Ranger Archive

Thread: Man good changes coming? like what?

Morik
Sun Nov 30, 2003 8:17 pm
#1

someone fill me in i cant find the info anywhere.



Nal Do'Urden - Teras Kasi Master (Pre-Boost) - Master Architect
Shop at -3240 750 (Kintan Naboo)
If you dont find what you need, send in an Order.

Former Master Bounty Hunter
Former Master Smuggler
Former Master Doctor (Pre-Boost)

Thank God for all of you non-FOTM TKMs
StealthNuck
Sun Nov 30, 2003 9:20 pm
#2

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.



Caius - | Master Useless Class | Master Rifleman
Eclipse
StealthNuck
Sun Nov 30, 2003 9:21 pm
#3

Sorry, that was taken from:

http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=5725



Caius - | Master Useless Class | Master Rifleman
Eclipse
Morik
Mon Dec 01, 2003 4:37 pm
#4

bumping this for a friend to read.



Nal Do'Urden - Teras Kasi Master (Pre-Boost) - Master Architect
Shop at -3240 750 (Kintan Naboo)
If you dont find what you need, send in an Order.

Former Master Bounty Hunter
Former Master Smuggler
Former Master Doctor (Pre-Boost)

Thank God for all of you non-FOTM TKMs
NRaas
Tue Dec 02, 2003 8:26 am
#5

"That thread is as old as the hills and as far as I am concerned should be treated as just another promise never kept."


Aye, it is old... It dates back to before GreenMarine was pulled off professions to work on Player Cities.


However apparently most of the goods are still in the works, sitting on the developers local machine awaiting a more amiable time.



  • But as we all know, time is at a premium when it comes to this game.




Ranger Threads
State of the Profession
The Outdoorsman
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signal1941
Tue Dec 02, 2003 9:47 am
#6

Once we get those new traps and camps and camo is fixed and camps repel aggro, Ranger will be a truly awesome profession Right now, the tracking/harvesting line is about our only useful skill tree. Perhaps tracking players could be moved to master ranger instead of dabbler friendly tracking 4?



Takro Kest
shmolie
Tue Dec 02, 2003 11:50 am
#7

"Aye, it is old... It dates back to before GreenMarine was pulled off professions to work on Player Cities.


However apparently most of the goods are still in the works, sitting on the developers local machine awaiting a more amiable time.



  • But as we all know, time is at a premium when it comes to this game."

First the delay was blamed on player cities. Now, they are using vehicles as the new scapegoat. After that will they use the Space Expansion as a reason not to fix us?

NRaas
Tue Dec 02, 2003 12:42 pm
#8

"First the delay was blamed on player cities. Now, they are using vehicles as the new scapegoat. After that will they use the Space Expansion as a reason not to fix us?"


GreenMarine is not in charge of Vehicles...



  • He is hard at work on changes to the Chef profession in between fixes to Player Cities.

As for the Space Expansion, as far as I know GreenMarine is not a developer on that module...



  • However I do know that several of the other developers are pulling double duty, working on both Live and the Expansion systems.

So the module is apparently well underway in the background without affecting the current schedule.





Ranger Threads
State of the Profession
The Outdoorsman
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Culdor
Tue Dec 02, 2003 1:00 pm
#9

That thread is as old as the hills and as far as I am concerned should be treated as just another promise never kept. This forum rocks, most rangers rock, our correspondant rocks, thats why I am a ranger and keep being a ranger, sure not for the dangling carrot that was promised in august.


Cul

Raverbane
Tue Dec 02, 2003 1:56 pm
#10

I was among the first batch of master rangers in the game and the first on my server. I have stuck with ranger the whole time, because I like the concept. Rangers are just too cool for words.


But, we need improvement. For folks that are reading this thread just be aware that the promises made in that original post were dated 08-19-2003 06:04 PM....

Culdor
Tue Dec 02, 2003 7:30 pm
#11






NRaas wrote:

However apparently most of the goods are still in the works, sitting on the developers local machine awaiting a more amiable time.



  • But as we all know, time is at a premium when it comes to this game.





Time is a premium, but Aug-Dec is plenty of time to see more changes than what we have seen in my opinion. Further it isnt the fault of any ranger or chef that green was also put in charge of player cities, but we are the ones that have to pay the price for piling way to much work on one person.


When I see some results from that list I will believe it, until then its just a carrot dangled to get folks to shut-up and move along.


Cul




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