, but I'm getting there! So far I've got Scout 3/4/2/2 so I'm well on my way. Thanks.

Squidwalker
Mon Oct 20, 2003 4:39 pm
#2

Well no recent official info on this matter. About 2 months ago the Devs said maybe they would look into making some more traps for us, and some to work against NPC humoids. Like a trip wire or pit fall trap of some kind.


And along this same issue.... NRaas if you read this let me know what you think. I recently heard that they might be in development or test for some kind of a pulling trap for us. Basically you through it at creature amongst some creatures that are assistive, but only that one creature comes running at you. A way for Rangers to safely pull one creature out of group.


If this is not already on the drawing boards I think it definately should be. I heard from this Gorgoth to give him the credit. I think this is a fantastic idea for a great, unique, and very helpful solo or group, trap for Rangers. The best I have heard yet. There would of course need to be a failure rate like all traps on this. If the trap failed the target creature and any assisting creatures come running.


What do you think?




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
NRaas
Mon Oct 20, 2003 5:37 pm
#3

"I recently heard that they might be in development or test for some kind of a pulling trap for us."


The Lure trap was described in the CorrespondentFeedback post floated at the top of this forum, so that one is quite old now.


----


As for other changes... The next Publish will contain Player Cities for which GreenMarine is the primary developer.


Since GreenMarine also happens to be the Ranger developer as well, I don't think we'll be seeing much love in the next publish.


After player cities, GreenMarine has been directed to focus on the Smuggler profession...



  • So, I don't really know where our profession falls in his priorities.

We have been promised new traps and camps and the nebulous /track command. But when they will be implemented is currently up in the air.





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JBMat
Mon Oct 20, 2003 6:27 pm
#4

Oh well, Smuggler needs some work on it too, as they are about useless unless you want someone to slice a weapon or do nasty things in PvP. Other than that, what do smugglers really do... not smuggle.


I really do wish traps would get fixed. I want to toss a trap and know that it will work, or at least have a reasonable certainty that it will. Adhesives are broke, the second rarely works; flash bombs, ohhhh pretty, pretty useless; sonic pulse, a new flavor milkshake at the drive thru for all the good it does me;


JB wants traps to work and maybe some new traps. He wants the ghillie suit... he will forgo anything having to do with fishing, milk gathering, and even the new blind if he can get a ghillie suit.


Finally, again... DEVs take notice, you put in a waypoint in areatrack and I will find you and cut off your pizza and diet pepsi (gag) supply. This would effectively make us as useless as the BHs who can't find their own snitches. I say, you can't read a compass IRL, go become a chef or something safe.


thanx for reading, have a nice day


JB



RVE
Mon Oct 20, 2003 10:02 pm
#5

Ugh, some new traps would definitely be a welcome addition. I'd personally like one that causes the 'Intimidate' effect.


Is it just me or does blinding the creature not really do much to it's accuracy? They still seem to hit me just fine blind or not lol


A poisoned dart would be awesome also casuing poison to the target animal. My onlyworry isthat combat medics may perceive that as a 'nerf' since they won't be the only ones able to poison. They can still poison people in PvP combat, just keep ours to poison darts on critters we hunt.


/shrug





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Oco'
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Qildiin
Mon Oct 20, 2003 11:37 pm
#6

maybe we buy super medic posion from the medics which we can then apply to our traps,


i would really like to see more class interactoin we other classes depend on the brother sister classes


eg, Lets say it is possible for CH to use a higher lvl pet than a rancor... the only way they can tame it is buy capture and then breaking it in, CH gets ranger to /track (and not the silly wp track) and then tranqillize the target so he can take it back to his base and break it in like a horse or something.




Astra Pudge
Master Sharpshooter
SolrFlare
Mon Oct 20, 2003 11:53 pm
#7

Yeah, as much as I'd love to have our new stuff added in...at this point, we are most likely a bit further down on the Totem pole. Outside of our camps not repelling creatures, at least all the stuff in our profession works now...maybe not how we'd like it to work, but it does function properly. A lot of professions can't say that about everything in their tree. I'd rather them spend time fixing the other professions then add new stuff to us that works pretty much 100% right off the bat, then add new stuff to us that breaks us again which would just make any further new additions take even longer(see September Publish and the fixes that had to be made in the October publish to fix the September one).


All that said, I hope they get everyone else fixed really soon and start adding our stuff as they can




------------
Solr_Flare

Server: Chilastra
Character: Solarius Kerash
Profession: Master Ranger/Pistoleer
Nerj
Tue Oct 21, 2003 4:16 am
#8






NRaas wrote:

"I recently heard that they might be in development or test for some kind of a pulling trap for us."


The Lure trap was described in the CorrespondentFeedback post floated at the top of this forum, so that one is quite old now.----


As for other changes... The next Publish will contain Player Cities for which GreenMarine is the primary developer.


Since GreenMarine also happens to be the Ranger developer as well, I don't think we'll be seeing much love in the next publish.


After player cities, GreenMarine has been directed to focus on the Smuggler profession...



  • So, I don't really know where our profession falls in his priorities.

We have been promised new traps and camps and the nebulous /track command. But when they will be implemented is currently up in the air.





Green Marine neds to work with Bio-engineers, then we can get him cloned for all the professions



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Squidwalker
Tue Oct 21, 2003 1:04 pm
#9

Oh well, I would for sure like to get ranger more fleshed out. But the smuggler is totally worthless right now. I thought about getting some of it before they dumped all the skills and abilities for 2 trees. So let them get some good work done, and I'll enjoy what I have for Ranger now. Later I'll be master and get some new stuff, so that will be cool.


Thanks NRaas and GreenMarine.




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
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