Ranger Archive

Thread: Top 5 Report (Oct 27)

NRaas
Mon Oct 27, 2003 5:58 pm
#1

Once more into the breach dear Rangers...


The followingare two lists of 5. One for bugs, and the other for Requests.


Implementation Bugs

1. Camps Not Repelling Aggressive Creatures



  • Highly irritating. The problem is most prelevant in the Field Base and High Tech Field Base, where even I have had low level creatures wander in a disturb my healing.
  • Would it also be possible to suppress new aggressive spawns in the vicinity of the camp? Many Rangers have noted aggressive creatures spawning right on top of them while in camp.

2. Areatrack bugs



  • Issue with the vertical plane. Namely problems using it on mountainous terrain.
  • Issue with not locating creatures that are a certain distance away, namely around 100 to 130m.

    • We suspect this phenomena is the effect of the spawn system not adding creatures to the environment until a player approaches.

3. Conceal and Humanoid NPCs



  • Reports of some Gang Member NPCs ignoring /conceal entirely, and attacking concealed players without breaking concealment.
  • forums.station.sony.com/swg/board/message?board.id=ranger&message.id=13682
  • There are occurrences of Humanoids aggroing at a distance of 64m with or without the use of /conceal. Possibly the NPCs are aggroing before /conceal is being checked.

4. Traps bugs



  • Issue with using a trap and not receiving any feedback at all (neither success nor failure mesages)
  • Issue with the last trap in a stack tending to fail more often than the others.

5. /forage bug



  • Issue with receiving a "Inventory Full" message when your inventory still has space available
  • The absence of unique items available via /forage may be a symptom of this bug.

Design Requests

1. Usefulness of Traps


Once again traps are on the minds of Rangers. Being that they are our only physical addition to combat, traps (or lack thereof) weigh heavily on Rangers minds.



  • More Traps

    • How are those new traps coming along?

      • We recognize you are busy with Player Cities, and soon Smugglers... But can we expect them this year at least?

    • Request for an Area Effect Root (stop completely) or Snare (slow down) trap for handling social lairs.
    • Request for a Tranquilizer Dart/Trap

      • The effect would stop the target creature from attacking for a certain period of time
      • The trap would also stop the creature from assisting other creatures
      • Attacking the creature would immediately drop the effect
      • If the trap fails to affect the target, aggro would ensue as normal

    • Modular Traps

      • A generic trap schematic with multiple optional component slots
      • A crafter could produce a trap that produces multiple effects in a single throw
      • Each optional component item would provide a single effect (Blind, Stun, Dizzy, Bleed, Poison, Disease)
      • The components could be experimented for duration of effect, and effectiveness

  • Effectiveness of Traps

    • Many Rangers feel that traps don't ramp up in effectiveness against the more difficult creatures, as the player's skill improves.

      • Namely once a Ranger reaches Master, and begins fighting the really big critters, the traps become so ineffective that nobody bothers using them anymore

    • Request for a Trap Launcher

      • Item would propel traps a further 10m than simply throwing them (60m in total)
      • Item would increase the success rate of the trap (very useful against the larger creatures)

    • Request to experiment on the effectiveness of a trap
    • Request to experiment on the duration of effect of a trap

  • Usage of Traps

    • Request for a macro command for throwing traps, such as /throwtrap bonespur


    • A good contingent of forum posters don't really consider Ranger to live up to its "Elite" title.
    • There are several suggestions about allowing greater usage of Traps in combat:

      • Request to use traps on Creature Handler pets (possibly receiving no exp for doing so)

        • We are confused about why this ability is missing. Our traps would make a good foil to the Creature Handler pets.

      • Request to use traps on Humanoid NPCs at the Ranger level.
      • Request to have traps affect other Players at the Ranger level.

2. Usefulness of /areatrack


The Rangers like this skill, but if the command worked just a little better we would absolutely adore it...



