So added info from Helios_SOE
Helios_SOE wrote:
Quote:
Dyrwen wrote:
Ohmigodohmigod must read link
Edit 2: Whoa, we're Rogues now. Theft as a Ranger? Weird. The smugglers are going to be mad.
Think more "spy-ish" than "rogue-ish".
Imagine, sneaking into a place, setting a surveillance beacon (to make sure no bad guys surprise you), detecting a trap in the hallway and disarming it, slowly pushing through the door - only to see the big evil boss sitting in a chair - his back facing you... you slowly sneak over to him, reach into his pocket and swipe the secret weapon plans - undetected (and good thing too, because this guy would have taken you apart)... you easily sneak back out of the compound... only to get to the front door... you see a bright flash in the air above you, accompanied by a big *POP*- someone set off a Chaff Flare and you have been revealed!
I hope you brought you cour carbine skills....
Helios_SOE wrote:
Phenix1050 wrote:
a couple of questions/comment right off the bat
-what about current traps-- are those all moving to scout? So far, yes.
-will the burst run efficiency be made more worthwhile, right now it's underpowered Right now, it's the same, pending playtesting and balancing.
-will stealing be macroable (essentially turning you into a loot-bot) No. Think of each enemy as having, potentially, several "bags" on them. Each bag has one thing in it (you can have this one thing, if you can grasp it). As you make your attempt to steal, you are given a random bag - you reach into the bag and try to grasp what is inside. If you succeed, you get to keep the prize. If you fail... well... Anyway - in either case, the bag you stuck you digits into gets taken away forever (until the enemy is slain). Now you (or someone else) can try again with the remaining bags. Success and failure depends on the camouflage skill of the thief and the detect camouflage skill of the mark (stealing can only be attempted whilst camouflaged/stealthed).
Once an attempt has been made on every bag, that enemy can't be stolen from any more. That way, stealing is just an additional little thing you can to try and get some extra rewards for facing enemies. You won't always get something amazing, but over time it could be fairly rewarding (of course you are also spending more time not killing enemies than you are killing them, so there is some additional tradeoff aside from having to spend skill points to get the ability)
-will you guys let me buy you a round? (or a case, or a lifetime supply....)
I'll take you up on that next time you make it into Austin. hehe
Helios_SOE wrote:
Quote:
Illrigger wrote:
Just one question for now: are the pre-reqs going to be reduced to two trees like other classes?
Currently, the plan is to bring the prerequisites into line with the other professions.
Helios_SOE wrote:
Phenix1050 wrote:
also, will our counter-camo skills be able to detect Jedi and Rifleman.
Currently, Force Cloak is considered to be a mind-trick - hence it cannot be detected by someone trained to see inconsistencies in their surroundings (such as is the case with "Detect Camouflage"). Riflemen, on the other hand, will probably be vulunerable.
and I'm very sad to see the loss of tracking. To me that was a really cool system. Even underpowered as it is, it really helped Rangers out. (though I'm glad we're losing the creature-only, go-find-my-boar-for-me-you-stupid-Ranger image that we've had. What exactly is the reason for losing the tracking ability?
It was technically unsound and it was felt that a broken ability that it didn't enhance Ranger gameplay, nor fit the Ranger vision, should be removed until (and if) a more appropriate system could be devised.
and, (sorry, lol, they questions keep coming) I assume Rangers will be getting some offensive speed/accuracy and melee/ranged defense mods (at least I would hope they would). So what's the guesstimate of those figures? Are we going to be more on line with Rifleman or Squad Leader? Will melee Rangers (who need melee speed/accuracy) be taken into account when giving Rangers new mods?
Currently, the plan is to give them combat mods. Specifics are yet to be determined. Your input is appreciated.
also, would any of you like to have my first born?
I'll pass. I'm trying to cut down - I already have one of those.
Helios_SOE wrote:
Scouts, under the new system, have all of the harvesting skills that are currently distributed between both Ranger and Scout combined.
Helios_SOE wrote:
Quote:
Owen-Lars wrote:
I think the main draw point of the profession will be the traps. If they work well then they will combine very nicely with the other skills in our templates. Yes the visual camo is a massive pvp skill and so is the stealth trapping but im sure going to enjoy going out hunting with my news traps.
My favorite part is building a little mine field with my traps and putting various triggers on them and setting them off one by one. It's really a lot of fun! But then, I like explosions.
Helios_SOE wrote:
Quote:
DesktopSaki wrote:
The warfare enhancements are nice. It'll be great for PVP/GWC, I'm sure.
