Ranger Archive

Thread: My observations on my way to master.

Stormkrow
Sun Nov 16, 2003 12:06 pm
#1



---
Who cares about the ozone layer? Thanks to CFC's I can write my name....IN CHEESE!!!.

Artisan, Scout, Pistoleer, Creature Handler, Ranger, Marksman, Bounty Hunter, Squad Leader, Brawler, Smuggler, Commando, Teras Kasi, Carbineer, Rifleman, Medic, Combat Medic, Doctor, Weaponsmith, Image Designer Entertainer, Musician, Dancer, Architect, Droid Engineer, Armorsmith, Tailor, Chef, Merchant, ***UNLOCKED ON MASTER FENCER***
NRaas
Sun Nov 16, 2003 12:19 pm
#2

Apparently not very observant...




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Stormkrow
Sun Nov 16, 2003 12:26 pm
#3

Sorry for the double post.



1. Area Track works. (to a point)


Too often, we can do an area track, and move 10m only to have a mob spawn around us in a 360 patern. This must be fixed.


2. Traps need to be addressed.


Once upon a time, I mastered scout. (back when you could only get XP for a trap of each type, and I had a whole tool bar full of every type of trap.) Now the XP is such that you get it for EACH trap of a certain type (those that have state effects generally dizzy, stun, blind, and resists) I redid my trapping line in scout, and the ranger line in less than 4 hours. There's something fundamentally wrong with that.


Also. There needs to be more trap types. Perhaps some "mancatcher" traps in the ranger line. (and perhaps 1 weak one in the scout line, just to give them a taste for it.)


3. Mask scent and Camoflage


As a person advances up the ranger lne, not ONLY should his mask scent ability, but there should be a chance to keep one's mask scent upon entering combat. Camoflage shouldn't fail until it's run it's full timer. (that's the whole pont of camoflage.) or a tradeoff would be that it doesn't disappear with combat. Camoflage should ALSO affect NPC mobs. (Think I'm wrong? Tell it to a marine sniper)


4. Camping is a grind. Pure and simple.


Camping XP can now be aquired thru crafting. (this is a good thing)


Campsites no longer give much XP. (this is a bad thing)


Camp's XP needs to be Re-adjusted. I'm not exactly sure "how"....but it needs to be changed. I'm finding that 1200-1400XP is about the limit. I shouldn't have to sit there and crank out camp after camp to rotate 'em every 5 minutes every time I have a group of 20 people in my camp. I should get MORE XP for the duration of the camp....NOT based on how many people are there causing the cap to come quicker.


Other issues:


Mounts -


Tonto didn't have to get down off of his horse to track. Why should we? Yes, it miight increase our success I'll concede that point, but it should not be forbidden to area track while mounted.


For ranger/scout and to a lesser extent CH's. Mounts are really more trouble than they're worth. Mount/dismount, mask, mount, dismount, track, mount....annoying at best.


Again area track. This should be ALL npc's and creatures within the 500m radius....if the mobs haven't spawned yet, and they are mobs that spawn based on random chance, then durinig the area track process should behave as if the tracker has already walked over that area. It's VERY annoying to do a track, walk 10m and have a spawn popup all around.


Other than that, I hope I'm not missing anythnig.




---
Who cares about the ozone layer? Thanks to CFC's I can write my name....IN CHEESE!!!.

Artisan, Scout, Pistoleer, Creature Handler, Ranger, Marksman, Bounty Hunter, Squad Leader, Brawler, Smuggler, Commando, Teras Kasi, Carbineer, Rifleman, Medic, Combat Medic, Doctor, Weaponsmith, Image Designer Entertainer, Musician, Dancer, Architect, Droid Engineer, Armorsmith, Tailor, Chef, Merchant, ***UNLOCKED ON MASTER FENCER***
NRaas
Sun Nov 16, 2003 12:52 pm
#4

"Too often, we can do an area track, and move 10m only to have a mob spawn around us in a 360 patern."


Yes, the dynamic spawn system does seem to cause a few problems with regards to /areatrack.


"As a person advances up the ranger lne, not ONLY should his mask scent ability"


/maskscent reaches its maximum success level at the Scout level.



  • If it were changed now, we would be reducing the effective at the Scout level to benefit ourselves.

Personally, I don't think that would go over very well.


"Camoflage should ALSO affect NPC mobs"


It does... But there are a series of bugs regarding that interaction that have been causing problems for everyone.


"Tonto didn't have to get down off of his horse to track. Why should we?"


