Ranger Archive

Thread: Hmm...AS will need more hide?

agent156
Fri Apr 08, 2005 11:53 am
#1

Uniform Resource Locator

PS that means Clicky.
BioEngine
Fri Apr 08, 2005 11:59 am
#2

Looks to melike they are making us more of a requirement than a fun profession to have



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Stamina
agent156
Fri Apr 08, 2005 1:22 pm
#3

Keep an eye on the BEs also. They have their own problems do to geting mixed up with doc, but we could get some voices added to our cause for them also. They need Scout 0/0/4/0 just to be a BE, and 2/0/0/0 to actualy sample DNA. More importantly they go through meats like no prof I've ever seen.
AragornSoS
Fri Apr 08, 2005 1:56 pm
#4

It's fun!


Increased need for hides!


(Assumed) massive decrease / nerf (if by neglect or overlooking more than anything else) of the prof that is designed to provide those hides.



This is gonna be fun... as our ability to go out and hunt tons and tons of hides sure LOOKS like it's going to get shot all to heck and back by the changes coming to combat and the APPARENT lack of ability that Scout & Rangers will have in that new environment by being just completely left out of any CURB adjustments, the demand for our services will be going up that much more. Look! Leathery hide for 500 CPU. WheeE!




Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
agent156
Fri Apr 08, 2005 1:58 pm
#5

Part of me is saying w00t! Most of me is thinking... "eww Ranger alt guilds"
Caliet
Fri Apr 08, 2005 1:59 pm
#6

Hopefully the hide requirements will be able to be filled by killing the nerffed kreetles. Lots and lots of kreetles.



Brazbit Darkwynd
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AragornSoS
Fri Apr 08, 2005 2:13 pm
#7






agent156 wrote:
Part of me is saying w00t! Most of me is thinking... "eww Ranger alt guilds"





Sure, they may be some of this... until THOSE folks with the Alts realize just how gimped even a 1040 or 0040 Ranger will be with the lack of health and loss of necessary combat skill to take on really higher end creatures. They can run the alts all they want, but who's gonna have more luck hunting with <relative> lowered health as a Ranger post-CU... those of us who hunt sans buffs and sans armor NOW in live, and at least have worked out some tatics on how to deal with stuff without relying on "God mode" and uber buffs and armor, or those who are picking up Ranger / Master Ranger just to hunt resources? It's not like thier alts are somehow going to get more health or a higher level than those of us who play Ranger because we want to...



Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
Almagill
Fri Apr 08, 2005 2:46 pm
#8

I'd wandered into a couple of threads on the AS forum recently while looking for info on the new armours and was both saddened and encouraged by what I read.

Saddened because it appears the stats on materials used by the AS are changing (perhaps one of our AS alted Rangers could comment on that?) rendering their stockpiles, or much of those, pretty well useless. I think that might have been mostly inorganics, but am assuming it probably also incluces organics.

Most of the AS posts I read seemed to be supportive of the Rangers, bar a few how apaprently have no need for us as using the Veteran Reward stacks is cheaper... DoS /addignore for them, one day they're going to NEED hide and we'll remember.

Encouraged because the increase in amounts of hides needed has raised awareness of the ludicrous position we are in. Imagine the uber shift comes in on one of the adventure planets (I'm the arch cynic, btw, and fully expect some really sweet resource shifts to appear on kashyyyk in the early days) and Rangers have to turn down the hunt becase we simply can't hunt there as a) we can't afford armour and b) we're too damn weak to stand up to even a glancing blow from the critters.

When even the crafters can see that a fix we're in there's hope that somebody with sense at SOE is going to go "hang on a minute... there's something deeply out of balance here"

I'm going to do a seperate thread on Grouping post CU shortly, so I'll draw a line here, lest I rant on for pages

I hate to say it but, I think we are going to be made to suffer for a while, and we might need to suffer for a while, in order to show up the faults of others. Never a good thing.



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Dariane_Kamutsovy
Fri Apr 08, 2005 3:01 pm
#9








Almagill wrote:
I'd wandered into a couple of threads on the AS forum recently while looking for info on the new armours and was both saddened and encouraged by what I read.
Been wandering there myself too.



