Ranger Archive
Thread: If I were a DEV... [Tracking & Trapping]
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PlayaHatah
Mon Dec 08, 2003 11:58 am
#1
If I were a DEV and weren't currently occupied by player cities and vehicles, what would I do with the Ranger tracking & trapping abilities [a wish list of tweaks]:
1.) Move the ability to track other Players to the Master Ranger level to make room for spawn point tracking mentioned below. This is also a significant perk for reaching the Master Ranger level, as at the moment many people take Ranger through Tracking IV purely for our only PvP application.
2.) Because the server load of forcing spawns on a track attempt is probably too high (especially if we were to get a larger tracking range - remember, area and therefore number of spawns increases as a square of our range) accomodate the current inaccuracies of tracking by allowing us to track spawn points in addition to those things we can already track. This would be available at Tracking IV.
3.) Keep the range increments as they currently are for tracking through Tracking IV. Extend the range for Master Ranger an addition 250m. Currently our range does not increase at the Master level, and an additional 250m would give us a 750m tracking range - 3 times what any other player can see on the maximum radar setting.
4.) Tracking UI work. Please look at the UI as it exists in EverQuest. This should be a window sortable by name or distance. Further, once something is being tracked it would be useful to continue receiving some sort of directional message every so often as happens in EverQuest. Adding a personal message every 30 seconds or so with something as simple as '%TT is to the North.' would be invaluable.
5.) Stop working on /track. Move the /areatrack command to /track with the above suggestions and be done with it. Outside of the UI work it seems the above changes to tracking would be minimal, but result in an overwhelmingly more useful ability.
6.) Stop working on new styles of traps. Rather, keep the current two traps we have at Trapping II and Trapping IV. Add two new 'harvester traps' at Trapping I and Trapping III. The Trapping I harvester would be some sort of fish trap that would allow for the harvesting of fish in the way personal harvesters currently harvest minerals. The Trapping III harvester would harvest bone/hide/skin in a similar manner.
7.) Remove rescuse from the game.
8.) In place of rescue give us some sort of command similar to /survey which would allow us to sample the current resource populations in a given area for the above mentioned 'harvesters'. Advancement in this skill would probably be tied to both the tracking and trapping skill trees.
9.) While allowing our traps to function on other players and NPC would infringe on the Commando grenade province, I don't think it unreasonable that our traps (and probably scounting traps as well) should function on player pets which are of 'animal' type. I absolutely oppose the introduction of a DoT trap/weapon - just because combat medic has something doesn't mean we should.
Well, that's what I would like to see for that half of the Ranger tree. I'll comment on the Wayfaring/Frontiering branch later today or tomorrow... but having grown confused by the laundry list of requests that was sent to the DEVs I thought I'd state how a few changes could really flush out our class while leaving it quite balanced.
The harvesting traps would give us an economic product we sorely need - organic resources. The movement of player tracking to the Master Ranger level along with a persistant tracking message and traps which function on CH-Pets would make us as useful in PvP as any other class, but not in a direct combat sense. Finally, with lair tracking and a 750m range I suspect non-mission PvE hunting groups would find Rangers much more useful to have along.
1.) Move the ability to track other Players to the Master Ranger level to make room for spawn point tracking mentioned below. This is also a significant perk for reaching the Master Ranger level, as at the moment many people take Ranger through Tracking IV purely for our only PvP application.
2.) Because the server load of forcing spawns on a track attempt is probably too high (especially if we were to get a larger tracking range - remember, area and therefore number of spawns increases as a square of our range) accomodate the current inaccuracies of tracking by allowing us to track spawn points in addition to those things we can already track. This would be available at Tracking IV.
3.) Keep the range increments as they currently are for tracking through Tracking IV. Extend the range for Master Ranger an addition 250m. Currently our range does not increase at the Master level, and an additional 250m would give us a 750m tracking range - 3 times what any other player can see on the maximum radar setting.
4.) Tracking UI work. Please look at the UI as it exists in EverQuest. This should be a window sortable by name or distance. Further, once something is being tracked it would be useful to continue receiving some sort of directional message every so often as happens in EverQuest. Adding a personal message every 30 seconds or so with something as simple as '%TT is to the North.' would be invaluable.
5.) Stop working on /track. Move the /areatrack command to /track with the above suggestions and be done with it. Outside of the UI work it seems the above changes to tracking would be minimal, but result in an overwhelmingly more useful ability.
6.) Stop working on new styles of traps. Rather, keep the current two traps we have at Trapping II and Trapping IV. Add two new 'harvester traps' at Trapping I and Trapping III. The Trapping I harvester would be some sort of fish trap that would allow for the harvesting of fish in the way personal harvesters currently harvest minerals. The Trapping III harvester would harvest bone/hide/skin in a similar manner.
7.) Remove rescuse from the game.
8.) In place of rescue give us some sort of command similar to /survey which would allow us to sample the current resource populations in a given area for the above mentioned 'harvesters'. Advancement in this skill would probably be tied to both the tracking and trapping skill trees.
9.) While allowing our traps to function on other players and NPC would infringe on the Commando grenade province, I don't think it unreasonable that our traps (and probably scounting traps as well) should function on player pets which are of 'animal' type. I absolutely oppose the introduction of a DoT trap/weapon - just because combat medic has something doesn't mean we should.
Well, that's what I would like to see for that half of the Ranger tree. I'll comment on the Wayfaring/Frontiering branch later today or tomorrow... but having grown confused by the laundry list of requests that was sent to the DEVs I thought I'd state how a few changes could really flush out our class while leaving it quite balanced.
The harvesting traps would give us an economic product we sorely need - organic resources. The movement of player tracking to the Master Ranger level along with a persistant tracking message and traps which function on CH-Pets would make us as useful in PvP as any other class, but not in a direct combat sense. Finally, with lair tracking and a 750m range I suspect non-mission PvE hunting groups would find Rangers much more useful to have along.
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