Ranger Archive
Thread: Holocron thread locked
"Here's the dev reply on this one. I want to emphasize that some of these changes are large enough that they will take a while.
1. We aren't unique.
"Rangers have very little that differentiates them from scouts. Once Master Scout is reached, Ranger is essentially more of the exact same thing."
In my mind this issue is of critical importance and largely trumps the rest of the Correspondent list. The other 4 issues are mainly issues with inhereted scout ability bugs.
The focus of this post will be on how we are making Ranger different from scout. Ideologically, the ranger is still a "super scout." The key is implementing new and unique ways to go about that kind of gameplay.
Each skill tree is being adjusted to be more interesting and unique.
Wayfaring
Scent mask is now the realm of scouts. Rangers will now get a similar ability called /conceal. A Ranger's conceal ability works very much like scentmask, except for three differences. First, it is a lot more potent: it lasts longer (up to 25 minutes for a Master Ranger) and it rarely breaks. Second, it can be applied to other players. You can now conceal your friends to give them a chance to sneak past enemies as well. The success of the conceal depends on the skill of the Ranger who applied it. Third, it requires a component to apply: a camouflage kit. Camouflage kits are crafted by the Ranger and are planet specific. For example, a Desert Camouflage Kit will allow a Ranger to conceal themselves on Tatooine. Each camouflage kit is assembled from resources gathered on the planet it affects. Camo kits for advanced planets like Endor may be fairly difficult to assemble.
The Ranger will earn experience for successful sneak checks by players he conceals.
It is also possible that the rescue command will be beefed up and moved to the Wayfaring tree (it doesn't really fit in trapping). Bugs with rescue are being fixed as well.
Frontiering
The most important change to Frontiering will be the introduction of special camps. These camps will not operate like a normal rest camp. The Ranger's "Hunting Blind" will give him special bonuses to attracting and hunting creatures as long as he stays within it. Other special camps with unique functionality are being designed.
Bugs with camps repelling creatures will be fixed...see the scout correspondent response post for information on camp xp related changes and fixes.
Field Bioscience --> Tracking
The Field Bioscience skill tree will be renamed Tracking. All of the current functionality will remain with two major additions.
/scanarea - At Novice Ranger, the Ranger will recieve the /scanarea command. Players familiar with EQ's tracking system will understand how this works. You can search the area for animals, people, or players. As you climb the tracking tree, more options and information (like direction and distance) will appear. This should make rangers effective at completing hunting missions or tracking down a specific target.
/track - Higher up the Tracking tree, the Ranger will earn the /track command. The /track command will let the Ranger specify a specific creature he wants to find. Hunting for a Veermok? If you are in a region where Veermok live, you can /track for one. Tracking a creature will lead the player on a small mission to find a creature in the area (or in the case of a critical success or failure...an unexpected surprise). Whereas scanarea checks for already existing mobs in the area, /track can be used even if a Veermok lair (or whatever creature you want to find) isn't nearby.
Advanced Trapping
Rangers are getting a whole new trapping system. Instead of throwing their traps at a target like Scouts, Rangers will deploy their traps on the ground. Each trap will have a different kind of effect. Here are some examples:
Heavy Claw Trap - In order to use this trap, you'll need to draw a creature across it. When the creature draws near enough, the heavy claw trap snaps shut, rooting the creature. The stronger the creature, the more likely it will eventually work itself free.
Lure - A lure can be filled with meat or greens to attract nearby creatures. A creature who detects a lure might break off from its packmates to inspect it.
Tripwire - The tripwire trap can be laid against NPCs as well as creatures. A target who runs across the tripwire will be knocked on his back for a short time.
These unique traps should increase the Ranger's effectiveness soloing and in groups.
When Do We Get It
I hope to have the implementation of these new features wrapped up soon, but since the Ranger is getting a lot of new functionality to make up for a weak initial skill set, it may take a bit longer to get these features to you. The new traps and wayfaring changes are very close to being ready to go, with the tracking and camps to follow some time after.
Most of the other concerns in the Ranger correspondent report are covered in the Scout response, so go check that out. The key thing for Rangers is the new functionality that should make them a more unique and interesting profession."
Nemo0 wrote:
Probably something related to the necroing policy. It is an OLD thread.
It can't be classed as "necro" posting as it was kept current, with topical disussion.
Size or insults would be the obvious reasons I guess.