But for shame on assuming players don't want to continue enjoying the "wildlife" aspect of it--the connection with animals, with nature, the ability to stay in the wild for days or weeks, the ability to hide and creep around animals. For shame on removing tracking.
Lots of good moves. But just as many bad ones.
You can still do most everything you were doing with Ranger, just with the Scout profession (including Mask Scent, currently). All of the non-broken abilities/skills that were in Ranger have been moved to Scout.
Helios_SOE wrote:
Quote:
Nikolai_Xavierov wrote:
Smuggling doesnt explicitly imply stealing. The act of smuggling is MOVING stuff illegally from place to place, or person to person.
But watch out that you don't get your cargo stolen, on the way...
Helios_SOE wrote:
Quote:
Nemo0 wrote:
Quote:
Phenix1050 wrote:
This stealing thing is gonna be very interesting, lol.
Cloaked Rangers steal from Cloaked Jedi's camping the coal bins in the DWB, lol.
"PvP stealing is supported by the system, but it is limited to only specially marked "steal-able" items. Steal-able items are clearly marked and currently only take the form of special mission and/or event objects. Steal-able objects are issued to players under the similar circumstances as other PvP events/missions/quests. PvP stealing is only possible versus players that one could already attack (factional enemies for instance) under existing rules."
I think the PvP stealing is going to play more of a GCW role than just a cool gee whiz thing. Still sounds like it could be fun. I just wouldn't worry too much about having your weapons/loot/etc stolen. It sounds like stealing will be more of a content thing later on.
A very good guess.
Helios_SOE wrote:
Quote:
Nikoziara wrote:
Quote:
DesktopSaki wrote:
...and why are we getting theft? Shouldn't that be a smuggler thing?
Message Edited by DesktopSaki on 09-16-2005 08:43 PM
Meh....theyll complain but why should we? We can just rob them and make them complain more!
You won't be able to PvP steal from other players when the system launches. It is supported, but content hasn't been created to make us of this capability yet. If/When the content does go in, it will probably be more in the direction of the Bounty-Hunter/Jedi relationship - where someone (a smuggler, just for instance) would consent to carrying a stealable item (some illegal spice, just for instance), knowing another player will get a mission to try and come steal it from them. It's almost like a game of capture the flag (gotta write that one down!). You won't, however, be able to take anything from anyone's normal inventory.
For now, though - it's strictly a PvE ability (with the possibility of a PvP component down the line).
Helios_SOE wrote:
Here are some rules common to all types of buffs that remove you from sight (including Force Cloak):
1. Taking any offensive action reveals you instantly (currently the only exception is the Rifleman's ability Conceal Shot).
2. Interacting with some objects in the world instantly reveals you (could be switches, terminals, containers, etc)
3. Some commands cannot be executed and require you to reveal yourself before executing the command
4. All of these buffs can be "toggled off" at any time you wish to become view-able by others
5. Some non-combat actions can also reveal you (like healing for instance)
6. You are afflicted with a movement snare when you are stealthy (rooted when just camouflaged)
Blixtev wrote:
Quote:
Qui-Gonzalez wrote:
Quote:
Helios_SOE wrote:
Here are some rules common to all types of buffs that remove you from sight (including Force Cloak):
1. Taking any offensive action reveals you instantly (currently the only exception is the Rifleman's ability Conceal Shot).
2. Interacting with some objects in the world instantly reveals you (could be switches, terminals, containers, etc)
3. Some commands cannot be executed and require you to reveal yourself before executing the command
4. All of these buffs can be "toggled off" at any time you wish to become view-able by others
5. Some non-combat actions can also reveal you (like healing for instance)
6. You are afflicted with a movement snare when you are stealthy (rooted when just camouflaged)
Why weren't these rules put in place when the CU went live? There have been more people abusing cloaking abilities than most anything else of late.
Some of these rules were in place post-CU. However Helios found it better to rewrite the custom coding we did for cloak/cover done in the CU and make it a much broader system. Post CU we did see many uses of cloak that were never intended when it was implemented. This seemed an opportune time to clean it up, and Helios did a bang up job of it.
When the systems team sat down to talk about Rangers we all agreed that the current implementaion was very much in the vein of the "fantasy Ranger". Tracking, foraging, harvesting creatures, etc. The only thing that was left out were bows and arrows. We all agreed that the closest Star Wars had to Ranger was the Antarian Ranger, which is more of the Stealthy, Demolitions, Spy-ish type of character.