Ranger Archive

Thread: The Conceal Question V2...

NRaas
Sat Jan 17, 2004 2:40 am
#1

After a little brainstorming in the previous thread, the Conceal section of the proposal has been updated.


Check it out, and tell me what you think of the new approach.


The Proposal: The Outdoorsman...


Old thread: The Conceal Question...





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Klif_Hangar
Sat Jan 17, 2004 3:31 am
#2

Excellent job NRaas!


Now, I just have a quick question. Under the system in the Vision Document, would it be possible for a Ranger to have /maskscent, /conceal, and /combatConceal applied all at once? Applying /maskscent to hide from creatures, applying /conceal to hide from npc's, and applying /combatConceal in case either /conceal or /maskscent breaks and to fight other players and their pets?


Thanks.






Dyne Cloudskimmer
Antarian Ranger, Ahazi
Klif_Hangar
Sat Jan 17, 2004 3:37 am
#3

Also, which skills can be applied to others and which are only self-applicable? I see the Maskscent kit that would allow a Ranger to maskscent another player, but what about conceal and combatConceal? Would we be able to apply either of theseeffects to other players? The document isn't very clear about it one way or the other. Thanks.





Dyne Cloudskimmer
Antarian Ranger, Ahazi
dci321
Sat Jan 17, 2004 5:36 am
#4

An idea I had for conceal is ifit would give agoodbonus to evasion but only on the FIRST shot fired on you. so that way peoples wearing camo would get a chance to dodge suprise attacks and then the camo wears off and they become normal targets. Some sort of layer that goes away after you get attacked but prevents oponents from hitting you too hard on 1st shot.


Traps being able to work on CH pets is also a very good idea. I support that one 100%. Just one thing I noticed tough is there is not alot of attention directed at the current traps. Its good to propose new stuff but I would try to put a little more focus on things that are already in the game. The traps we have curently should have greater effects as we level up in the ranger tree. Adhesive mesh for example should have it duration increased as we advancein trapping. Curently all it does is freeze the target for 3 or 5 seconds. Imo we should be able to use that trap just like a mez spell (if you played Everquest) making the creature imobile until someone attacks it.

NRaas
Sat Jan 17, 2004 11:47 am
#5

"would it be possible for a Ranger to have /maskscent, /conceal, and /combatConceal applied all at once?"


Yes.


Though a player would need to use a Maskscent kit to get the enhanced effect of /maskscent (or no kit if they wanted the Master Scout level of effect), and two camo kits to get both conceal effects.





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NRaas
Sat Jan 17, 2004 11:49 am
#6

"Also, which skills can be applied to others and which are only self-applicable?"


Right. I need to put in a note that /combatConceal could not be used on another player, but the other two can.





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NRaas
Sat Jan 17, 2004 11:54 am
#7

"Imo we should be able to use that trap just like a mez spell (if you played Everquest) making the creature imobile until someone attacks it."


Actually, the Tranquilizer and Sleeping Gas traps take on the exact effect of Mesmerize.





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Klif_Hangar
Sat Jan 17, 2004 2:47 pm
#8

Ok, ok, I know you're going to hate me for this NRaas, but after some sleep I looked at the newest version of the conceal proposal in the vision, and I have to say it seems to be getting a little more complicated than it needs to be. Namely, the seperation of maskscent and conceal.


I propose the followingchanges to theconceal section of the document (anything I don't mention, leave it the same as you already have it):


First, scrap the maskscent extensions. It gets too confusing having both a maskscent mod and a camouflage mod. Its also confusing having both a camo kit and a maskscent kit.


Schematics: Camo Kits



  • Planet specific and gained where they are now in the wayfaring branch. One change that would make forage more useful is to allow a Ranger to choose to forage for camouflage components, which would make forage give flora and fauna useful to visually conceal oneself (berries whose juice can be spread on the ranger, leaves, insects, dirt, etc). These foraged items could only be used in a camo kit schematic and would all have the exact sameattributes and would thus stack. Then, camo kits would require these components instead of meat/hide/and bone harvested from creatures. This allows a Ranger to conceal himself and others on a planet without having to kill a lot of creatures of a certain type first.

