Ranger Archive

Thread: Final Week 2 Submission

Mineras
Fri Aug 01, 2003 7:50 am
#1


Week 2 Submission.


Core issue: Rangers have no differentiation from Scout



1. Wayfaring: increased crawl speed is extremely limited in value. Mask scent is broken by non-aggro creatures, yet no xp is given when mask scent is successful against them. The community feels that wayfaring should continue with enhancements to foot speeds, both run speed and burst run efficiency. Wayfaring rangers should be able to run farther faster, even over flat ground. The community continues to be VERY adamant about the return of /conceal, the ability to hide from NPC's, and most agree from PC characters as well at the master ranger level.


2. Hunting: the higher level creature knowledge, where it shows what special attacks a creature has, always lists NONE as the special attack. Doesn't tell us if a creature is a social animal (assistive), which is something Rangers should know. Creature to hit bonus only applies to ranged weapons. Community is unanimous that the creature to hit should apply to melee as well. Harvesting resources doesn't provide a significant quantitative or qualitative advantage over a master scout. A Hunt Master should have some type of skill or distinct advantage over a Master Scout, and all the information gathered by creature knowledge should be something that transfers into some type of group bonus.


3. Frontiering: foraging - foraging rare items always results in item discarded because inventory is full, even if inventory is totally empty. Foraged items don't stack, so any real degree of foraging skill use can overcrowd inventory space. Foraging has all the same requirements as sampling resources, yet provides no xp for success (must stand still, take action and mind damage, and wait for the skill to cycle, just like sampling, but no xp is given for success). The community is unanimous, as are many entertainers, that entertainers should be able to heal battle fatigue in camps (or at least in field base type camps). As most crafters and many players have droids that serve various purposes, a power droid or power station that recharges droids would be a very useful addition to camps that would encourage other players to visit/stay. In fact, Luke used a small power generator to power R2D2 when he set up his camp on Degobah, just prior to meeting Yoda. Field base camps have large pavilions, yet when it rains, they don't stop it. It would be very nice if it didn't rain inside tents (and would also help substantially with immersion and role-play), especially on planets like Dantooine, where it is actually better (and safer) to stop and wait for the rain to let up.


4. Trapping: Many of the community feel that trapping is more 'bait and wait', meaning that traps are set, and then you come back to that trap after some time has passed to check and see if anything has been caught in it. An idea would be to have small devices that operated like a harvester for minerals/chemicals, meaning you pay maintenance, and perhaps some power, and in return you get a resource. As many rangers struggle to maintain an adequate supply of hide and bone to support crafting thrown traps, camps, and selling enough to afford interplanetary travel, small havesters that resulted in meat/hide/bone would free up the Ranger to spend more time hunting challenging creatures instead of slaughtering masses of easy creatures to maintain their supplies, and would also allow them to sell more bone and hide, purchase their other supplies, and actually spend time doing more 'Rangerly' things than easy destroy missions so that they can afford to remain armored, equipped, and supplied without being constantly in the poor house. In essence, combat traps, and non-combat traps.


5. Group Value: Currently, rangers bring very little to the table as a member of a group. Camps are more eye candy than truly valuable assets, traps are nice, but the very sporadic reliability of trapping (meaning there is no way of telling if root is going to last 2 seconds or 2 minutes, and the same quality/effectiveness trap may produce vastly different results when applied), ranger traps are area effect, which is extremely limiting of their value (and they are bugged), wayfaring basically allows you to crawl faster and maybe go undetected by light blue or green con non-aggro creatures, which is essentially valueless to a group scenario (and pretty valueless to the ranger, too), crafting camps and traps provides general crafting experience, which is completely useless to the Ranger who has no desire to be an artisan (most rangers), the only combat skill rangers have is /rescue, which is next to worthless, as it almost invariably results in the Ranger's swift and bloody death.


Rangers should be able to bring more to the table for grouping. Their intensive knowledge of creatures, ability to travel in rugged terrain and ability to conceal themselves from creatures are all skills that can be shared with others "shoot the belle bol behind the rear leg for maximum effect" (creature to hit/damage bonus for group), "stay away from the gurrcats front paws, as the claws will crack bone armor" (group defensive bonus), "use unscented deodorant" (group mask scent). Simple things that provide an appropriate, modest bonus. The rangers themselves would have a much greater bonus to those areas, but those bonuses and abilities would make Rangers far more valuable and desirable to groups hunting creatures. At the pinnacle of Ranger skill, the community feels that the Ranger should be able to use these skills against NPC's, and at the master level, vs. other players.



Suggested Reading:


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=1060


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=1422


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=1443


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=1569


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=1973


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=1976


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=1999


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=2010


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=2111


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=2189





Mineras Silvertree
Ranger Correspondent
Omega, Eclipse
kaizoid
Fri Aug 01, 2003 8:02 am
#2

All hail Mineras !!!



