Ranger Archive
Thread: Simple solution to make Tracking useful again
Message Edited by BaneShee on 03-19-2004 01:07 PM
Basically, while mounted on a creature or a bike, then there are no spawns as you fly by, in so doing, this would fix area track.
here is the first issue i see to this idea.
1) Just the other night, I was hunting Fambaa on Naboo. I had 2 missions and I was in an area rich in random Fambaa spawns. Before I had even got to my missions, I found 3 lairs via /ar and 2 lairs just flying by. I actually enjoy the randomness in the dynamic spawns that sometimes gives me exactly what I am looking for.
2) This, I dont think, addresses the /ar 100 meter blind spot inherent in the game.
3) Nor does it address the ghost issue. How many times have you tracked the elusive peko albatross only to find that its not there and was only there as a ghost.
4) I would see a sortable menu by faction/ creature type/ npc as much more useful than a waypoint. Im naturally against a waypoint...I like the challenge...in RL, I can use a compass and find my way across complex terrain using nothing more than a map, compass, pencil and a sturdy pair of boots.
5) Lastly this doesnt address the bugs of tracking critters in mountainous terrain.
These are the issues that I think would make tracking useful again...although, your points have merit as well. In my opinion, we have different /ar priorities
thanks again BaneShee
A couple of comments:
a) the system already kinda does what you say. Often times if you are moving fast on a swoop you'll miss a lot of things. Heck, sometimes I'll plow right through buildings on a swoop because I'm past them before they are even rendered.
b) If we feel that the only way to make one of our core abilities useful is to nerf everyone that doesn't have it, then we'd be better off just getting rid of that ability and replacing it with something that actually is desirable in and of itself.
My thoughts exactly, I just didn't have the monkeys to say it.
GoldMemberBria wrote:
A couple of comments:
a) the system already kinda does what you say. Often times if you are moving fast on a swoop you'll miss a lot of things. Heck, sometimes I'll plow right through buildings on a swoop because I'm past them before they are even rendered.
b) If we feel that the only way to make one of our core abilities useful is to nerf everyone that doesn't have it, then we'd be better off just getting rid of that ability and replacing it with something that actually is desirable in and of itself.
c) I agree with JB. No need for a waypoint. Waypoints feel less "rangery" and we all know our N-S-E-W.
If you can't read a compass and guesstimate distance, go bea freaking Image Designer.
Tell me the use of a waypoint?
Right, totally useless. Animals move. Minerals don't. Artisans get them because their stuff is invisible. We can see our animals.
How bout we fix areatrack and getit working as advertised instead of trying to bastardize it with waypoints and times spawns do and don't work. /ar is broke, let's get it working before you start screwing with it.
Once more, with feeling - NO FREAKING WAYPOINTS.
JB
fer craps sake, does Mommy hold your wittle hand to go to the potty still?? Yes, this was a flame.
Message Edited by BaneShee on 03-19-2004 03:31 PM
I think the point is this; We don't need waypoints. If your system were implemented, we still wouldn't need waypoints. We will never, ever need waypoints with areatrack.
I'm with JB on this. I'm just as vehement, only less rude in my communication. But then, if you've been shooting the idea down as long as JB has, perhaps there's reason...
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