Ranger Archive
Thread: Defining Ranger: The Role-group Theory
Disclaimer: I am by no means an expert in anything.I’m just giving an informed opinion based on my observations of SWG and past RPG experiences. Everything is open to criticism. Also please excuse any grammatical errors. I didn't go thru it all and proofread it. Tired of writing, will do it later, maybe...
We’ve all countlessly discussed what we hope for and where we would like to go. The point of the following is simply a further supposition into what we are and what this means in terms of skills desired. Every profession in SWG has dedicated players asking for changes and improvements on its skills. Some of the suggested skills and abilities seem to make sense while others don’t.The reason some ideas don’t seem to make sense is because the ideas may seem to not fit the “scope” of the profession.Well then one must ask: “What is the scope?” Truly noone knows for sure but the devs (since they programmed it but in concept they could be off). Nevertheless, I’m sure the devs used some sort of map to find a conceptual balance among all of the profession.I obviously don’t know what it was specifically but from my own experience in RPGs and observations of SWG, I offer the “role-group” theory.
The role-group theory states that all professions in SWG (except politician and Jedi) can be placed under 3 primary role-groups: combat, crafting and support. A role-group is a grouping of professions that share a common function or role within the SWG. All starting and elite professions can be placed under one role-group whereas, hybrid professions possess a multi-functional role since they are hybrids of at least 2 of the 3 primary role-groups.
(Sidenote: Due to changes since beta hybrid prerequisites don't necessarily reflect the role-groups to which they belong.)
Marksman focuses on ranged combat and Brawler on melee combat. Together these professions constitute the basis for all combat and damage-dealing skills and abilities in SWG (excluding Jedi of course).As such both of these profession form the basis for the “Combat” role-group (combatants) in SWG.
Artisan is the basis of all of the crafting professions in SWG and thus creates the “Crafting” role-group (crafters). The Crafting roles exist solely to add to the element of a player-based economy to the game.Everything created by these professions can theoretically have been offered through an in-game function such as in-game armorsmiths, tailors, etc., but to create a wholistic virtual world, an actual economy fueled by the creation of goods (and not just services) offers players another avenue of play besides engaging directly in combat or aiding combatants during combat.
The last role-group is what I will call the “Support” role-group (supporters). “Support” is a very vague term and is so for a reason. Healing, buffing, and debuffing can be three different roles altogether although they often complement or supplement one another. The existence of one of these roles can offset the need of the other (e.g. if one can’t heal the player, one can buff the player making him less likely to be hit or de-buff the enemy making it easier to hit). Overall the function of the professions in this group is to heal the player in- and/or outside of combat and to give the player advantages against a potential attacker thru buffing the player or de-buffing the attacker again in- and/or outside of combat.
Entertainer, Medic and Scout will all be considered part of the Support role-group although entertainer is a special case.Entertainer professions both heal and buff players, and overall enable them to fare better in combat (yes this includes Image designers, see stat migration). However they differ from scouts in that they offer support solely through non-combat methods and also have what some would consider their primary in-game function: adding to the social atmosphere. Entertainers are to the social atmosphere of SWG, what crafters are to the economy. Unfortunately their influence is not as significant as crafters as the social component of any MMORPG will be always depend on the unpredictable nature of the player community. For classification sake, entertainer professions will be deemed the “non-combat” portion of the support role-group i.e. non –combat supporters.
Medic and Scout will be considered part of the same part of the support role-group and deemed “combat supporters.”Both Medic and Scout possess abilities to aid the player in combat. Medic focuses on basic healing of damage and wounds for the most part while Scout has a more diverse array of skills, geared towards creature opponents (mobs) and the wilderness. As far as actual player support, the scout can learn more useful knowledge about creatures than a non-scout, create camps that can heal one’s wounds (or allow a medic and entertainer to heal wounds outside of the necessary city buildings), and de-buff mobs through the use of traps. Both medic skills and scout skills should theoretically allow combatants to fare better in the combat (against creatures only for scouts) than without these skills. This means that a single player with combatant/supporter skills should be more powerful in combat than a combatant of a single profession. Combatants of more than one combat professions should fare better if the professions in question, complement one another’s weaknesses well. For example, a TKM/Master Medic or TKM/Master Scout should have a higher chance of successfully soloing a enraged rancor lair than a TKM/Armorsmith (considering all had comparable accessories without any form of extra-professional buffing), while a TKM/Master Brawler should have an even higher chance of success than the medic or scout.
