Ranger Archive
Thread: Ranger State Of The Profession
Ranger State of the Profession
Per our dev that created Ranger, Greenmarine, we were not finished before launch. Before SOE started doing official "revamps" we got a little attention. In that time we got /conceal and /areatrack, out of the several things Holocron told us we would get. We never heard back from the devs, Holocron moved on, and we didn’t hear a word back from any dev or SOE member. Since then only minor hotfixes for things that were not working properly, either from the start or by some other patch. Example, throwing traps from main inventory.
The Ranger Profession has a lot of potential. When we got the /conceal command, we were told it work against agro NPC, and it says as much in the ingame description. After a month or two of using it, Rangers started to notice it not working against NPC consistently. Some thought it had to do with faction, and if you have enough negative faction, the /conceal didn’t work. This was sent in to the devs, and we got an unfavorable response. The new /conceal command was not meant to work on NPC at all, and thus the devs weren’t going to look into it further and “fix” it. They told the ranger that devs saw rangers to be Master of the Wild and Masters of the Hunt. Creature and outdoors oriented, not humanoid/NPC, PC oriented. The ranger community took this with a grain of salt, and started coming up with ideas to improve and add to the profession with that vision in mind. The Outdoorsman Proposal was the end result of weeks of discussion. The ranger sat and waited for further feedback or comments on the ideas and path of ranger. Nothing.
Now on to how our profession stands currently.
Wayfaring:
/conceal (and camouflage skill mod)is almost worthless for how much better it works then Mask scent. The reported effectiveness difference from mask scent to /conceal is 95% to 98% respectively. Most Rangers, even masters, rarely bother to use /conceal. The reward for cost of gathering resources and crafting is not worth the small amount of improvement over mask scent. It can be applied to others, which is somewhat useful for group hunting. Many people have Explore 4 in scout, and thus using their own mask scent is often used over the ranger continually applying /conceal to party members. To wrap up, /conceal is not frequently used and not viewed a large benefit over mask scent.
Terrain Negotiation in ranger is applied to prone speed, or crawling. At master scout TN maxes out at +50, and this all is applied to standing or running speed. Crawling in SWG is rarely used and seen useful even at a “faster” speed. The mask scent and /conceal abilities are more effective when prone, but the perceived benefit of bring prone over standing is not enough to make people crawl when hunting. Rifleman is truly the only profession that the TN mod to crawl speed benefits. Very few, if any, rangers take advantage of crawling speed improvement, and when hunting in a group, crawling in prone position is not feasible. So to wrap up, the TN bonus gained in Ranger is all but useless and not used by the majority of rangers. It would be more of benefit, and seen as worth the ranger profession of scout, if the TN bonus continued to improve the standing/running speed. Even if it capped for running speed up to +70 or +80, and the rest of the points helped with crawling speed.
Frontiering:
In this skill line we gain camping skill mod, foraging skill mod and new larger camps. The camping skill is what is used to determine what level of camp you are allowed to craft and setup. Camping for both scouts and rangers is all but useless at this point. Several game changes have been made to remove the “need” for camps. Camps were needed to heal wounds outside of the city medical centers. This use has been removed with addition of medical bots, making even novice medics able to heal wounds in the field. The other use for camps was to pull out a pet or speeder. This need has been removed by the ability to pull out pets and speeders anywhere. Although there is a 15 second timer, this is not enough to warrant the need to craft and put down a camp. Providing you are able to put a camp down in your location, due to “camp zones”. The repel ability of camps is buggy and is thought to not even work. Especially in the higher level camps, it has been reported that many times, agro creatures wander through high level camps. The healing modifier on camps is not even perceivable, especially with the addition of medical bots. Effectively, camps in the game are useless at the moment for other then esthetic and meet up locations.
/forage has never been a particularly fun or effective skill. It starts in scout, and continues to get bonuses in ranger. The foraged items even at master ranger, are not worth the time to forage or the inventory space. They do not stack either. It is not even considered a “fun” thing to do by the general scout and ranger communities. No one uses it anymore for the most part, it is not useful or fun. On top of that, the devs, Greenmarine, has stated that the full coding for /forage never made it into the game. There were to be larger tables of items to forage, that were only found on certain planets. There were to be unique items, other players might find interesting, that could only be obtained by /forage. This is not in the game currently.
Continued below...........
