Ranger Archive

Thread: Making Ranger attractive, Quick Fix and Wishlist.

Hunt_Master
Fri Sep 17, 2004 5:47 pm
#1

just some thoughts I've been playing around with.


Wayfaring:

Quick Fix: Remove terrain negotation and burstrun effeciency,and replace it with a speed bonus (similar to FS vehicle speed).

Wishlist: Add a passive skill which allows you to move through tree-trunks, small rocks etc. (no-cliping).


Frontiering:

Quick Fix: Remove foraging from the game, add +5 creature harvest on all Scout survival boxes and +15 in all frontiering boxes (giving rangers the bonus they really should get).

Add mission terminals in the bigger camps.

Wishlist: replace the +15 creature harvest proposed as a quick fix with a 'group creature harvest' skill. This will add it's value to all groupmembers harvest as long as the ranger is in group. If more rangers are in group it would stack, but at a lesser degree for each one. I.E. first ranger 100% bonus, second ranger 50%, third 25%.

Add Factionalcamps/outposts (you need to be overt to plant) which spawns factional mission terminals and a recruiter.

Add Science camps, giving better survey range, crafting bonuses, etc.


Tracking:

Quick Fix: add /track creature and /track NPC commands.

Wishlist: add the possibility to /track bantha and it will only show banthas (maybe with extended range)


Trapping:

Quick Fix: Rework Rescue so that it makes a creature (not NPC) peace. 5 or 10 sec timer.

Wishlist: add new traps I.E. traps that can neutralize/hurt creatures making rangers able to actually harvest stuff without having a combat proffesion.



Also reduce the group decrease on harvesting. This is an MMORPG, grouping should be encouraged, not discouraged. With the current decrease it is ALWAYS better to harvest ungrouped. You might not get more of each creature, but as a team you will be able to get more resources in the same amount of time if you all go by yourself (as long as everyone is a good fighter too).



Arees - Hunt Master
Sita
- Bloodhound
Freyia - Chef extraordinare
WildBil2Me
Fri Sep 17, 2004 9:26 pm
#2






Hunt_Master wrote:

just some thoughts I've been playing around with.


Wayfaring:

Quick Fix: Remove terrain negotation and burstrun effeciency,and replace it with a speed bonus (similar to FS vehicle speed).

I dunno, though TN becomes less effective as a general bonus after the +50 I still think the first +50 is incredibly helpful. The Burstrun effeciency bonus of a 50% reduction to HAM costs is also VERY nice for PvE or PvP. You get to run away (faster up hill or crawling with the TN bonuses) and it costs 1/2 what it would cost the person chasing you. Nice little buffer if you need to kite your opponent.

Wishlist: Add a passive skill which allows you to move through tree-trunks, small rocks etc. (no-cliping).

This is an interesting one. Just not sure how "codable" it'd be.


Frontiering:

Quick Fix: Remove foraging from the game, add +5 creature harvest on all Scout survival boxes and +15 in all frontiering boxes (giving rangers the bonus they really should get).

My ideal for foraging is a more varied loot table. Give us the ability to occasionally find items / food or my personal preference additives. Would you like Maroj essence to enhance your veghash?

Add mission terminals in the bigger camps.

If I could adequately express how long we've been asking for this ... hehe. Great idea, been on the sidelines for quiet a while though.

Wishlist: replace the +15 creature harvest proposed as a quick fix with a 'group creature harvest' skill. This will add it's value to all groupmembers harvest as long as the ranger is in group. If more rangers are in group it would stack, but at a lesser degree for each one. I.E. first ranger 100% bonus, second ranger 50%, third 25%.

Many of us have asked for a reduction, if not removal, of the smaller group yeild for master ranger. Again... not sure if its sidelined or what.

Add Factionalcamps/outposts (you need to be overt to plant) which spawns factional mission terminals and a recruiter.

I don't camp much when I'm overt, but my understanding is that there IS some kind of factional bonus granted to a Rangers Camp when its crafter by an overt or planted by an overt. I'm not sure what it is or if it exists truly. Someoneelse can probably confirm this better than I.Having a recruiter there would be excellent, there currently already is a graphic in the camp for the mission terminal also... its just not functioning.

Add Science camps, giving better survey range, crafting bonuses, etc.

This is a REALLY interesting idea! Camps having bonuses much like city stages? Is this what you mean? like a camp that grants a Research bonus or Outpost bonus? I like this one ALOT! Though many crafters don't move around too much, having a master ranger protecting them to some degree in the feild would definitely give us some more "functionality."


Tracking:

Quick Fix: add /track creature and /track NPC commands.

PLEASE PLEASE PLEASE! I hate that stupid window...

Wishlist: add the possibility to /track bantha and it will only show banthas (maybe with extended range)

Nice...