Message Edited by BlakkStar on 09-08-2004 05:11 AM
Now that the foundation is done, let’s get to figuring out who we SHOULD be based on game mechanics and not our creative imaginations and in-game RP. (Let’s do that after the game mechanics favor us and not before.
)It’s interesting to note that while much of the SWG community thinks of us as the most “useless,” I’m sure they would think of doctors as the most useful profession. Skillpoints alone we should be comparable to doctors. Also, however, we are comparable to doctors in that we are both the elite versions of the only two combat support role-groups. While we are super scouts, doctors are super medics. Herein lies the problem. The difference between a Master Medic and a Master Doctor, is enormous in terms of beneficial skills. The Master Ranger however, boasts little benefits compared to the Master Scout.
Medic to Doctor
Improved Abilities
- Increased wound treatment speed
- Increased wound treatment
- Increased medical use
- Increased medical crafting (assembly +experimentation)
*Interesting note- Doctors don’t get any improvements on medical forage. ![]()
Unique Doctor Abilities
- /healstate
- /healenchance (buffs)
- /curepoison
- /curedisease
- /reviveplayer
- fireblanket
Scout to Ranger
Improved Abilities
- Increased trapping
- Increased harvesting
- Increased creature knowledge
- Increased camping
- Increased foraging
- Increased terrain negotiation
*Interesting note- We GET improvements on foraging. ![]()
Unique Ranger Abilities
- /rescue
- /areatrack
- /conceal
Only 3 abilities are unique to being a ranger and the /conceal is nothing more than an improved /maskscent. We see how ranger fails to fully evolve from the scout stages with this lackluster development.The unique abilities are the most pertinent in discriminating between the starter and the elite. Let’s not even discuss how helpful the “improved abilities” are.Previously I highlighted our improvement on foragin and did so for a reason.Medics receive a useless skill called /medicalforage, which essentially is an unreliable and extremely weak version of /survey+/sample. It allows them to borrow anotherrole-group skill in order to craft medical supplies. It's only true use lies in an extremely new player's arsenal who needs supplies to craft to higher levels. The uselessness of this skill becomes apparent once the new player finds that becoming a crafter him/herself if only temporary or acquiring credits to buy their own supplies, is indeedless time-consuming, more fun and overall moreefficient.
For scouts, /forage isis our buffing abilities as we can find fruit and eat it to buff ourselves or giveit to others who would like asmall buff. The problem is thatthis form of buffing is so weak and so filling that it has no use thatforaging food is wholly inefficient. The only true benefits to foraging are the foraging offish bait (which can also be and often is foundby searching creature lairs andby fishing itself) and foraging food to feed to one's creatures. For a non-CH ranger, foragingis an exercise in futility. Another skill that finds its useto begood in concept or for RP purposes but worthless in terms of game mechanics. While it may seem trivial, I think this difference in increased foraging mods from medic to doctor vs. scout to rangersignifies the fact that doctorsbecome a more specialized version of medic than a ranger does of the scout. A "super medic" should be a Master Medic as a "super scout" should be a Master Scout. An elite profession from these master starting professions should be specialized and unique from their prerequisites.
