Ranger Archive
Thread: Top Issue #2
I'm posting these issues separately to keep the discussions separate.
Pleasepost onany omissions or errors.
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Issue #2: Traps
Additional Detail:
- The Rangers understand that it has already stated that a revamping of the Traps is in the works.
- If possible we would be most grateful if you were to provide us with more information regarding your designs for the trapping system
- We would also like to ensure that trap crafting will also be receiving a revamp in the process.
- Issues
- Many Rangers consider the traps to either fail too often or be ineffective when they do work
- There is no experimentation possible on Traps
- Issue with using a trap and not receiving any feedback at all (neither success nor failure mesages)
- Inability to use traps on Humanoids
- Inability to use traps on Creature Handler Pets
- Many Rangers consider the traps to either fail too often or be ineffective when they do work
Proposed Solution:
- Request to experiment on the number of charges per trap
- Request to experiment on the effectiveness of a trap
- Request to experiment on the duration of effect of a trap
- Request for an Area Effect root trap
- Request to use traps on Creature Handler pets (possibly receiving no exp for doing so)
- Request to use traps on Humanoid NPCs
- Request to have traps affect other Players
- Request for a macro command for throwing traps, such as /throwtrap bonespur
Love all the ideas here. IMO making traps so we can experiment, even with a quality general crafting tool, will resolve the problem of them being less effective.
On the issue of not getting messages, I just started getting that bug yesterday. Never had it before. /shrug
We should have at least 1 traps against NPC's. I'm not to particular about against players, but for the heavy PvPers that would be great. We definalely should be able to use traps on CH pets though. I'm pretty sure all of us would have no problem if we didn't get xp for it, as long as all of our traps worked on pets. Animal pets. It is only fair, if they can use pets in PvP combat (outside of battlefield) why shouldn't we, the only good defence against animals, be able to use our traps.
If not an AE root, then at least an AE Snare.
And of course Rangers just need more traps. Scouts get nine, we get 2. ![]()
"If not an AE root, then at least an AE Snare"
What would be the difference? Is Snare a "slow down" while Root a "stop completely"?
Call this an extra addition (opposed to an ommision)
Im not really sure the dev's are going to appreciate asking for traps that affect people/humanoid NPC's. Thats not a rangers gig. Rangers are supposed to be masters of the environment and the flora/fauna therein. Hunting/killing/disableing intelligent humanoids is the realm of the bounty hunter. Theres starting to be a bluring of the abilities of these 2 classes, IMO. BH's want to be able to area track for people (landscape tracking from footprints, scent trail, etc. totally ranger ability) and now rangers want to be able to debuff humanoids. There has to be a line drawn.
Bottom line here I think that the request to be able to 'trap' people should be withdrawn (at least temporarily) so as to not make the Dev's think 'we want it all, and we want it all NOW'.
Oh, and incase anyone is curious, im both a 2,4,0,4 bounty hunter AND a 0,4,3,1 ranger (down from 0,4,4,4) so I know the potential of both these classes
NRaas, yes that is what AE root and AE snare would be in my reply. I'm fine with an AE root. But that could be very powerful. My other thought is that, my normal Adhesive mesh doesn't last very long. I only use AM in an emergency when I need to escape from something. Hit it with one of those, run up a hill and hit peace. I get out of its ferociy range and we both live. If an AE root is not going to last very long, then it will only be good for that situation. Which is fine for me. But if it lasts a long time, then it would be a very powerful trap. Imagine taking a group of 4 out dewback hunting. Hit herd with AE root, and stand their poping them in total safety until they drop. Just my thoughts on it.
Sir, that's why I think we should only have traps work against NPC humanoids. The ranger will use his methods against those are in his wilderness. Pochers is the first thing to come to mind. Not to mention, if the ranger is being hunted by some humans, you bet he is going to use his knowledge and expertise of the wild to protect him. But a ranger wont usually go out and offensivly attack humanoids for the sake of hunting them, like a BH would. You are right about that.
"I'm fine with an AE root. But that could be very powerful."
I have changed the wording to:
Request for an Area Effect Root (stop completely) or Snare (slow down) trap
How about letting us throw traps without having to stop and throw them? Nothing is more annoying than running from a fast creature, trying to throw a trap to get away, and then stopping while throwing it.
Last night a Mountain Squill came running at me and I started to run. I tried to throw a ph. dart trap to get away, my character stopped, and by the time it threw the trap the Squill was on top of me. The trap worked, but I couldn't get out of its melee range before it killed me.
"Ifthey made it possible to throw while runningexodite, they would probably put movement accuracy modifiers in the way pistols and other ranged weapons work now."
Sounds good. ![]()
Imagine this...
You are a hunter, on safari in say...Africa...
Now lets just say you have some sort of trap like adhesive mesh.
You come across a lone lion, sitting facing away from you.
Scenario 1:
You sneak up on it, and manage to throw the trap on the lion. The lion, being suprised is entangled in the trap and can't move. You, being a safe distance away are able to trap and kill the lion because you were able to suprise it.
Scenario 2:
You get within 10m of the lion, but he sees you and begins to charge you. Now lets think, your throwing something big enough to trap a lion (or a krayt, or a fambaa, etc...) This wouldn't be something you had in your pocket. So, you wouldn't be able to trap the lion as it was charging you because you a) lost the element of suprise and b) The lion would be charing toward you at full speed and able to bust through the trap.
Scenario 3:
Now lets go in game a minute.
You plant a snare or root trap on the ground about as close as your camo kits will allow to your chosen target. You then place a lure trap on top or very close to it. You then proceed to 128m and go prone(see the plan forming for all us rifleman/rangers). You take a mind shot at the creature and /peace. When the first dot hits, the animal is alerted to the attack but doesnt see you. It detects the lure and begins to move toward it. When it reaches the lure, the trap springs and the animal is trapped. You take a few head shots at it since you started with a mind shot earlier. You get a few off before the beast breaks the trap and begins to charge. Since you were able to be far from your target, and have wounded the animal already, you throw a P dart or maybe even a noise maker to slow it down and/or wreak havok some more on its mind as it charges you. Just as it is about to close into melee range you get off that fatal mind shot and the beast falls dead at your feet.
Excellent.
Now this is assuming that you are both a rifleman and a ranger as well as everything hitting and working, but I think that example kind of sheds light on why riflemen need more range, and why rangers need more traps, and effective ones. It is possible to add these things without taking away risk. Imagine in scenario 3 that whatever you were fighting did make it to you, and still incurred the 2.5x multiplier. If you were fighting something that could kill you in one or 2 hits, this certainly increase the risk of attacking. And makes camo kits more worthwhile, as well as traps. I only use traps now when I have to because its just too time consuming to keep making these unstackable items and filling up my inventory when I am not needing the XP to go with it.
Ok well I will stop rambling now...hope this made some sense.
I'm not very excited about experimenting on traps. I definitely want more charges on traps, I would love to reduce the clutter in my inventory. But having to hang out by a crafting station and go through several extra crafting steps would get on my nerves I'm sure. Yeah, I know experimentation makes the crafting process more interactive, but I don't want to craft with this character.
Clearly not everyone agrees with my position, but perhaps some of us do? If so, could we possibly provide some alternative suggestions? I'd be willing to pay for more charges with more resources.
Area effect traps add more variety to our trap types, but they are really only useful in very specific situations (hunting in a group, or huntingsmall mobbing creatures). I don't use the area effect traps we have already, I stick to the scout P-dart and try to pull only one creature at a time. I'm all for adding more area effect traps, but I also want to see some good single target traps in Ranger.