Methav Alamane
Master Bio Engineer / Ranger
Pax Imperius
Scylla

shnelle
Fri Aug 01, 2003 8:03 am
#3

I think the increase in Prone movement that we get in Wayfaring should be given to Marksman. They need it much more than we do. I feel this should be replaced with increase in foot movement speed and an increase in Burst Run speed as well.



Oppeei Xigu - Female Rodian - Bria - Rori

Master Creatuer Handler
Hunt Master
Novice Pistoleer
Emergency Tech - Field Tech
Raverbane
Fri Aug 01, 2003 8:03 am
#4

Excellent post. Well written and covers much needed group. I vote NOT to have you rotated out. you are doing good work and keeping you at your post will only further benefit us.



Richard


Master Ranger / Sunrunner

DLaverty
Fri Aug 01, 2003 8:16 am
#5

nice... I am very interested to see when we get some goodies. From what you told us the other day stuff is coming but with all the other bugs and issues I can't see how we'll get anything actually in-game for at least a month or so.


Good job anyhow though!




Torok Nacck'rov
Rebel scum must die, long live the Empire!
LeLache
Fri Aug 01, 2003 8:29 am
#6

Excellent post, if they force you to resign next month to allow another player to step up -I'll shoot them





F'ord LeLache
Vice Admiral Of The Legion Of Doom
A Faction Of The Galactic Irregulars
Imperial Colonel - Storm Squadron Ace Pilot
Ex Jedi.


Tsion
Fri Aug 01, 2003 9:50 am
#7

Mineras, one suggestion. Perhaps in your next report you could add to your support of Rangers gaining trapping experience for making traps by referring to the fact that Entertainers get Music experience for creating musical instruments.


As to the correspondent rotation issue, I believe Q mentioned in another thread that correspondents would be reviewed monthly but not necessarily rotated out on that frequency. I think he left that open door just in case some correspondents didn't turn out to be so good. Fortunately we Rangers don't have that problem. Good job Mineras.




O'Reilly Freeborn
O'Reilly's Organics ò inside the Transcendence Mall, East Lianorm - On the Lake at 3300, 2700, Naboo, Corbantis
Professions: @ Master Heavy Swordsman / Master Brawler / Scout/ Medic / Merchant - Retired Master Ranger
Badges:&Master Explorer/Jabba's Badge of Trust/Imperial Badge of Merit/Rebel Badge of Courage/Nym's Badge of Honor


Xaan
Fri Aug 01, 2003 10:05 am
#8

One other thing about trapping, I'm quite happy with traps that debuff. I wouldn't want to exchange them for more "harvester" oriented traps. Those debuffs will make us more group friendly when the Ranger traps are fixed.


I'm not opposed to "harvester" type traps, I just want to see harvesters added to our repertoire, and not replace the exisitng traps.






- Capt Jack, (ex) Master Ranger - Tarquinas
LNS0388
Fri Aug 01, 2003 10:20 am
#9

Nice list. Looks like we're finally getting to improvements, because the bugs are represented. I think for next week, we should suggest our new Camp designs.



BTW, Mithras, when can you post that email from the Ranger designer.




Zeburo Kince, Scout / Rifle Marksman, Kauri server.
Goal: Ranger / Rifleman.
Main Desired Improvements: More diverse camp functions, fortifications, temporary housing camps. Persistant Traps, Tracking.
TheDarkNerf
Fri Aug 01, 2003 10:42 am
#10

i cant toss out the improve movement it prone speed, while i feel its not enough for the skill level and how far you have to journey to get into the wayfaring line. I do use the crawl allot more now that i can move at at decent pace. So i would ask that you add to the running, but leave the increased crawl speed component intact.



Ndydar Azeikoth
Ranger, Rifleman, and dabbler in resources
Corbantis
Nowi
Fri Aug 01, 2003 11:07 am
#11

Great stuff.



--------------
Nowi A'yka
Retired Mayor of Alya'Starn
Ranger. Creature Handler. Explorer. Bothan.
Durgaa
Fri Aug 01, 2003 11:30 am
#12

Very nice job. (!) Thank you for a well written and explained post. /tip 10000


shnelle
Fri Aug 01, 2003 1:04 pm
#13

1) ability to see if a creature has a ranged ability.


2)shows aggro range, like will a creature attack when you come into view(64m), are kind of close(30m), or in its face(10m).


3)ability to see if creature can do any other type of damage besides Kinetic


4)under armor rating, instead of 0, 1, 2, 3 could you replace this with none, light, medium, and heavy like we find on weapons and armor so we can equate it better.


Thanks




Oppeei Xigu - Female Rodian - Bria - Rori

Master Creatuer Handler
Hunt Master
Novice Pistoleer
Emergency Tech - Field Tech
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