Field Bioscience/Tracking:
This line gives us the /areatrack command. This is one of the moderately useful skills in ranger, and has some limited benefits. At first you can track animals, and in what direction. Then NPC, and lastly players, with direction and distance. The range on /areatrack is 500m radius, so 1000m circle around the ranger. It picks up any “currently spawned” creatures in that area. This is of course limited because of the games spawning system. There are also reports that it is in accurate along the Z axis in the game. At times a ranger can use /areatrack, find nothing, and wack 60m to find something. The skill is good and useful, for both PvE and some PvP situations. But using this to find creatures to hunt instead of missions is no where near as productive. It is a fun and useful skill, and some rangers are sought out for it. With the BH and Jedi missions, some rangers, or the BH themselves, are using track to help find the jedi bounty. The limited range on it, is less effective with the addition of speeders, and people being able to physical search around for spawns much faster while on speeder, or mount. Lots of potential still for this ability, and the rangers like and would like to see it improved/tweeked some.
Creature harvesting bonus is in the line. This is a bonus to how much resources an individual can harvest from one creature. This starts in scout and continues to receive bonuses in ranger. There is a noticeable difference of the amount harvested from master scout to master ranger. The rangers like the harvesting ability, and it is a substantial portion of their income and role in the economy. The rangers hunt down and harvest desired resource for the crafters and sell it. Most of the time, the rangers acquire missions for the needed animal for the resource and get the kills this way. The dilemma the rangers face is that someone with only master scout, and using the rest of the skill points on combat professions, can harvest more in time then a master ranger. For the 140 skill points for master ranger, the current game doesn’t allow enough combat abilities for a master ranger to compete as a huntsman.
Creature knowledge is also continued as a bonus in ranger, from scout. This is the skill that allows a player to see detailed information on the examine windows of a creature. Things like the resists, the vulnerabilities, armor ratings, special attacks, damage rating, and /con level of the creature. This is a useful skill and allows the ranger to determine the animals weaknesses and strengths. At master scout a player is able to see a lot of the examine information, and it appears there is not a lot extra information for the bonus received in ranger. The creature level used to show the exact level of the creature, which was very useful in determining if you had a chance, and much more detailed the performing a /con or looking at the color of the /con icon for the creature. A game change went in recently that changed this information in the examine window to only give the text of performing /con. This is much less useful now, for anything about 8 levels above a character gives the same message, “instant death”. A skilled ranger, using tactics and even the limited abilities with in ranger, and the unbalanced combat system, allow rangers to handle creatures much higher then 8 levels above. Knowing the exact level of the creature is much more useful. Not to mention, just seeing the same text that you would receive by performing /con is nothing any other character can’t do.
Creature to Hit Bonus is also in this line. There is an additional +15 in ranger over the +10 in scout. So a ranger with Field Bioscience 4 has the total Creature to hit bonus of +25. The ingame description is worded with “ranged attacks” and the rangers are still wondering if this ability is working for the melee rangers. On top of that, even if it is working as it should, a +25 bonus to essentially accuracy on animals, for an elite professions costing 140 SP is very underrated. It is not a perceivable benefit to any ranger for hunting and killing creatures, and with an elite combat profession on top of that, it’s dwarfed by the bonuses in the combat profession. The concept of a creature only combat benefit is much liked and desired by the rangers, and we would like to see this expanded and made actually beneficial. But basically, this mod has no real benefit to a ranger at all.
Advanced Trapping:
This is an expansion of the trapping line scout. It is called “Advanced” trapping though. The trapping skill mod continues to gain bonuses in ranger, from scout. Supposedly this skill is what determines whether a trap actually “lands” on a creature, compared to the creatures level. This skill mod, based on what it’s “supposed” to do, does not seem to help for the level of creatures rangers go against. The higher level creatures a master ranger will hunt for, either solo or grouped, tend to resist a ranger throwing traps at least 50% or more. Some high level “boss” types like Krayts, are practically impossible to land a trap on. I have never heard of anyone landing a trap on a krayt. In addition to this, the trapping line has only 2 traps in ranger. They are both AOE which is a nice benefit, but also has it’s drawbacks if you are trying to pull only a single creature. In the trapping line of scout there are 9 traps total. Ranger has 2. In addition, most rangers use scout traps most of the time. Mainly the Phecnacine dart, also the Adhesive mesh, and the glow wire. All scout traps. One of the ranger traps has the effect of putting the state of dizzy on a creature. It has been stated by the devs that even though an animal will show the dizzy “icon” animals are not effected by dizzy at all, ever. So one of the two, or half, of the ranger traps are ineffective to begin with. The concept and use of traps for rangers is one of the big differences between a ranger an a plain combat profession with no ranger. The traps can make the ranger much more effective, useful, and efficient in hunting both solo and groups. With the proper use of good traps, a ranger can be a formidable hunter, and a great asset to a group. The rangers like the trapping line and would greatly appreciate a lot of expansion and addition here. Not to mention a better chance of landing traps on the high end creatures like kraits, Kimos, Peko Peko Albetross etc.
