Ranger Archive
Thread: Top 5 Draft for review
Ranger Top 5
Message Edited by Calculus_Entropy on 04-08-2004 08:59 AM
Issue 1: might want to mention that random spawns have all but vanished from worlds with PC cities. (On Corbantis you can walk across Lok without /mask or /conceal freely -- there's nothing out there but mission spawns.)
Issue 3: if /conceal is not supposed to work on NPCs then resource requirements are too high. Stealth abilities are depricated by vehicles in any case.
I don't suppose I can lobby to have "Why I Am Not An Outdoorsman" linked as a dissenting viewpoint...:-/
- Spelling mistakes: Aslo should be Also in the trapping topic heading, last sentence of trapping wrok->work
- Why the explicit focus on Creature Only? I really hate the idea that something will work against a Rancor or a Krayt or some other huge creature but players and NPCs can magically circumvent it. I know the devs might not currently be looking very hard at NPC based skills for Ranger but we shouldn't reinforce that idea. Personally, I wouldn't mind putting in requests for having our skills work on NPCs and players, especially with the common BH root. This mainly stems from request 5 specifically stating our disease/poison resists should not work on CMs. But I would go so far as to suggest also adding slightly stronger wording to the final sentence of the trapping portion and stating that Rangers believe that conceal should work on NPCs as per its description. For the trapping portion, something like this would make me happier: "Some Rangers wonder why our traps can affect a Rancor but not NPCs or players. BHs share a common root with the Scout prerequesite and yet the skill has no use when hunting humanoids. Also, some Rangers think that PvP trapping ability (at least on pets, preferably on players as well) would greatly add to the profession." I don't know about anyone else but I know I find this inconsistency annoying.
Sorry to be such a pain but I don't think we should be reinforcing the Devs' idea of being creature only. That would be the only real complaint I have.
Master Ranger/Master Rifleman
Eclipse Server
Worked for me
- Thanks for the Stealth link. They will probably soil their undergarments when they see that one, however.
- Holo's August post link was genus. Makes a very critical point
- I don't want to abandon the Outdoorsman but if they enterain hair-brained ideas like letting Jedi harvest then we get stealth... on the same day.
- We need compensation for what they did to us on camps and we need it now. While harvesting should be number one, that point about the camps could be stressed.
/conceal does work against all NPCs but just breaks too much to the point of uselessness.
Agree with this wholeheartedly. The whole reason we came up with the Outdoorsman Proposal was because we were not happy being labaled as nothing more than a hunter.
Nemo you are truly a boon to our forum. Thank you sir.
HeavyMG wrote:
Clarification:
/conceal does work against all NPCs but just breaks too much to the point of uselessness.
NEVER works against Swoopers, Chunkers and the like, for me. The camo does not give warning of dropping (or does)and such, they just start shooting. When the ability first was introduced I was never shot at by those.
Just to clarify...
If I had to pick between a military ranger and the Outdoorsman, I'd go with the military one. However, that too would be a poor use of 140 SP while I could make a TRUE military template w/o ranger. I would prefer to keep it AND have a military function. I felt that Stealth would do that. I'm not above considering other "military" options however. Also: when SE comes out and we find that no SP adjustments for the added professions have been given, then there should be SE additions to Ranger, due to it's cost.
HeavyMG wrote:
Clarification:
/conceal does work against all NPCs but just breaks too much to the point of uselessness.
DFH wrote:
The file worked for me.
Issue 1: might want to mention that random spawns have all but vanished from worlds with PC cities. (On Corbantis you can walk across Lok without /mask or /conceal freely -- there's nothing out there but mission spawns.)
Will do.
Issue 3: if /conceal is not supposed to work on NPCs then resource requirements are too high. Stealth abilities are depricated by vehicles in any case.
I don't suppose I can lobby to have "Why I Am Not An Outdoorsman" linked as a dissenting viewpoint...:-/
Please do. If you can show what you like and dislke about the idea (clear and consise
), I am sure people will be happy to agree and/or disagree with you (please make a new thread tho).
Nemo0 wrote:
Good but the following points might want to be looked at:
- Spelling mistakes: Aslo should be Also in the trapping topic heading, last sentence of trapping wrok->work
DOH!
- Why the explicit focus on Creature Only? I really hate the idea that something will work against a Rancor or a Krayt or some other huge creature but players and NPCs can magically circumvent it. I know the devs might not currently be looking very hard at NPC based skills for Ranger but we shouldn't reinforce that idea. Personally, I wouldn't mind putting in requests for having our skills work on NPCs and players, especially with the common BH root. This mainly stems from request 5 specifically stating our disease/poison resists should not work on CMs. But I would go so far as to suggest also adding slightly stronger wording to the final sentence of the trapping portion and stating that Rangers believe that conceal should work on NPCs as per its description. For the trapping portion, something like this would make me happier: "Some Rangers wonder why our traps can affect a Rancor but not NPCs or players. BHs share a common root with the Scout prerequesite and yet the skill has no use when hunting humanoids. Also, some Rangers think that PvP trapping ability (at least on pets, preferably on players as well) would greatly add to the profession." I don't know about anyone else but I know I find this inconsistency annoying.
I will certainly add the ability for our skills to work on Humanoid, butI would argue that if you bring BH (and our common bond of needint Master Scout to get our skills) into the equation, that sets the precedent that SCOUT traps should work on humanoids. I hate to say this, but we technically can not argue for a change to the Scout profession. You would need to lobby that through Delta's Top 5.
Sorry to be such a pain but I don't think we should be reinforcing the Devs' idea of being creature only. That would be the only real complaint I have.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
Message Edited by Calculus_Entropy on 04-08-2004 02:40 PM