Ranger Archive

Thread: Ranger xp

YT-2000
Sat Sep 24, 2005 3:28 pm
#1

After all of the focus on the new Ranger prerequisites I think it's time we started thinking more on how Ranger is going to be levelled. The latest thing I've seen on this was from Calc in the Ranger Revamp FAQ:

Calculus_Entropy wrote:

We are still looking at the Scout & Ranger XP issue. We've been slowly moving all combat related professions away from the "Use a Skill to Advance" and gone over to the "Kill stuff to Advance". How this affects Scout & Ranger I'm not able to say though. Clearly running around with Mask Scent active and skinning creatures is not the way to advance in Ranger. They need to advance by killing stuff the same as any other profession. Does this mean they use Carbine XP, probably not. Can we do it with just general Combat XP, I'd rather not do that as Combat XP causes awkwardness with many formulas. At this point I'm not sure what the answer is. (from Keldarin)



Here are the ideas I've seen mentioned so far:

Solution 1: Keep scout and trapping xp
Pros: Ranger remains a unique elite profession and allows players to level Ranger more easily with their chosen combat profession. Trapping xp is still relevant.
Cons: The new Ranger has been set in a completely different direction to the creature harvesting role so scout xp is totally unrelated. Calc's quote shows that the devs want to move away from the system of harvesting creatures to gain xp. It sounds like they may be considering to remove scout xp from the game (which I'm sure is what none of us want).

Solution 2: Just use combat xp
Pros: The player chooses which weapon to use so levelling is more enjoyable.
Cons: People are left with a large surplus of "_____" weapons xp. As mentioned in the quote, combat xp doesn't work well with some formulas.

Solution 3: New systems for gaining xp*
Pros: The new stealth skills sound like they work a lot like camo and maskscent ("During stealth, periodic checks are made that may render the ranger visible"). Like camo and maskscent, xp could be rewarded with each successful check. The devs have already said they are planning to introduce "special missions" which assign you to steal certain items and could reward xp (similar to the Bounty Hunter Investigation line).
Cons: As said before, the devs are trying to move all combat professions to a "kill stuff to advance" routine, and since these ideas would require a lot of coding it might be difficult to persuade them. The new systems would need a lot of testing. Driving near aggros on Dathomir is not a very fun way of gaining xp.

Solution 4: Use "____" weapons xp and combat xp
Pros: Ranger will most likely get its own unique weapon (maybe even one at novice and another at master). The system is used in many other professions and is unlikely to cause any issues with formulas.
Cons: The experience is, in general, unrelated to the skills gained in Ranger. Players are forced to grind with a weapon/playstyle they may not enjoy. In the CU the solution was used for Squad Leader, so here is a quote from their "State of the Profession" thread:

Darth_Sushi wrote:
In the CU, Squad Leader lost it's class-defining method for earning XP, which was replaced with Pistol XP. Restricting Squad Leader advancement to Pistol XP makes no sense, is a barrier to advancement for melee-only templates, and is generally resented by the community. As it stands now, one can master Squad Leader without ever having led a group.

Consensus is that this was changed because the developers couldn't figure out how to factor in our unique XP during /respec. It has additionally been stated by the developers that Squad Leaders should not earn XP for sitting on the sidelines and spamming /sysgroup messages.

Squad Leaders should earn XP by leading groups, and we would like our distinctive group-based XP restored. Saving that, perhaps one line each of Pistol, Rifle, and Carbine XP - just like the hybrid Bounty Hunter profession - or alternately reduce the XP costs for the three Pistol XP lines by a factor of ten and then use Combat XP instead. The former will not mollify the melee crew, but the latter should.



*Feel free to add your own suggestions

I'm sorry if you don't like the format of this post. I'm using Firefox and I have limited HTML editing skills...



Hebi Aepam
Retired Hunter - Creature Expert
Once a Ranger, always a Ranger
SeanBlader
Sat Sep 24, 2005 3:48 pm
#2

I agree with the Squad Leaders in that they should get their unique exp type back

Personally my favorite would be a unique type of experience, stealth experience perhaps with trapping, or combat exp for the APD line.




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Almagill
Sat Sep 24, 2005 4:36 pm
#3

As the devs seem to be moving to a simplified system for awarding/calculating XP I'd anticipate it being weapons XP for three lines and combat for one.



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YT-2000
Mon Sep 26, 2005 5:24 am
#4

Just in case some people missed this



Hebi Aepam
Retired Hunter - Creature Expert
Once a Ranger, always a Ranger
Phenix1050
Mon Sep 26, 2005 5:31 am
#5

I highly suspect it will be the least unique option-- we get a novice and master carbine (much to the chagrin of the carbine corr) and we take carbineer XP to level. Though I'd love to keep at least one line of scouting XP. However, I do feel that is likely out of the question at this point, unfortunately.



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