Message Edited by BlakkStar on 09-08-2004 05:42 AM
Message Edited by BlakkStar on 09-08-2004 07:07 AM
About Combat
From a role-group perspective, we are combat supporters. Our skills as rangers should enhance the player’s chance of success against a potential attacker during (or not) combat either singularly or within a group. Again the profession system of SWG allows each individual character to perform various roles therefore allowing one person to be a combatant and combat supporter. Therefore our skills don’t necessarily have to be beneficial specifically to other players. For example, /maskscent cannot be used on other players but it supports the individual player’s role of avoiding combat against potential enemies. Therefore as rangers we can also have abilities that only work on the individual. The ever-popular request for a stealth(vs.pcs) skillas rangers is a good example of an individual-affecting skill we could receive.
There have been many well-thought and well-conceived ideas on skills that would enhance our abilities so I will not discussthem. However there is one popular idea that I must acknowledge. This idea is the introduction of a “ranger weapon.”I have expressed my opinions against this idea in other posts for the simple fact that it never made “sense” to me. Well considering that our role is that of combat supporters and not combatants, including a damage-dealing weapon within our skillset goes against our primary role of combat support. Having any weapon certification is clearly the domain of a profession that requires Marksman or Brawler as a prerequisite. While it may look good from a roleplaying ranger’s perspective, in-game it does not conceptually fit. Unlike other games, Ranger in SWG is not a combat profession and including weapon certs in the profession is conceptually abberant to SWG.
About GCW
As far as the GCW is concerned, it seems that no profession is given a SPECIFIC GCW role except for a few of the hybrid professions. Alsothese roles are only for base-raiding activities. Overall most professions have an indirect role in the GCW. Combatants participate simply in their primary fighting skills. Supporters participate through their support of combatants in and out of combat. Crafters participate through providing goods to combatants and supporters to enable them to do their duties efficiently. Therefore, to improve the ranger’s role in the GCW, just improve the ranger’s role in combat. Of course specific GCW content could be added to the ranger profession but overall it is not necessary. Generally cries for GCW inclusion are the result of problems in basic game mechanics. Doctors do not ask for specific GCW content because as a whole they have pivotal roles in general combat. In a balanced match of 3 vs, 3 (same skills, same buffs, same armor, etc.), if a doctor/TKM were added to one group andranger/TKMadded to the other, the group with the doctor would have a higher chance of winning.
About the Economy
I briefly touched on the economical aspect of SWG through the mention of crafters.However each of the role-groups possesses a role in the economy.While crafters’ primary function is economical, the other groups find their economical role secondary.Combatants are the primary consumers of SWG.They are in constant need items that improve their combat prowess.They also are the primary group to introduce currency to the economy.While every role-group has a potential to make credits through in-game missions, destroy missions are by far the most profitable avenue to build revenue from a non-player source.Mission terminals, npc missions and loot from npcs are the only avenue for actual credits to be introduced to the player economy.Therefore as consumers, combatants introduce the most reliable source of credits into the economy.
Supporters function in the economy by providing services to combatants and crafters. The services performed cover a wide spectrum, although the most important service by far is possessed by the Scout. The service in question is of course, /harvest. This skill is essentially provides the foundation for the economy since without its inclusion, crafters could not perform their duties.I would think that this skill was made profession-specific because if it weren’t, the economy would not exist. There would be little need for economical interdependence among professions.Also crafters would be even richer than they are now.
As far as the ranger is concerned, its obvious that our improve harvesting ability is not enough compensation for 140 skillpoints but again this has been discussed and adequate solutions have been offered. For the time being, our primary income rests on our /harvest ability supplemented with /areatrack work and maybe /conceal (although /conceal does not work well on non-scouts and is usually not needed. Compared to doctors over medics, rangers have little use/differentiation over scouts. There is no question to the difference between doctors over medics, in terms of the services they provide to the community. In-game rarely does one see requests for medics (except from inexperienced players maybe), but the the request for doctors is constant and the reasons for the request are varied (disease healing, buffs, mission accompaniment).Whereas rangers only recently found themselves inconstant need fortracking byJedis and Hero-badge seekers. Otherwise,requests for meat, hide and bone are made to the general populaceof scouts. A combatant specializing in more than one form of combat with some scout, often proves to be a better (faster)harvester than the master ranger/combatant. Only /areatrack is a potentially profitable skill unique to ranger although its profitability is not reliable.
