Ranger Archive
Thread: Major Trap Failures
Feel the same way. The only traps I use for effect are Scout traps, pdarts mainly, and the glow wire. Sonics and flares sound and look cool, but usually have a 50% fail rate for me. I finally said screw it and went back to basics.
Spent a couple/three days on Dantooine trapping my butt off, fired a few rounds for weapon xp and harvested for scout xp. I mean I threw at least 3, if not 6, traps per huurton stalker... at 400 xp per trap, I flew thru trapping.
Now, pdart and glow wire. Once in a great while I will toss something else, like a stink bomb if a melee guy is along.
Honestly, the only time I use the flares or sonics is to mess with noobs. Disarm, target, toss... stand there all innocent in back of em, and when the trap hits, ask them what kind of weapon do they have that does that??? Oh yeah, change your title to medic, artisan, something besides ranger. Good for giggles.
JB
pdarting grondas for fun and profit, they get soooo sloooowww they stop. Now that's a trank.
I have come to the conclusion that the sonic bomb is not useful to me although it is useful in groups when other players or pets can apply attacks that trip up enemies such that the trap now becomes useful.
I guess my experiences differ, so I dont mean to sound like your wrong at all... What I found though, is that I can use any quality materials to create with - but what really makes the difference is your target. I've trapped on most of the planets. This weekend I spent 12 hours on yavin, and 8 on dathomir - both very difficult at times. I usually hunted humbabbas too earlier on. The thing I've noticed that does seem consistant is that when the traps fail on one type - they seem to have a consistancy to that type. I just mentally check off that this creature type does not trap. But the same 'crap resource' trap on a different type (level is irrelivant in my experiences), can still work - if that creature is already susceptable to trapping.FYI - a Krayt can not be trapped... But a Grual and Rancor can (trust me this experiment is a dangerous one to proove
).
Bottom line - try that trap on something else for your grinding - that animal is good with it's resistances...
BTW - I've noticed the same type of consistancy of failures across racial differences with masking and concealing... But that's a different topic...
Test, observe, remember...
Arial, Valcyn, Ranger 3/3/3/4
Can you clear this up for me.
I'm under the impression that quality resources and experimentation make no difference at all to traps. If this is true, is trap quality going to be implemented any time soon?
No formal experiments done, but...
Had two sets of Pdarts I made in the field... using two different sets of resources totally. One set when made was, "OK", the other set was "an amazing success". OK darts were on one hotkey, the AS darts on another.
There is a gronda, notorious for being a target for pdarts. Toss an OK one, bam, beastie stops (that's the normal effect on gronda). My partner and I nail it, it's going down quickly. Pdart wears off. I toss an AS dart at it.. fail. Toss another, fail. Another, fail. What is going on here? Gronda dies. Next gronda, same deal...Ok dart works, AS dart fails. Go back to OK, and it works.
The Glow-wires I was using all worked, and I had made them outta two different batches of stuff also. Go figure
Admittedly, I was in the field, no camp to do experiments with, but both sets of darts were made on the same crafting machine (I do carry two btw, goes faster).
My not -so- Humble Opinion is that experiments, materials, the machine you use, the way you hold your tongue -- none of that matters. If the game gods are against you, nothing works... If they are on your side, you can solo Krayts with a survival knife.
Again, this was an informal experiment, done because I was getting bored killing grondas. I was being a nice Ranger and helping non-shooters get weapons XP and a new Scout get scout XP.
JB
I've been noticing since the last patch that traps seem to fail about 25% more often then previously. I've dealt with Verant and SOE for a LOOOOONG time and this is typical of them, they find something working too good, people are advancing at a good pace and they stealth nerf what they are using to do it without announcing it. They have a firm beleif that if you master your profession(class in their other games) that you will stop paying and playing, when this is simply not the case for most players, we all know that when you top out your profession that the game really begins then, i am looking forward to being able to fight for the rebellion on a more regular basis once i master my combat profession, but it seems they don't want us to do so.
I got pretty angry when i found out SOE and Verant interactive were the people producing Star Wars Galaxies 4 years ago, i knew they'd do this to the game and refuse to put fun things that the players actually want to do in the game, they think if they make you grind and make it slow enough it keeps the bucks flowing in when the real key to keeping people playing is to make it FUN!
I thought we'd get to see imperial stormtroopers roaming the streets looking for rebels and occasional attacks on cities known to harbor rebel sympathizers. I think the most i've seen are 2 stormtroopers who roam tyrena and mos eisley, easy pickings for any covert rebel with a brain. I just don't feel the opression of the empire as it was portrayed in the movies and books. I see WAY too many overt rebels running about, we are supposed to be on the run not standing out for public display. We should be picking our fights wisely and in force not roaming around looking for stray imperials to kill.
The longer i play the more unstarwarsy the game becomes. It may look like star wars but it doesn't feel like star wars. There just isn't alot of excitement. The rebels should be planning attacks that actually hurt the empire not trying to gank any lone imperial they find. There needs to be ALOT more imperial NPCs roaming around the cities to make up for the billions of rebels, i think there would be alot less overt rebels if this were the case, it would make the imperials seem stronger and lessen the need for things like AT STs. I'm sorry but i never saw obvious rebel soldiers in the movies roaming around as if they were the Law.
Keito, while that was an excellent post on the GCW it wasnt about the traps
... You should post that somewhere like GCW - It was well said and I agree with so much of it. It doesnt deserve to be buried in a trap post in the ranger forum. Consider cut+paste that into GCW so it can get some love from that area ![]()
That is in no way a flame, its a kudo and a suggestion that I agree - but repost it, so it can livea brighter life that may be noticedbetter by those that program these things- k?
Calvinius - I havent noticed any difference with any quality or types of resources. I've never experimented, and they still seem to work a great amount of time - but as I said earlier - it does matter *what* you attempt to trap. Some creatures just cant be tranqued, some cant be sonic pulsed, etc... Some... like the Krayt - well - they're just too smart and powerful to even be trapped at all... ![]()