Ranger Archive
Thread: List of what I'd like to see added/changed for Rangers
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Vorpaks
Fri Oct 01, 2004 2:14 pm
#1
Well... do you have a few hours? 
First start HERE. But if you want to skip to the end go HERE. Then sometime next week, when you are done reading (I don't even remember how long it took me. Many many lunch breaks), I predict you will come back and post another idea thread 10 times longer than this one. Its a sickness. We all have it. Somehow good ideas just seem to spawn more good ideas don't they?
I think while you are reading those threads you will find that there are a lot of Rangers who think just like you and want the same things you want. It will be very exciting when it happens (yes I said when dammit!!). And oh yeah... can't forget THIS ONE.
First start HERE. But if you want to skip to the end go HERE. Then sometime next week, when you are done reading (I don't even remember how long it took me. Many many lunch breaks), I predict you will come back and post another idea thread 10 times longer than this one. Its a sickness. We all have it. Somehow good ideas just seem to spawn more good ideas don't they?
I think while you are reading those threads you will find that there are a lot of Rangers who think just like you and want the same things you want. It will be very exciting when it happens (yes I said when dammit!!). And oh yeah... can't forget THIS ONE.
RunningRoutes
Fri Oct 01, 2004 9:26 pm
#2
Almost forgot:
4) Chance that /conceal will hide you from other player's radar and map feature.
4) Chance that /conceal will hide you from other player's radar and map feature.
RunningRoutes
Sat Oct 02, 2004 12:21 am
#4
1) Master Rangers able to use traps on players and NPCs. The last skill in Tracking is called Man Hunting. Let me hunt them the way I like to: with traps. Its not like most of our traps are super-powerful. I'll admit that Flash Bombs and Sonic Pulses are powerful in that they are area status effects; but then again, look at all the status the combat professions can throw around at will. They are limited by only their HAM, our traps are limited in quantity AND by our HAMs. Prolly our most powerful trap for PvP would be the Adhesive Mesh since it forces people to stand still for a few seconds, even this isn't that powerful as we only get 2 per craft on them.
2) Creature To-Hit bonuses work on melee weapons. Creature to-Hit does represent the knowledge of how a creature moves, reacts, etc. in combat. Well, if a melee fighter knows those things and knows the weak spot of each animal (which they should if they have been harvesting them), he's going to know when the best chance to slip into their guard and hit them is. He's also gonna know where to hit them where it hurts, but I don't endorse allowing us bonus damage: give us the melee to-hit bonus instead.
3) More foraged items. The only thing foraged items are worth is fishing and minor boosts in PvE. Foraged buffs are a joke when compared to chef buffs, and I mean even the garbage chef buffs since they tend to be less filling than foraged items. So, give our stuff a little extra bump in power or decrease chef bonuses (although could this be happening in the Combat Rebalance, I dunno).
Also, none of our items affect anything but the HAM bar. I'd like to some foraged items that effect secondary attributes. Also, I want healing items. Stuff that heals HAM. Stuff that heals wounds. YES! How many ranger stories have rangers finding some herb that helps with a wound? I know this isn't fantasy, its sci-fi... but some herbs out there have to be that powerful. On the ones that heal wounds, I'd suggest a cap of maybe 3 to 5 wound points healed per use. Not enough to make medics and doctors no longer needed, but enough to get us by until we can get to town and see those doctors and medics. And yes, I think wound healing foraged items should be rare. Rare, but available.
That's my list, I can't think of anything else. What do you all think about these ideas and do you have some of your own?
2) Creature To-Hit bonuses work on melee weapons. Creature to-Hit does represent the knowledge of how a creature moves, reacts, etc. in combat. Well, if a melee fighter knows those things and knows the weak spot of each animal (which they should if they have been harvesting them), he's going to know when the best chance to slip into their guard and hit them is. He's also gonna know where to hit them where it hurts, but I don't endorse allowing us bonus damage: give us the melee to-hit bonus instead.
3) More foraged items. The only thing foraged items are worth is fishing and minor boosts in PvE. Foraged buffs are a joke when compared to chef buffs, and I mean even the garbage chef buffs since they tend to be less filling than foraged items. So, give our stuff a little extra bump in power or decrease chef bonuses (although could this be happening in the Combat Rebalance, I dunno).
Also, none of our items affect anything but the HAM bar. I'd like to some foraged items that effect secondary attributes. Also, I want healing items. Stuff that heals HAM. Stuff that heals wounds. YES! How many ranger stories have rangers finding some herb that helps with a wound? I know this isn't fantasy, its sci-fi... but some herbs out there have to be that powerful. On the ones that heal wounds, I'd suggest a cap of maybe 3 to 5 wound points healed per use. Not enough to make medics and doctors no longer needed, but enough to get us by until we can get to town and see those doctors and medics. And yes, I think wound healing foraged items should be rare. Rare, but available.
That's my list, I can't think of anything else. What do you all think about these ideas and do you have some of your own?
Ranger_Nizzle
Sat Oct 02, 2004 8:56 am
#5
that was odd someone woudl do that... bumped you up with a 5 star just now
Vorpaks
Sat Oct 02, 2004 10:26 am
#6
Hmmm... I'll have to check my tone, maybe it sounded negative. I didn't mean my links to be a "check the stickies" kind of post. I meant it to be a - if every Ranger comes to the forums with the same ides, then they must be good.
I like all the ideas listed above, especially the stealth one.
Amida_Enterprises
Sun Oct 03, 2004 4:59 am
#7
the stealth one will never happen.. I remember reading that hackers could just work their way around it so they are not implementing it not to give unfair advantages to hackers.
Lame excuse imho but that's how it is..
I also think traps should be useable against NPC's and players.. maybe give players a better chance of avoiding it but if our skillz are military related I think we should at least have a chance of affecting humanoids..
just my 2 centz
RunningRoutes
Sun Oct 03, 2004 6:19 am
#8
Amida_Enterprises wrote:the stealth one will never happen.. I remember reading that hackers could just work their way around it so they are not implementing it not to give unfair advantages to hackers.Lame excuse imho but that's how it is..I also think traps should be useable against NPC's and players.. maybe give players a better chance of avoiding it but if our skillz are military related I think we should at least have a chance of affecting humanoids..just my 2 centz
This is BRILLIANT logic on the part of the Devs. So because someone will hack the system, they won't install something that even they seem to appear think we should have? Umm... instead of not giving us the ability why not go after the hackers?
If this is the case, let's just make all the equipment available in the game at the beginning for free with blue frogs since people will credit dupe (no matter how easy it is to get rich with some work). Priceless logic by SOE once again.
I hate to tell the Devs, but some people are gonna hack and exploit no matter what. Why? Couple reasons:
1) They want to win at all costs, including cheating. So they hack to cheat.
2) Curoisity. Can I create a program to get around this new ability? They aren't doing it because they are cheaters... just curious to how good their programming skill is compared to that of the Devs. Maybe SOE should hire some of these hackers to fix the god damn game code... seems they are more capable and compentant than the current coders.
3) Boredom. Similar to the people above. They get bored, look for a new challenge. Those with coding experience try and relieve their boredom through hacking. Best way to handle these people: add more game content and have less grinding. Give them something interesting to do so they don't get bored.
So give us the stealth ability and deal with the hackers. Don't screw us because of them. This would be like taking butcher knives off the shelf because someone murdered someone with one... brilliant... thank god SOE doesn't run the real world... they mess up enough in a virtual one.
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