I hope this perspective, offers some insight on how we can go about discerning who we are as rangers.This started out as a post about… Umm I can’t remember anymore!It evolved into the role-group theory after my connection went mysteriously dead for a week so I had a lot of time to process some things.At any rate, peace be safe and prosper.
Message Edited by BlakkStar on 09-08-2004 07:34 AM
stratgan wrote:
Hello. I have read your post, and found it very imformative and well-written. Kudos for that.
Thanks!!!
Upon reading it, I found ideas and arguments formulating in my mind, and the most relevant one is the following. When you compare rangers and doctors, you do so using only one facets of your theory, that of supporting combat. For example, when you say in pvp that tkm/ranger group 1 vs tkm/doctor group 2, group 2 has a better chance of winning, you fail to include the fact that doctors, for the most part, are combat-enhancing supporters, Rangers are not.
Well I do believe they are combat-supporters or as u say "combat-enhancing". That is why I grouped them as so in the initial posts. Rangers are given skills that enhance their combat viability such as the use of debuffing techniques through traps (currently for creatures only), a creature to-hit bonus mod (ranged only) and defensive mods.
Thats is basically what I feel is missing in your post. Rangers, as they are designed, should be the backbone of this game's economy. They should be the main, and in my honest view, they only providers of organic resources taken from creatures. As it stands, thats how I believe the devs designed the Ranger profession, as a Crafter supporting class, not a combat-supporting class. That would go a long way in explaining why Rangers are so "useless" in combat roles, as they weren't specifically designed for such.
Our primary role is definitely not as "crafter-supporting." As I mentioned our economic role (as scouts) IS the backbone of the economy and that we rangers, SHOULD get increased mods in that respect. Besides no profession would be given the primary role as a "crafter supporter" except for something such as a farmer or miner (which were both scrapped in beta). The reason being is that a crafter supporter role is so non-rewarding only players with craftercharacterswould partake in it. In a game as expansive as SWG, I don't want to simply be a crafter's gimp, while spending 140 skillpoints to do so.
The one way I feel this could be remedied is if 2 things happen:
A) Get rid of the harvester droid. This has no business being in the game. There is no reason why a person should be able to harvest at the same level as a Master of the same profession by using a droid. This is my opinion only, and perhaps someone can justify this in a way that would be acceptable, but as far as Rangers go, I believe it belittles this honorable profession. Imagine if you could just pick up novice medic, and have a droid that buffs for you at master doctor level, so long as it has the buff packs in it. Well, that is what Rangers are experiencing with the harvestor droids.
Good point.
B) Scouts should have some of their skills modified, while others increased. A master scout should, in my honest opinion, harvest at about 25% of what a Master Ranger can harvest, plain and simple. I believe scouts should have exploration maxed as master scouts, and save a whole branch for new ranger skills.
Agree.
When you compare medics to doctors, rangers to scouts, while a good base for comparison, it would be much easier to show the discrepencies of the combat classes instead. Lol, the last statement was weirdly said, let me extrapolate. For example, How does a master brawler to ---> tkm compare in raw power and damage. There is no comparison, and to boot, you can master a 2nd combat class aswell, making the value of master brawler next to useless when compared to a master melee profession.
