Ranger Archive

Thread: Simple list of Problems.

RayBothan
Tue Jul 22, 2003 8:07 pm
#1

Just Simple, nothing drawn out. Add please if you see anything.


- Forage doesn't function properly as far as the "Extra Items" go.
- Sometimes Terrain ability doesn't function, i notice this when following people.
- Final Camp doesn't give Experience, Mabye intentional.
- Final traps don't seem to function at all.
- Rescue can let you kill a teammate, exploit sorry wont tell how.
- Maskscent is Fubar. I have 115 Camo now (Bothan bonus) and i still feel like i can cloak well.
- High level monsters only give 1 bone/hide sometimes.
- Overall the Ranger doesn't seem complete, I don't feel like a master of anything.


Ray


Master Ranger


Ailsa
Tue Jul 22, 2003 8:30 pm
#2

The no-build zones need a once over. I know this affects others as well but it does fit in with the ranger problems too.



Example: If you go N, NE, or E of Dearic, Talus you need to travel upwards of 3k meters out of the town boundaries before you can build... even on totally flat land. But when visiting Tatooine recently I noticed that I could build camps much closer to towns... sometimes while still in sight of the town.

XionLion
Tue Jul 22, 2003 8:41 pm
#3

Heck.. go to the Imperial Base on Dantooine and there's a guild hall and harvesters within throwing distance of the starport.... its like a pre-made town for those who were able to get their buildings down first.. seems totally inconsistent with the way things are elsewhere..


- Zarn

Baelish
Tue Jul 22, 2003 9:03 pm
#4

Not so much problems but some thought out improvements to the Ranger class to make it worthwhile:


Camp Improvements



  • Field Camp 1 & 2 allow curing of Battle Fatigue at rates reduced compared to in a Cantina. I.e. .65 and .75 perhaps. This would provide a real benefit above and beyond that of just slightly faster healing and ooh it looks prettier.

  • Improved defense around Field Camps. Perhaps if a camp has been up for longer time (maybe 5 or 10 min) a wall is erected at a good radius to prevent NPCs from wandering in at all into the camp area.

  • Allow for Experimentation on Camps. Improved Wound Healing Rate/Improved Health Regen Rate/Improved BF Regen Rate (if earlier idea is implemented)

Foraging



  • Add a new ability called Herbal Remedy which allows a Ranger to use Foraged items to attempt a cure to disease or poison on a player. Rarer foraged items could be used to have a better chance to cure etc.

Trap Line



  • Improve trap effectiveness for rangers by increasing the duration and potency of a trap when used. Currently most traps have the same duration/effectiveness whether they are thrown by an amateur scout or master ranger. Make snare & root traps last MUCH longer for Rangers. Perhaps by the use of foraged items which have a new experimental element (poison??) Make debuff traps have a larger effect for rangers

  • Add a new output line to the system message : You have reduced a XXXX Melee defense by XX points. So that all people in the group can see the benefit of the ranger in the party using traps.

Wayfarer Line/Master



  • Make the base run speed for rangers faster at Master. This would prevent hobbyists from learning as its an expensive investment just to get improved base run speed. But a master ranger should be unmatched at running and should be somewhere between burst run and normal run speed in all terrains.

  • Fix Camoflage (of course)

  • Add a Mask Scent 2 possibly at Wayfarer II Level.

Hunting



  • Add Improved Chance to Hit for Melee as well as Ranged in this line

  • Maybe add a Group Creature to Hit Bonus to this line

  • Possibly add a Defense Against Creatures ability to this line.

Anyway those are my ideas.



Baelish
CR Gaming Network
[email protected]


Baelish
Wed Jul 23, 2003 6:56 am
#5

Couple more ideas (some based on what others have posted):


Forage



  • Make it so you can add a poison proc to weapons. The poisons would not be like a doctors necessarily but have different effects based on different foraged items. Some ideas are: Reduce the enemies +accuracy, +damage or +speed, Chance to posture change, specific weaknesses i.e. Reduce Kinetic Effectiveness, Reduce Energy Protection etc.

Traps



  • Luring - Seperating mobs from a group has been one suggestion for lures and could be done using the trap line.

Creature Knowledge/Hunting



  • Pacify - An ability which lasts a short duration (perhaps 2 min) this disables the deathblow function of an enemy creature if successful. This could be balanced to be very effective for example:



    • Can only be used before the creature is in combat mode

    • Has a chance to fail causing the creature to go aggressive on the Ranger

    • If fails has a chance to embolden the pet for a short duration increasing its effectiveness





Please let me know your thoughts on these idea's everyone. Am I off on another planet with some of them or do you think they are realistic?


Baelish
[email protected]

Baelish
Wed Jul 23, 2003 9:48 pm
#6

To clarify,


I only meant that BF could be healed by Entertainers when in a Field Camp or High Tech camp. I don't think the camps should heal BF on their own. But the field camps should allow Entertainers to heal BF (as said before) at a slightly lower rate than in a cantina.


Baelish
[email protected]

Mineras
Thu Jul 24, 2003 12:28 am
#7

Baelish,


I don't think you're that far out of whack. Some good suggestions there. I'm also of the mind that Rangers should be able to experiment on traps and camps to improve them. I don't know about the BF thing, though, as that would put a serious damper on entertainers. At any rate, good suggestions.



And I promise not to hold it against you that magician spell updates I emailed to you never made it into the spell database on eq.castersrealm



Mineras Silvertree


Ranger Correspondent




Mineras Silvertree
Ranger Correspondent
Omega, Eclipse
Fred_Skinner
Thu Jul 24, 2003 12:36 am
#8

I'd like to add something


Harvesting



  • Additional rare or exceptional harvest item, such as a spice or hi-q meat or such bio.

  • Ability to harvest more then one item.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


NRaas
Mon Sep 15, 2003 7:34 am
#9

"Improved defense around Field Camps. Perhaps if a camp has been up for longer time (maybe 5 or 10 min) a wall is erected at a good radius to prevent NPCs from wandering in at all into the camp area."


- Sort of like some of the gang member spawns? Where they have a sandstone enclosure with two openings?


- I like the idea, but adding a wall seems to go against the current philosophy of camps (which are temporary items). From the suggestion of Factioned camps in an earlier devpost, we might be receiving something along these lines anyways.


"Allow for Experimentation on Camps. Improved Wound Healing Rate/Improved Health Regen Rate/Improved BF Regen Rate"


- Agreed. It would be nice to be able to experiment on anything on a camp.


"Add a new ability called Herbal Remedy which allows a Ranger to use Foraged items to attempt a cure to disease or poison on a player."


- Cool idea. Would you expect to have to process the foraged items (via crafting), or use them directly?


"Improve trap effectiveness for rangers by increasing the duration and potency of a trap when used."


- By the simple fact Rangers would have more experiment points to play with, we should be able to create longer lasting and more effective traps (once experimentation is working).


"This would prevent hobbyists from learning as its an expensive investment just to get improved base run speed."


- I don't see any problem in keeping the speed adjustment the way it is. Dabblists diversify the system.


- They are spending points they could spend elsewhere. I think that is sufficient.


"add a Group Creature to Hit Bonus"


- I'll note this.





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