Ranger Archive
Thread: Top 5 List Poll
- Harvesting rates are way too low to support the economy
- /areatrack is full of bugs and the spawn system doesn't help
- where is /track that was promised back in August?
- What happened to all the ideas that would make us different than Scouts that Holocron posted for us (from GreenMarine) that were in the works back in August?
- Scouts and Rangers are essentially the same right now. Rangers get almost nothing for the extra 63 skill points on top of Master Scout.
- Additional Creature defenses might help us be better creature hunters, in addition to fixing all our other trees.
- Traps are almost never used once you hit Master Ranger. Give us some reason to use traps.
- Make Ranger Trapping more than just a bunch of skill mods. We get **2** new traps that rarely work anyway. Scouts get a LOT more traps than that. Maybe a modular system would increase trap diversity?
- Traps almost never hit anything worth trapping. Give us some way of upping the trap effectiveness. Or just give us a big increase in trapping skills.
- What happened to the new traps promised back in August?
- EDIT: Let traps work in PvP combat (preferably PCs and NPCs as well--why can my trap stop a rancor in his tracks but not a meatlump or a crafter. Give us something that works in this supposed "endgame" other than just supplying resources. Stealth should be on top of this. We need both.
- Most Rangers don't bother with camouflage. Maskscent works just about as well with no resource cost. NPC reactions to the skills are unpredictable (either change /conceal's description or fix it to work right).
- Many Rangers believe that PvP stealth is one of the few skills that might make our profession worth the skill point cost. Even if it only works at Master Ranger.
- Recent changes have made camps all but worthless.
- Previous changes made camps almost worthless unless you needed to call a med droid or a vehicle/pet/mount.
- Make this tree useful in some way.
- What happened to the new camps promised back in August?
Master Ranger/Master Rifleman
Eclipse Server
Message Edited by Calculus_Entropy on 04-05-2004 05:00 PM
Harvesting 1 (As an Armorsmith, and a former Ranger/Master scout this is a primary must, I am in a resouce crunch as a Armorsmith with the new wookieee armor Demaind vs Resouces Supply! Personally the heavy dependeince on organic Resouces such as bone, meat and Hides is the major factor of why its so expensive to get organics... all other Floral Organics you can place a harvester down on... but to get any amounts of Hides, takes3 master rangers all on Foods just to get a good sizeable stack)
Camps5 (I use them as a novelty item now, not as a useful item)
Camo and Conceal2 (This needs to be better, if a Ranger applys this to a Non Ranger, They should get a Duration that it can work before it starts to be broken. I dont know how many times I have gone out with Nemo0 and his conceal will work for a long time and some small little Blue Con Agro will break mine)
Areatrack3 (needs something.. Could not tell you what, its a fun skill to play with.. but other than that its kind of pointless in a way)
Calculus_Entropy wrote:
TH wants the list by Friday. I would like to have a draft ready by tomorow so you guys can approve it. We only get 5 so please rate you top 5 choices. For discussion on each topic, see the Top 6 issues thread that has been stickied.
Traps (need more and better traps)
Harvesting (greater mod and multiple resources)
Camps (very little utility)
Camo and Conceal (needs to work against all NPCs, needs to be better
Creature Defense Mods (poison resist, etc, damage mitigation)
Areatrack (spawn rates)
2 Areatrack
3 Harvesting
4 Camo and Conceal
5 Camps
-Ooklamok
Valcyn
Master Ranger - Antarian Ranger
Harvesting 1 .....................................(The most important issue tofix- no doubt about it.)
Camps2 ............................................(Like traps, these are worthless now.Of the two though,I'd chosethese for first fix.)
Camo and Conceal5 .......................(Ionly usemaskscent. These two should be blended with itsomehow.)
Creature Defense Mods6...............(Not a priority to me at all.)
Areatrack4.........................................(I agree with Calc.Only skillwe have that makes us unique at all. Could be better though.)
2) Camo and Conceal
3) Harvesting
4) Defense (and Offense!) mods
5) Spawn Rates (area track, too, but in general)
Traps (need more and better traps)
#2 - We need to be able to get these to stick on huge creatures for them to be worth the effort. Peko Peko Albatrosses, Krayt Dragons, you name it. Anything I could hit when I was a master would die before I finished trapping it anyway, because it was easily beaten down by my hunting mates (most notably, Rancors, which I can now solo with my TKM skills - buh?)
Harvesting (greater mod and multiple resources)
#1 with a bullet - this would not only be the easiest fix (I assume) but it's the only one that directly affects the entire SWG community, not just Rangers and their hunting parties. I think we should push for both greater harvest numbers AND multi-harvest options - perhaps you can choose to harvest all three at the current master ranger level, or just one at 3x the current level. That would easily provide both large stacks for those who need them, and lots of grinding materials.
Camps (very little utility)
#5 - I agree, but I doubt much can be done about this without serious recoding. Sure they're not useful, but what could we put in them that WOULD be useful? With speeders, anything a camp could have is also available in a city or outpost no more than a few minutes away.
Camo and Conceal (needs to work against all NPCs, needs to be better)
#3 - Definitely needs to work against NPCs. This is not something that I want to spend time and effort collecting resources for and crafting if it's worse than /maskscent.
Creature Defense Mods (poison resist, etc, damage mitigation)
This one doesn't appeal to me because I'm already a TKM, but I can see it being useful for other Rangers.
Areatrack (spawn rates)
#4 - Need some way to spawn things ourselves, maybe. The range needs to be GREATLY increased - perhaps up to 1.5km at master. It seems like a long way, but anyone can easily out-track you on a swoop at present time, and as an added bonus, they actually spawn creatures by driving around.
How about we boil down the top 5 list to the top 1 list. Harvesting. By concentrating on one,simply fixed,issueinstead of five (screams for more content)we might actually be able to get something soon.
#1 Harvesting rates- I'd love to be able to keep up with demand
#2 Traps- unlike some rangers i still use traps regularly, but usually only the bone spur and thats a scout trap
#3 Area Track- forced spawns would be great, as im usually out in the middle of no where. Also how about they fix the "you cant determine anything from the tracks in the area" only to walk 50m and find creatures.
#4 Camps- I'd love to see improvements now but traps first, camps later
#5 Camo- Why? Maskscent works fine for me, but thats scout how sad
Oggrim Doomhammer
Master Ranger/Rifleman
- Harvesting. There is a crisis here, and my band of merry men and I cannot keep up.
- Camps. We need a response and exchanged utility for the nerf. Ether return the aggro defense or let us fight in them. Dropping BOTH was punitive and unessecary, this combintation killed camps.
- Camo. Making NPC's not count killed this. All things being equal, it will restore the fath in this profession. It will not, however, justify the 140 skill points to be master and will not make us anything but a "curiosity". It is still my contention that only PvP stealth will do this.
- Creature Defense. A possible alternative to 3 but I fear they would have to make us near able to wrestle Krayts with our bare hands to compensate.
- Traps. Another alternative to 3 would be a AoE root for 10+ seconds. Again, 140 skill points for what? Those traps better do some pretty impressive stuff to justify this.
- Areatrack. There is a reason I put this last. I feel this is actually working pretty good. It should, however, include all "potential" spawns not yet actually generated. There should be a sinergy with /conceal here as well, a chance to not be seen this way, or completely untrackable. Turning off the "searchable" should not effect this.
777erc wrote:
How about we boil down the top 5 list to the top 1 list. Harvesting. By concentrating on one,simply fixed,issueinstead of five (screams for more content)we might actually be able to get something soon.