/rescue is also in this line. It allows a ranger to attempt to “pull” a creature off of another player, and have the creature attack the ranger instead. This idea and concept are good, and I believe the rangers like it as an idea. But the ability is lacking greatly. When it works the ranger get agroed and attacked. Considering a ranger only has SP left for a single elite profession, this tends to not be enough defense/offense to protect the ranger from what is usually instant death. The melee rangers have a greater advantage here, with better defenses against the melee attacks and damage that creatures do. But the melee professions also have the /taunt ability which is easier to use and usually more effective. I don’t think a lot of rangers use this ability for its clumsy method of use, and extreme danger to the ranger when it works. A good idea for an ability of the ranger, but to much risk for the limited benefit. Higher defenses, and or the ability to “calm” the creature attacking the ranger so it goes into peaceful mode, would make this skill very useable, fun, effective, and sought after.
Master:
This box contains a minor additional bonus to each of the skill mods mentioned above except the Creature to Hit Bonus. It also contains +10 to both Ranged and Melee defense. And finally it contains the Dathomire Camouflage kit.
The ranger profession has a lot of potential, and lot of the hard core ranger are sticking with it, hoping and pleading for improvements. Many of the rangers have coined the phrase “Ranger, it’s a lifestyle, not a profession.” This shows their love and dedication to the profession, but also that they feel it’s not worth the SP for what you get, by pure game mechanics.
Some of the “quick fix” things rangers would like to see until they can get the full revamp they need are below. Not in any particular order. As can be seen above, the profession has many gaps to fill, and areas that could use some improvement and/or additions. There are many good ideas submitted by the ranger community on a daily basis. We greatly look forward an opportunity to work with a dev on a full revamp. We know currently we are on schedule for some time on “correspondent issues” and we hope for some improvements to tide of over, from that.
- A large harvesting bonus, with a good amount of it given in the master box. This will allow the master ranger to actually compete in the resource gathering of the game, and potentially be the masters of the hunt as they should be. They will be more sought after as resourceharvesters then players with only scout skills.
- damage bonus/multiplier for any combat style strictly against creatures only.
- defenses/resists or toughness against creatures only, as well as resists to diseases and poisons.
- the addition of the /track command. There are few posts about how we might like it work. Owen-Lars has the most recent one, with a very detailed well laid out plan for /track and how it will be used.
Message Edited by Fodder650 on 07-14-2004 04:40 PM
Trapping - You think your traps should work against krayts and the really high boss creatures? Thats just plain nuts. Its not going to happen and it shouldnt. Nothing that takes the minimal resources of a trap should take a CL300 creature and stop it in its tracks. Theres a reason those beasts dont trap because their supposed to be incredibly hard to kill. And as of right now they are nearly a joke. Like all ranger skills there are limits to everything. And traps stop working around CL45-50 from my expierence. I dont see a reason for it to go higher then that. I have seen an increase in my trapping since using my trapping droid with +56 bonus and that my odds of landing it on a CL45-50 are much higher. But 15 units of polymer arent going to cause a krayt to stop. And 10 units of hide and meat arent going to cause a mutant rancor to slow down. These go beyond our skill set. These are mythical beasts.
Message Edited by Fodder650 on 07-14-2004 04:42 PM
- A large harvesting bonus, with a good amount of it given in the master box. This will allow the master ranger to actually compete in the resource gathering of the game, and potentially be the masters of the hunt as they should be. They will be more sought after as resourceharvesters then players with only scout skills.
We are already looked for as the super harvesters. I dont think we should get a big bonus. But maybe a +10 to make it +20 at master to make it a little more worthwhile. Again a big bonus would flood the market with organics. And that effects more then our money making potential. At 100cpu my extra bonus at master ranger over a master scout are pretty darn profitable add a droid and veghash and its nice as is. But i do want a little more.
- damage bonus/multiplier for any combat style strictly against creatures only.
We already have this with the creature to hit bonus. Should we get more? Thats debatable but it would be a good way to defer some of the points we put into Ranger. But we are not a combat class. We are a support class.
- defenses/resists or toughness against creatures only, as well as resists to diseases and poisons.
As masters of the wilderness the defense against poisons and disease are a no-brainer. Its something a ranger should have and get in the wayfaring line.
- the addition of the /track command. There are few posts about how we might like it work. Owen-Lars has the most recent one, with a very detailed well laid out plan for /track and how it will be used.
Great plan and something the devs hinted to us a long long time ago. But i dont think it should spawn Krayts and the boss creatures. Because people will just exploit the heck out of it. Imagine all the tracking IV rangers out there camping the graveyard to cause one to spawn. Again your flooding the market with whats supposed to be rare loot. Which is already flooding the market. But it would be nice to be able to force the tat nunas to spawn wouldnt it?
Ok now to the rest. I know how many points we put into traps and im aware a TK can get a KD off on a high level target. But it just doesnt seem right to use our traps on the biggest beasts. How about this as a comprimise.