Saddened because it appears the stats on materials used by the AS are changing (perhaps one of our AS alted Rangers could comment on that?) rendering their stockpiles, or much of those, pretty well useless. I think that might have been mostly inorganics, but am assuming it probably also incluces organics.


I think their correspondent (no offense Owen, it's not your fault devs are not responding) got a dev to look at it and it will probably reverted (read AS stickie on CU progress)

Most of the AS posts I read seemed to be supportive of the Rangers, bar a few how apaprently have no need for us as using the Veteran Reward stacks is cheaper... DoS /addignore for them, one day they're going to NEED hide and we'll remember.


Yup...







lunas
Fri Apr 08, 2005 3:14 pm
#10

i say that if we don't get considered in the CURB then we just stop contract harvesting. i for one am just going to not contract harvest for less than 600cpu for grind quality resorces. we'll see how long our revamp takes when the swg economy crashes cus we can't harvest anymore.



Lunas Llunari Master ranger Master rifleman;
Idak Esmaw master artisan master weaponsmith;
Idaki gear Knyghts Gate Mall Knyghts gate, Naboo;
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
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WittyNewt
Fri Apr 08, 2005 3:33 pm
#11


Alamgill,


As both a ranger/tka and armorsmith/tailor (luxury of two accounts) I have been posting in both forums today when I should have been working


Here is a quick synopsys of how I think the post CU armorsmith prof is shaping up, bear in mind this is all still subject to change depending on how much pressure the armorsmith community applies and how much the devs are prepared to move given their timescales and their secret master plan goals whatever that might be


1. Looks like we only have a single experimentation line to go with now. 10 pointers will be the same as 12 pointers. Hence, it will all depend on resources, they were very important before, even more so now. Think artisan,architect rather than weaponsmith


2. Hide and bone requirements have increased, both in quantity and variety.Each type of armor will now have the same total amount of organics and this total looks bigger than even current padded armor.One of the reasons comp was so good and popular was its low organic count. Much easier to mass produce high quality stuff when the majority of the resources are easily dug out of teh ground. Noone on CU hasgot high enough in armorsmith tree yet to see what the new comp schematics look like.


3. There was a scare about important stats switching, SR to UT mainly, looks like we have almost got this changed back but there are still some minor changes with DR now being a small factor in condition.


4. There is a large number of as yet unknown new loot enhancers, some are old enhancers with new stats, others are brand new that can be used at several manufacturing stages. These loot enhancers will probably end up making the controlling difference in good and best armors. They could also grow the custom armor market significantly, however I expect they will be hard to get, one dev let slip that the final combine feather loot to enhance the look is a peko peko feather. Well post CU I expect it will tak a few people to take an albatross down


5. We have a pile of new resource requirements, not surprising given the many new armors we have to craft but it doesnt seem as if any mfg stage has been left alone and hence to make any of the subcomponents we are going to have to dig up some of the rare minerals, named ores and gemstones that previously no one bothered with. Should be ok for those rich crafters with 2 dozen resource crates


Cheers


Message Edited by WittyNewt on 04-09-2005 12:06 AM



Offer my winnings to the resource vendor at:

ZK Combat Gear - 800m from Threed Starport on Naboo, waypoint -4643 3380

Kreen - Armorsmith+2, Artisan, Merchant, Master Carbineer. RIS Certified
Moeru - The all new SOE harvesting template MBH, MRifles Pistols 0404. (Goodbye Master Ranger until the revamp)

Click for armor colour charts and Click for armor style pictures
Click for health enhancer faq and Click for health armor examples


DaveG
Fri Apr 08, 2005 4:27 pm
#12

Loot enhancements to armour *Sigh*


So much for the combat revamp balancing combat. As long as people are going to be able to find the odd uber-accessory from dead bodies there will always be someone who has the upper hand in combat.


I was hoping that loots and DoT's were going to be phased out in the combat revamp. One of the few things I think they could have done as an improvement, and they're not doing it. Wonderful.



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agent156
Fri Apr 08, 2005 4:34 pm
#13

Well if the loot for CU armor is as good as the armor loot we have now, not much to worry about
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