  • As a slight aside... How is /track coming along? We are awaiting the skill with bated breath.
  • Now back to /areatrack:


  • Issue with /areatrack not picking up lairs that have not yet spawned any creatures

    • This is a rather irritating issue that limits the commands usefulness away from the more travelled areas
    • Request for a Spawn Point tracking option. This way we can track lairs which haven't spawned any creatures yet.

  • Request for /areatrack to force the first wave of spawns for all existing lairs in the vicinity, so that the creatures will appear in the list
  • Request to increase the range of the command to 1000m

    • There are also requests to make the range incremental based on skill level. 500,750,1000,1250, and up to 1500 for Master.
    • However in order for this to be useful, a greater increase in the dynamic spawn rate would need to occur at a greater radius around the player

  • Request for the command to allow the user to input the target type on the command line

    • The command would work like /areatrack animal, /areatrack people, /areatrack players, /areatrack all

  • Request for /areatrack all at the Master Ranger level

    • The tracking option would list both Animals and Humanoids in the same list for easy lookup

  • Request for the /areatrack results to be display in a Sortable List Window

    • The List window would have separate columns for Name, Direction, Distance
    • Clicking on the header for the column would toggle between ascending / descending sort order
    • Resizing the window would increase the size of the List portion of the window, rather than the height of the Mesage portion

  • Request for a Refresh button on the list window, so once a player has traversed a bit of distance they don't need to reselect their choice of track.

3. Creature Combat Bonuses


Rangers are the penultimate outdoorsman. They know a creatures anatomy and their weak spots allowing for improved damage. They also know how a creature will react and how to best avoid damage from them.



  • Suggestions for Offensive abilities (not all items are obviously required)

    • Request for an innate damage increase against creatures. The increase in damage would be based on some skill modifier.
    • Request for a random Critical Hit on occassion, with a frequency based on the some skill modifier, that deals a larger amount of damage than normal.
    • Request for a command that can be used to increase damage against creatures for a certain duration.
    • Many melee based Rangers have requested the Creature-to-Hit bonus be applied to melee weapons as well

      • If the bonus is already being applied to meleers, kindly change the text description to reflect such

  • Suggestions for Defensive abilities (not all items are obviously required)

    • Request for a Creature-to-Dodge bonus.
    • Request for a Creature Toughness skill modifier

      • The skill would work like Unarmed Toughness, reducing the overall damage inflicted by creatures

4. Usefulness of Camps


Ah, camps. The pride of the Scouting line. However apparently simply an obstacle on the way to Master for Rangers.



  • Most forum posters agree that Ranger camps need more "bang for the buck", as many (including myself) never make another Ranger camp again upon reaching Frontiering IV
  • So we ask with the patience of a Frenzied Graul... How are those new camps coming along?
  • Here are some suggestions for you to ponder while we wait:


  • Request that the healing modifier of camps be applied to natural HAM damage recovery on Creature Handler pets and Faction pets.
  • Request to be able to use a camoflauge kit in camp crafting to produce a planet specific camp with improved creature repelling capabilities
  • Request for High Tech Field Base:

    • To not disband during combat. The name of the camp is Field "Base" is it not?

      • Many rangers would enjoy it acting as a center of operations without having to sit on their duff and watch the others in the group fight

    • To not disband in a set time, rather only when the Ranger leaves the planet or logs out.
    • To heal Battle Fatigue with the help of a Dancer or Musician
    • To have a terminal whice provides Explore missions.

  • Request for a permanent, planet specifc, hunting cabin:

    • Creatable and deployable only by a Master Ranger
    • Can not be redeeded and moved, only demolished
    • Should be buildable on Advanced planets
    • Should heal Battle Fatigue like a regular house
    • Requires Maintenance and the use of a lot, like a regular house
    • Allows for storage of items, and the possible placement of a Vendor
    • Only one of these buildings could be deployed at any one time
    • The schematic could require some subcomponent made by architect to promote class interdependence

  • Request for a stash

    • The concept is a buried container that can be used to store items while away from your bank
    • The structure would probably require the use of a lot
    • A player could have as many as they have lots available
    • In order to compensate for being able to have any number of stashes, the storage limit should be minimal... Perhaps a volume of 25
    • The stash should be deployable on an advanced planet
    • The graphic in the game space could be a dirt mound with a flag to mark the location

5. Harvesting Bonus


Beyond the simple increase in quantity, there is very little difference between the Scout and Ranger portions of the Harvest Skill. So we have some suggestions regarding adding some flair to the skill.



