Ranger Archive
Thread: Corr Summit? Any official Dev Threads on this? If no, why not?
Message Edited by Owen-Lars on 08-04-2004 09:20 PM
Owen-Lars wrote:
Hey calc, do you think the devs would be interested in /TRACK or isnt it in line with what is being discussed?
I will certainly bring it up. I will make a post in the next week or two with what I will focus on. Here is a quick list:
- Ranger defense mods
- Harvesting bonus
- Spawn Rates
- /track
- stealth
- stealth
- stealth
- Ranger defense mods
- Harvesting bonus
- Spawn Rates
- /track
- stealth
- stealth
- stealth
Ah cool, so its more to do with how combat is handled atm rather than wide ranging additions and tweaks?
On the point about stealth, i can see oh so clearly the devs never implementing and type of stealth for any profession, i'd personally ask about it but not concentrate my efforts on it. I would be great if stealth was an option and ability to rangers, but i cant see it ever being seriously considered by the devs, ive read too many negative dev responses in the old rifleman forums (pre powergamer crowds) about stealth and it just seamed they wanted nothing to do with it in any form.
Oh ya make sure you mention desiese/poison resists in there.
Ive gota few ideas on how forage can help us in that regard, but not sure if i should post it. But yeah you should make sure it gets into the conversation.
Most medicines come from the wild and survivalist are able to use certain plants and organics to boost the imune system, resist poinsonous effects generally aid in survival. I think rangers should encompass this and push for changes in this regard, without getting all doctorish and talking about making stims and heal packs etc, id rather thing of us as being able to chew some root from a plant.
Message Edited by Owen-Lars on 08-04-2004 10:12 PM
Calculus_Entropy wrote:
Owen-Lars wrote:
Hey calc, do you think the devs would be interested in /TRACK or isnt it in line with what is being discussed?
I will certainly bring it up. I will make a post in the next week or two with what I will focus on. Here is a quick list:
- Ranger defense mods
- Harvesting bonus
- Spawn Rates
- /track
- stealth
- stealth
- stealth
No traps? I can see how camps might not necessarily fit in combat discussions but traps definately should (if only to give the 5% min success rate/95% max success rate that poisons and such now have). But even camps should be mentioned (as they should help recover fromand prepare for combat).
Edit: Forgot a word.
Message Edited by Nemo0 on 08-05-2004 02:41 AM