Message Edited by Serraphin on 05-30-2005 11:43 PM
Frontiering
The most important change to Frontiering will be the introduction of special camps. These camps will not operate like a normal rest camp. The Ranger's "Hunting Blind" will give him special bonuses to attracting and hunting creatures as long as he stays within it. Other special camps with unique functionality are being designed.
Bugs with camps repelling creatures will be fixed...see the scout correspondent response post for information on camp xp related changes and fixes.
Advanced Trapping
Rangers are getting a whole new trapping system. Instead of throwing their traps at a target like Scouts, Rangers will deploy their traps on the ground. Each trap will have a different kind of effect. Here are some examples:
Heavy Claw Trap - In order to use this trap, you'll need to draw a creature across it. When the creature draws near enough, the heavy claw trap snaps shut, rooting the creature. The stronger the creature, the more likely it will eventually work itself free.
Lure - A lure can be filled with meat or greens to attract nearby creatures. A creature who detects a lure might break off from its packmates to inspect it.
Tripwire - The tripwire trap can be laid against NPCs as well as creatures. A target who runs across the tripwire will be knocked on his back for a short time.
These unique traps should increase the Ranger's effectiveness soloing and in groups.
It had been so long since I read that, I had come to think that placed traps were our idea and therefore obviously would never be implemented. I remember GreenMarine mentioning the hunting blind at last year's fanfest, but he got pulled off Ranger and was then working on space. Wonder if they'll have anything interesting to tell us at FanFest this year. Maybe they've been so quiet these last few weeks so that they will have something to say in person?
SeanBlader wrote:
Holocron said:Frontiering
The most important change to Frontiering will be the introduction of special camps. These camps will not operate like a normal rest camp. The Ranger's "Hunting Blind" will give him special bonuses to attracting and hunting creatures as long as he stays within it. Other special camps with unique functionality are being designed.
Bugs with camps repelling creatures will be fixed...see the scout correspondent response post for information on camp xp related changes and fixes.
Advanced Trapping
Rangers are getting a whole new trapping system. Instead of throwing their traps at a target like Scouts, Rangers will deploy their traps on the ground. Each trap will have a different kind of effect. Here are some examples:
Heavy Claw Trap - In order to use this trap, you'll need to draw a creature across it. When the creature draws near enough, the heavy claw trap snaps shut, rooting the creature. The stronger the creature, the more likely it will eventually work itself free.
Lure - A lure can be filled with meat or greens to attract nearby creatures. A creature who detects a lure might break off from its packmates to inspect it.
Tripwire - The tripwire trap can be laid against NPCs as well as creatures. A target who runs across the tripwire will be knocked on his back for a short time.
These unique traps should increase the Ranger's effectiveness soloing and in groups.
It had been so long since I read that, I had come to think that placed traps were our idea and therefore obviously would never be implemented. I remember GreenMarine mentioning the hunting blind at last year's fanfest, but he got pulled off Ranger and was then working on space. Wonder if they'll have anything interesting to tell us at FanFest this year. Maybe they've been so quiet these last few weeks so that they will have something to say in person?
It'd been so long since I read it that I'd forgotten just how p'd off it makes me that we were left on the shelf for so long.
Maybe they've been so quiet recently because they're all afraid that they'll be 'volunteered' to field the Angry Mob questions while the rest of the dev team get to go hide behind the parapets?
ALmost makes me wish I could go
Rancorrider4 wrote:
Someone had the Ranger Correspondent feedback thread locked. For those of you fairly new to Ranger, this was a statement from the Creative Director of Star Wars Galaxies at the time, indicating many new and unique changes for us. I don't know who requested this thread be locked, or who felt it need to be locked, as there was nothing inflammatory or trollish about this thread. Perhaps the powers that be don't like to see what they promised to this profession nearly TWO YEARS ago, and the fact that they still haven't so much as made an attempt to work with us on these ideas at any level.
Good work Oppma.
I dont know who got that thread locked but it wasnt the correct course of action. That post basically highlights by the devs own admission the rangers primary issue, which is that we are not unique and thats why i think posting in that thread is still valid. Yes its old news but who cares? The issues are the still present.
Now onto discussions:
Thanks again, Rancorrider4. Every time I tried to quote Holocron's post and paste it into my thread, it gave me the "style" error. And, on the topic at hand, It would seem that the Devs do not have enough time to create something unique and interesting, because if they did they would have done it so very very long ago. Of course, I am only saying that because if I said what I was really thinking, I would only attract another lockdown. Curse you Murphy's Law!
I'm down to just 0030 and still can't make that work.
This is so sad.