Ranger Archive
Thread: after the dev response your new top isses
Assuming the implementation of all in the response goes well my issues are as follows:
#1 with a bullet: Flat land run speed / burst run enhancements
#3 Fix (or explaination of) to-hit bonus only applying to "ranged" attacks and not melee as well.
Mylar
Establish "correct" use for /resuce. Currently there is possiblities for griefing, and can be used to jump in middle fo a PvP Battle without a current TEF or being Overt.
Personlay, I would love to keep the ability to "join the Frey" assuming that you are Covert and aligned with the person you are rescuing.
-gustavef
Dahisda---
Master anything leaves a lot to be desired. So this is not the only profession where it is of little extra bonus. Though it would be nice if there were some more perks to Master Ranger. Maybe some of the camp options will be there.
-gustavef
I second the following issues:
1) Flat land speed improvementwith Terrain Negotiation
2) Bases that don't disband on purpose
3) Applying the Creature To Hit bonus to melee players
4) /rescue fixes (exploit fixes) and making it work on a regular basis
- Considering the amount of mind it drains to use the skill, it should work more effectively
And add my own:
5) More information displayed in the examine window for creatures
- Socialability
- The "meatiness" of the creature "fat and healthy", "medium size", "skinny" for each resource
My 0.02 creds.
for now i want to see how the new skills will work in the game ( IF they work ).... but it is great that all this time has paid off.... now if only i was done with survival xp. ![]()
Given that it may be several weeks before we see all of this, I'm going to go ahead and persue issues as if the stuff in the correspondent feedback is working. Once it goes in, if it's broken, then it becomes a bug and the issue changes from not having it to it being broken...2 very different things (from a development standpoint). It may also be a few weeks before we see feedback to report 2, so it certainly won't hurt to put them out there.
Mineras
Good strategy Mineras ( shameless ass kissing hehe
your awesome .
I would like to see the run speed increase ...
I would like to see the " creature to hit " bonus explored on the Dev side to find out exactly what it does and how it works . How do we even know what's up with that skill mod ? I hear it only works on ranged " non - special " attacks .... how do we know ? If it does only work ranged and non special .... I would like to see it changed to a to-hit bonus for ALL attacks PERIOD . A to-hit bonus that only affects non specials has ZERO benefit to myself , because I don't use standard attacks to chew through all three ham bars of a MOB ... and I don't know anyone else who does either ... except maybe the greenest noob who hasn't gotten a single special move in his arsenal yet .
I would like to see the creature info we get access to made useful . Add the BAF status and the health status ( skinny , fat whatever ).
I would like to see forage FIXED I am still getting the " inventory is full " bug . I did not notice a single mention of it in the dev response .
I would like to see all of those things addressed . Thanks much
Jon
1) Increased creature to hit bonus (if we are meant to hunt, shouldn't we at least kinda good at it?)
2) /conceal the group from mobs, but add maybe also /conceal the ranger from radar (no PvP shots allowed with this, i.e. no sniping)
3) More info on examine for animals (qualities of meat/hide/bone)
4) Make us a CH's worst nightmare. Give us /doublelungshot for CH pets. One shot, one kill (but just like real hunting, big animals take time to die with this)
AND #5 is:
5) Fix the big camps, make the game work to fix BF, make the laser keep out agros, and a add a keg and a cage (maybe a pole?) for dancers ![]()
I also agree base-run bonuses should change, as well as the idea of new camp types as a master. I still think tracking should be exclusive for a master, thus avoiding any BH or other scout based profession from going up a few boxes from what they already have just to get it.
Lastly I think group mask scent is a horrible idea. It takes away from the group support that a Squad Leader already lacks. Not to mention if I make a disguise for someone, they still have THEIR set of stealth skills, so I fail to see how some new clothes or face paint will make an architect with no scout skills less detected by dangerous mobs.
But I digress, it's not like we'll even see the changes proposed in the correspondent feedback for another 6-8 months anyways by which time some of us (me) could be gone due to lack of content and tired of paying to wait around for some.