Ability: /conceal



  • /conceal should be superior to maskscent in every way. It might require the use of a camo kit (unlike maskscent), but this would be offset by an easier to make camo kit (see forage above), the ability to hide from npc's and creatures, and the ability to apply the skill to others.

  • A Rangerlearns to enhance his scouting maskscent ability by not only using pheromones to hide his scent, but also by using camo kits to hide himself visually from the enemy's sight and by learning how to move in the wild stealthily, minimizing the amount of noise he makes.This allows the Ranger to remain hidden in the wild from both creatures and humanoid npc's. The Rangercan use these camo kits toconceal others as well.

  • /conceal would be like maskscent, except that it would hide you from creatures and npcs (but not other players or their pets). It would require a camo kit charge to use on yourself or on another player, but this would not be so bad given the proposed change in forage and camo kit requirements, making it easier to get the components needed for the kits.

  • This removes the need to keep Ranger /maskscent and /conceal seperate, which I think is too complicated. /conceal is viewed as a natural enhancement of /maskscent, adding visual and auditory components to the scent masking process to hide from both creatures and npcs.

Ability: /combatConceal



  • Leave this the way you describe it in the vision now. Cannot be applied to others, uses a camo kit.

  • The only change I would suggest is that /combatConceal should not have a detection check that would cause it to drop. /conceal already has this. /combatConceal should instead only drop after a certain amount of time or if /firststrike is executed. There would of course be a check that could lower or raise the negative to-hit modifier, but the check should never drop the affects of the skill completely. This makes the choice between keeping /combatConceal on or using /firstStrike even more important in my opinion.

So, do you hate me now NRaas? I think the main thing I'd like to see changed in the vision document is the removal of the seperate Ranger /maskscent and Ranger /conceal abilities. Just combine them, and make camo kits easier to make to ensure conceal remains superior to maskscent. Simpler = better. Thanks for reading.






Dyne Cloudskimmer
Antarian Ranger, Ahazi
NRaas
Sat Jan 17, 2004 5:22 pm
#9

"So, do you hate me now NRaas?"


Yes you are the devil incarnate. But I will consider your adjustments.


Hmmm...





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NRaas
Sat Jan 17, 2004 7:19 pm
#10

I have updated the Outdoorsman proposal with a simple version of the Conceal section.


We are now back to /conceal as it works now (those developers had something going there),with a higher success rate, and /combatConceal for use during PvP combat.





Ranger Threads
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dci321
Sun Jan 18, 2004 5:24 am
#11

Do you get feedback from the DEVs as well Nraas?
NRaas
Sun Jan 18, 2004 9:16 pm
#12

"Do you get feedback from the DEVs as well Nraas?"


If you are refering to the questions I asked: then no I did not receive any answer beyond Thunderheart's post in the forum.


If you are talking in general terms, then I am hoping to receive some confirmation that the proposal is being considered.





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Squidwalker
Sun Jan 18, 2004 9:33 pm
#13

Well I read the new section for conceal NRaas and I totally love it and full heartedly give my vote for it. It gives us the ability to roam the wilderness with much less concern of agros, as we can now, and yet gives us that usefulness of a defencive mod. And the best part, you kept it against all opponents, as it should be. And I have no problem at all with it only working in the wilderness, as long as it comes with all you proprosed. Great job on compiling all our data into that. I sure hope we get a majority vote on it.


The command /reveal available at Wayfaring I can be used to reveal a specified target.



  • When used against an opponent with /combatConceal, the chance of success should be based on a comparison of the two opponent's camoflauge skill

So basically the /reveal is used to "out" other rangers? Is that what it's meant for? So if you have other rangers in the area using /conceal or /combatconceal another ranger can use /reveal and cancel their /conceal effects? I like it, but how about something in there to prevent griefing. I hate this issue, because we have always put in so many rules and stuff just to prevent those loathsome griefers, that call themselves "players". Anyway, how about if the /reveal command only works against an opposing factional player that is overt, and only if the player using /reveal is overt? Basically it seems like it's a PvP function more then anything else, so lets keep it only usable then. I would hate to be out hunting, minding my own business(covert), and some ranger comes along and decides to use /reveal, thus causing everything around me to attack me, and I have no defence mod.


Also, did you see Runsabre asking for a more current SOTP? He posted in our Dec 5 one. I'm sure you have already dealt with that. Just thought I would mention it.




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
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