Ranger Archive
Thread: Experimentation on traps and camps?
Heal rate would be great. I think certain camps need to obtain different benefits than other camps (ie: agro, max level of heal, etc).
If I can make 1 camp, I'd have the choice to experiment the number of uses (right now all camps are 1 use), or to experiment on the heal rate with a range (so that I couldn't experiment on a basic camp to make it more powerful than an improved camp).
A thread hijacker is someone who comes into a thread and starts a completely different topic. As Calc pointed out, a lot of my posts are that (good natured hijacking though), for example me turning a topic from the april fools joke from calc, into the love affair between calc and a wookiee named furrycheese.
The wookiee is named FurryCheese.
And calc, you're bringing stuff from other threads into this one!!! ![]()
Back on topic a bit, what do you think of something like the trapping idea in this thread. I'm not that big a fan of experimentation (mainly because you need good resources for good results) but this gives just as much (if not more) flexibility without caring about resource quality.
Having not read that thread yet, resource quality will always come into play with experimentation.
Off to read your thread now. ![]()
Cario wrote:
I agree, it would be nice to experiment on traps and camps. Maybe with camps, how well it protects againts aggro?
By design, our camps are supposed to prevent aggro. It's a skill of Ranger that is supposed to be unique. Unfortunately, it doesn't work. Not fixing this ability and making it something to experiment isn't my idea of a fix.