  • Request for the ability to harvest multiple resources off a single corpse (up to all 3 types at Master Ranger)

    • Many Rangers consider the inability to fully utilize the corpse to be wasteful and unrangerlike

  • Request that the 60% group harvesting value be improved if a Ranger is in the group

    • The improvement could be based on the Ranger's skill level... (62.5% with Skill I, 65%, 67.5%, 70% with Skill IV)

  • Request for ability to determine resource attributes on a corpse before harvesting with a command /AssessResource

    • The ability would provide a list window with the appropiate resource selections available on the targeted corpse (meat / hide / bone)
    • Once a selection is made, a player would receive the /examine window for the chosen resource
    • The player would not receive a physical resource, only the information regarding its attributes
    • The ability could be used multiple times to receive the data on the other available resources
    • The information could also contain whether harvesting the resource would produce a Fat, Medium, Skinny result
    • The attributes consist of items such as Overall Quality, Unit Toughness, Potential Energy, etc

  • Request for a /group harvest off to turn off the 60% harvesting rule and revert to the earlier rule set
  • Request for the harvesting skill mod to increase the amount of fish meat filleted off caught fish

Good Hunting.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Ailsa
Mon Oct 27, 2003 8:41 pm
#2

NRaas, This is fantastic!! Excellent job!
Owen-Lars
Tue Oct 28, 2003 2:45 am
#3

great work mate



THORTAC BALCOR
The Lost Ranger
RANGER
FarScholar
Tue Oct 28, 2003 3:20 am
#4

I think the appropriate answer to this post is in the range of ... oooooooohhhs, aaaaaaaaaaaahs


You earnthe gratitude of the whole ranger community!I'd such hope every profession would have such a great correspondent!!!


Thanks Nraas for your great work, I hope the devs will welcome this post. I can'tthink ofanything to add to this.


Vasden'Jas


soon to be Master Ranger, Master Creature Handler

StealthNuck
Tue Oct 28, 2003 7:15 am
#5




Caius - | Master Useless Class | Master Rifleman
Eclipse
AgonThalia
Tue Oct 28, 2003 7:25 am
#6

Top Notch

Nraas..thanks for your effort...

I for one will follow you into that breach



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

LecheHombre
Tue Oct 28, 2003 7:39 am
#7

Bang-up job as usual, NRaas!
/salute



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


OberSenf
Tue Oct 28, 2003 7:55 am
#8

Thanks NRass!


You're work is very much appreciated.


I'd also really like the to-hit bonus applied to melee as well, or clarification if it already is.




RissKei
TKM, Imperial Sector Ranger
Skinning the galaxy one beast at a time...
Had Abbadon, Lok

NRaas
Tue Oct 28, 2003 9:58 am
#9

"I hope the devs will welcome this post."


GreenMarine has acknowledged the report...



  • However he is busy right now, andhad nothing specific to say about the contents.




Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Glaza-X
Tue Oct 28, 2003 10:08 am
#10

Outstanding
Black-Ice-Sinaju
Tue Oct 28, 2003 11:35 am
#11

Great Job!





Black-Ice Sinaju Master-of-All-Trades Jack-of-None "I would rather die trying, than be afraid too."


AtomicElephant
Tue Oct 28, 2003 5:40 pm
#12

Thank you, NRaas. It looks great, and there's not a thing I disagree with.




BetaRey Bil
Master Ranger
CEO
MinMax Corporation (MMC)
SonofXirius
Tue Oct 28, 2003 5:40 pm
#13

I like what I'm reading.



--------------------------------------------------------------------------------------
Xirius

Tarquinas
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