Trapping:

Quick Fix: Rework Rescue so that it makes a creature (not NPC) peace. 5 or 10 sec timer.

I dunno... I like using Rescue on the vette and in the DWB.

Wishlist: add new traps I.E. traps that can neutralize/hurt creatures making rangers able to actually harvest stuff without having a combat proffesion.




Also reduce the group decrease on harvesting. This is an MMORPG, grouping should be encouraged, not discouraged. With the current decrease it is ALWAYS better to harvest ungrouped. You might not get more of each creature, but as a team you will be able to get more resources in the same amount of time if you all go by yourself (as long as everyone is a good fighter too).






There's a bit of amyth in this final statement. Many Rangers believe its better to hunt alone than in a group. As I'm sure JB would point out, the faster something dies the quicker you can harvest it and go kill something else to harvest. When dealing with groups this bonus to "effectiveness" while killing creatures is true. The groups are actually more beneficial for two reasons, speed and quantity.


Example: (numbers devised purely to simplify the math)


A Master Ranger can kill an Ancient Engraged Bull Rancor in 10 minutes. He then can loot 500 units of hide.


A Group of 2, one Master Ranger and one Novice Scout, can kill the same Rancor in 5 minutes (The Novice Scout is uber leet hehe) the Ranger gets400 and the Scout gets 200. At the end of 10 minutes the group has 1200 units.


Now say that's a group of 11. The yeild jumps to 4800 units in 10 minutes.


As long as the Ranger is with a scout the deduction doesn't "hurt" his effectivness.


Even if you're not pooling your resources you can quadruple your speed just by working within a group.


The reason we ask for the removal of that penalty for the master ranger is because many times players are forced to Solo group to get higher level missions. this is the only way that a decent yeild can be attained / creature. In those cases it doesn't pay to be grouped because you're not working with your team you're just borrowing their strength to pull a mission.




Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Phenix1050
Fri Sep 17, 2004 9:31 pm
#3

i'm gonna defer you to the outdoorsman 2.1. most of the ideas you proposed are in there. well, not the running throught rocks and stuff one...btw...how can a ranger run through solid rock?

anyway go check it ou...it's under the "geniuses at work" thread that's stickied to the top.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Hunt_Master
Sat Sep 18, 2004 3:32 am
#4








WildBil2Me wrote


There's a bit of amyth in this final statement. Many Rangers believe its better to hunt alone than in a group. As I'm sure JB would point out, the faster something dies the quicker you can harvest it and go kill something else to harvest. When dealing with groups this bonus to "effectiveness" while killing creatures is true. The groups are actually more beneficial for two reasons, speed and quantity.



Example: (numbers devised purely to simplify the math)


A Master Ranger can kill an Ancient Engraged Bull Rancor in 10 minutes. He then can loot 500 units of hide.


A Group of 2, one Master Ranger and one Novice Scout, can kill the same Rancor in 5 minutes (The Novice Scout is uber leet hehe) the Ranger gets400 and the Scout gets 200. At the end of 10 minutes the group has 1200 units.


Now say that's a group of 11. The yeild jumps to 4800 units in 10 minutes.


As long as the Ranger is with a scout the deduction doesn't "hurt" his effectivness.


Even if you're not pooling your resources you can quadruple your speed just by working within a group.


The reason we ask for the removal of that penalty for the master ranger is because many times players are forced to Solo group to get higher level missions. this is the only way that a decent yeild can be attained / creature. In those cases it doesn't pay to be grouped because you're not working with your team you're just borrowing their strength to pull a mission.






Yes, this is probably true for a big creature like a krayt or an ancient bull rancor. But from my knowledge the big money lies within avian meat and wooley hide, and most creatures that carry this is easilykilled within seconds when buffed (some even unbuffed). So you may be able to shave off a few seconds if you bring friends, but the real time drain is finding lairs or driving back and forth to town getting missions.


Also, about the TN, burstrun. They should still be in scout where they are effective, but I feel ranger should get new stuff which doesn't just make them Scout 2.0.




Arees - Hunt Master
Sita
- Bloodhound
Freyia - Chef extraordinare
Hunt_Master
Sat Sep 18, 2004 3:37 am
#5






Phenix1050 wrote:

i'm gonna defer you to the outdoorsman 2.1. most of the ideas you proposed are in there. well, not the running throught rocks and stuff one...btw...how can a ranger run through solid rock?

anyway go check it ou...it's under the "geniuses at work" thread that's stickied to the top.






yeah, I know about them. But I think right now what the Devs could need from us is not a big document with all the changes we'd like to see. They don't have time to revamp. What they actually could use is a small list of 'easy to do'-changes that would improve our experience by ALOT.





Arees - Hunt Master
Sita
- Bloodhound
Freyia - Chef extraordinare
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