This analogy doesn't honestly compare to ranger because for one, they are in totally different role-groups. Also and this is probably most important, Master Brawler isnt a prerequisite for TKM. While Master Brawler may not be as powerful as TKM, the TKM who also learns MB does so because MB enhances one's TKM combat abilities. And brawler is definitely not useless next to mastering another melee profession. Remember another melee profession requires u to switch weapons and the weapons-switch delay makes this a liability in combat, especially PVP. Currently I have a TKM/Fencer/Master Brawler character and I can definitely vouch for the benefit of brawler. /intimidate2 /warcry2 are definite advantages in combat. Overall it makes one more powerful than a regular TKM. As far as a ranger and Master Scout, well MAster Scout is a prequisite so discussing how it "enhances" ranger is a moot point
So, to finalize, There is no justification for the skill point cost to master ranger as it is. There is no point in taking this profession other that being part of this amazing fraternity we all feel together. Misery(the ranger profession)loves company(those that are rangers anyway)
Agree. and thanks for responding
Stratgan Ronilar - Master Ranger
Message Edited by Serraphin on 09-09-2004 05:23 PM
What is the scope of a profession? The scope of the profession is what the majority of its players think it is as long as it doesn't violate the balance and theme of the profession. The Devs had their ideas and implemented them. Due to time shortage not all professions were actually ready to go live though but it's up to us to further develop them.
You are looking at the game systems and classify them by their "function" in the game. You've seem to have noticed yourself that that doesn't capture all aspects of some professions (your mention of the entertainer and it's elite professions). Your way is good, even neccesary to bring balance in the game (don't flame me on this, I know the current state) but there is another perspective. You have looked at thesystems side but there is also a human side. We can roughly definefour categories.
- Power players
- Casual players
- Social
- Roleplayers
If we combine the 2 systems we can fully define each profession. Each profession is ofcourse usable for roleplay. Some functions of professions make no sense when viewed from the systems side and vice versa.
Marksman/brawler and its elites cater to the Power and casual players alike
Entertainer and its elites is designed for social play.
Medic and its elites combine all elements, social play in medcenters yet also provide benefits to the casual and powergamer (how many people haven't had/got a bit of medic.
Artisan and its elites are a mixed bag. Weapon, armor and droidcrafting are more for the casual and power player. Tailor is due to the amount of clothes and its color variants more a social profession. Artisan is as split up is the elites are together. A harvester/factory/building architect would be more at home with a casual player, a furniture architect more to the social type.
And once again it's Scout and it's elites that present a classification problem. Scouting, trekking through the wild, exploring. It brings images to my mind of peace, solitude, calmness. So that would disqualify the social aspect. Yet one of the elites is the squad leader, the ultimate social profession, you need to be around people to get its xp. For powergamers it has little more to offer then a better harvest rate. But harvest can be done faster with more skillpoints spend on combat. So I would disqualify the powergamer. Yet Bounty Hunter derives of scout and to be a succesfull Jedi hunting BH you will need top of the line equipment which is usually in the hands of the powergamer.BE is a real hybrid combining medic and scout. It doesn't appeal to the powerplayers but its pet creation can appeal to the social players. The other crafting trees are supplements to other crafting profs, doesn't really appeal to any sort of player 'cept as a way of income. Ranger with it's current skillset is for category 5, freaks like us
Nah, won't take the easy way out. Wayfaring, I'd say roleplay. Too "difficult" resources for casual, not worth the effort for powergamers, no social aspect. Frontiering, camps, a campfire, some chairs very social place to gather when the twin suns set on the desert. Not much elsein it then an easy heal forthecasual player. Tracking, very good for casual. Increased harvest rate combined with the ability to find the spawns let's us casual gamers gather nice amounts of meat without mission grinding. Trapping, leave the light effects to the entertainers, there so much better at it.
I think that whatever point of view you take, scout/ranger will never really fit in. I like it that way or more precisely, I like the people that get attracted by this profession. I wouldn't like to see Ranger fixed so good it becomes a fotm. I would just like to see it fixed so camps, camokits and traps are useful to us.
P.S. 1 As for a ranger specific weapon, Calc confirmed that we are not specifically targeted in the combat revamp at this time so we won't get one. Things can ofcourse change before the CR hits live.
P.S. 2 There are more ways to classify, PVP/PVE, classes and counterclasses (e.g. Ranger vs CH pets), etc but I feel those are more subclasses of the systems side and human side.
Message Edited by Washell on 09-10-2004 03:30 AM