We agree. The request was added to the State list just after the patch.


"then durinig the area track process should behave as if the tracker has already walked over that area."


A request very much like this is on the State list already, take a gander.





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Zekk-
Sun Nov 16, 2003 4:14 pm
#5

i want new stuff for ranger, but im not into at all making taking things from and or making their skills less usefull.


now while we are talking ill throw a quick idea, weve talked about /forage for curing disease and poison, but my idea is these item to decrese the damage and time it last (lets face it disease lasts forever). Thus we dont take anything away from doctor.




Jurri Cerae
Scylla
Railyn Trelura
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NRaas
Sun Nov 16, 2003 4:18 pm
#6

"weve talked about /forage for curing disease and poison, but my idea is these item to decrese the damage and time it last"


Ok... My impression of the request was just that, a reduction in the effect, but not a outright one-use cure.



  • I will rewrite the wording to make that more obvious.




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Aebous
Mon Nov 17, 2003 5:45 am
#7

I noticed the other night while hunting in a group on dath, that maskscent wasn't breaking when i went into combat and other times it would. I chalked it up to a hmmm thought, i'd like to know if it was just lag or will it stay on being that i'm now training hard in ranger.



SSgt Aebous Ossy - Master Antarian Ranger

"Ranger, it's not a profession. It's a lifestyle"
Stormkrow
Mon Nov 17, 2003 6:27 am
#8






Zekk- wrote:

i want new stuff for ranger, but im not into at all making taking things from and or making their skills less usefull.


now while we are talking ill throw a quick idea, weve talked about /forage for curing disease and poison, but my idea is these item to decrese the damage and time it last (lets face it disease lasts forever). Thus we dont take anything away from doctor.






Good point. Rangers should have an "affinity" for nature, and would naturally have the knowledge to find natural cures for diseases and poisons. I like that. (Why didn't the devs think of this?....lol). Good idea!



---
Who cares about the ozone layer? Thanks to CFC's I can write my name....IN CHEESE!!!.

Artisan, Scout, Pistoleer, Creature Handler, Ranger, Marksman, Bounty Hunter, Squad Leader, Brawler, Smuggler, Commando, Teras Kasi, Carbineer, Rifleman, Medic, Combat Medic, Doctor, Weaponsmith, Image Designer Entertainer, Musician, Dancer, Architect, Droid Engineer, Armorsmith, Tailor, Chef, Merchant, ***UNLOCKED ON MASTER FENCER***
NRaas
Mon Nov 17, 2003 9:18 am
#9

"It's bugged. I can camoflage someone else, and it doesn't break for them either."


Just to be clear...



  • The bugged portion is actually that the effect is breaking in combat.

It was an intended change to stop /maskscent and /conceal from breaking during combat.



  • That change was implemented in the last Big Patch.




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Rancorrider4
Mon Nov 17, 2003 10:47 am
#10

Two quick things:


My /conceal has not been breaking at all in combat since the patch. Good news.


I hate to be the spoiler here but we are tracking. We should have to get down from the mount to see the "tracks" of the animals we are searching for, particularly if you're riding a tall mount.


Just a thought though. Good hunting!




nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


NRaas
Mon Nov 17, 2003 10:52 am
#11

"We should have to get down from the mount to see the "tracks" of the animals we are searching for"


Well... If we go by the emote animation that is performed, it should be possible to /areatrack while mounted (the "survey the horizon" sort of tracking).


But I do agree, it would take a keen eye to see tracks from atop one of those goliath creatures.





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ArthurDentOnBria
Mon Nov 17, 2003 11:45 am
#12

About the mask scent/ cammoflauge thingy



Personally, I have been less than impressed with cammoflauge. With the master scout level mask scent that all rangers have, I'm not convinced that cammoflauge is at all useful. Ok, you can apply it to others, but when I'm out trekking around outside I *always* combine this with hunting. So mask scent on, mask scent off, mask scent on, mask scent off.


If they want to make cammoflauge a "legit" skill they should at a minimum make it effective against NPC's. Even at that, I still think it would have limited usefulness to me, but at least it would have a point.




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Tsion
Mon Nov 17, 2003 11:55 am
#13






ArthurDentOnBria wrote:

About the mask scent/ cammoflauge thingy



If they want to make cammoflauge a "legit" skill they should at a minimum make it effective against NPC's. Even at that, I still think it would have limited usefulness to me, but at least it would have a point.





It is effective against NPC's. I think there's a bug that some folks are seeing though that would make it appear that it isn't.



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