Architect Archive

Thread: Time to Advocate Creature Harvesters!!!!

IbosskRangoon
Thu Aug 07, 2003 10:59 am
#1

During Beta when we got to play with the harvesters the first time they had one called a CREATURE harvester and this was for HARVESTING large quantities of MEAT, BONES, HIDE, EGGS, and MILK.. then they removed them and this issue died evertime it was brought up.. Well its killing the Food crafting and tailoring and ARCHITECT business to solely rely on scouts because scouts just don't get enough to meet our needs... They even require it themselves to make camps and traps. We need the Creature HarvesterReintroduced ASAP
Ninja007
Thu Aug 07, 2003 11:04 am
#2

Wow you guys really DO just want absolutely everything handed to you on a silver platter.
IbosskRangoon
Thu Aug 07, 2003 11:06 am
#3

ll Ninja since ya are trolling.. There is one other way.. thats to raise all ammounts that SCOUTS harvest by a factor of 10 and make their harvesting mean something. And umm Milk is still not counted.. figure a way to get it and you may win a million dollars and don't mention rare npc drops..
Zarcath
Thu Aug 07, 2003 11:07 am
#4

I don't think a harvester should be able to gather eggs and milk. It would be more of a farm. It is something to consider though.

TheCahill
Thu Aug 07, 2003 1:51 pm
#5

THis is the best idea ive read all week. ive often wonderd how in the world im gona be able to produce beds when the most Hides you can buy at a time on the bazzar is like 200



we need this bad. maybe they will throw us a bone.




*sig edited by admin*
/sigh
Valryn
Thu Aug 07, 2003 1:58 pm
#6

I think the original idea in removing the extractors was to create more of a interdependency between the crafters and scouts. Inter-player-dependency seems to be a main focus of the game and it makes sense. However, I agree that the amounts required by the crafters is just a bit high because of the amount scouts get. On the other hand, I never have a problem, my scout suppliers always seem to have enough.



Valryn Seril - Expert Bartender, Iron Chef, Novice Commando *Retired Master Architect*-- Tarquinas

Valeryn Meiju - Master Brawler, Master Marksman, Novice Swordsman -- Starsider
Zarcath
Thu Aug 07, 2003 2:02 pm
#7

Maybe give Tailors or Scouts a way to re-process the hides. Harvesting is just getting the raw materials, if they could refine the hides somehow to increase the amount?


I think they should have done it EQ style, where there are different sizes of hides, instead of having to use 250 hides, should just be 2 large hides.

Deoka
Thu Aug 07, 2003 2:04 pm
#8

This would be more suited to rangers or possibly bio-engineers than to architects.





**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Philomorph
Thu Aug 07, 2003 2:20 pm
#9

Well, I can't imagine anyone believing you could have an "animal harvester" that wasn't at least the size of a structure factory and constantly had noises of animals being slaughtered coming from it. I don't know what problems other people are having, but I haven't had a shortage of hides for my furniture for quite awhile. I just found a scout that had 7000 hides to sell (6k in one stack). Pieces of furniture take from 80 to 250 hides each, so I imaghine that's more than anything else other crafters make.


Perhaps you are assuming scouts only get the lousy 7 hides per kill that you do using your level 1 harvesting skill? Even a level 3 scout gets over 100 hides from large animals. I don't know what aRanger could get from a Faamba, but Iimagine it's a lot.


Theonly complaint about the hide supply is the lack of wooly hides on Naboo. Butit's a temperate climate and Isuppose there wouldn't be a lot of really wooley critters (why do Peko Peko have it, btw? They are birds!)


Anyway, I'd much rather see the hide harvest for scouts increased than to introduce yet another machine that makes the artisan completely self-sufficient. Class inter-dependency is supposed to be a key factor in this game, yet we see it fall by the wayside every time the devs give in to whining about a player having to interact with others to get something done.




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Zarcath
Thu Aug 07, 2003 3:19 pm
#10

Fambaa is actually a bad source of hides, I think in the 50-60 range, definitely not worth it for the effort. On hunting trips to Dathomir I can harvest about 3k worth of hides on my own. If you head out to the high end planets and ask around if anyone has hides for sale you'll be bombarded. These hunting guys literally have thousands of hides just sitting on them.

KapowBzapp
Thu Aug 07, 2003 4:18 pm
#11

TheCahill, you may just need to network more. My Ranger just delivered a tailor's special order of 2000 high quality woolly hides. It didn't take long, he knew the paralopes on Talus were producing good wool.

But you won't get that from the bazaar. The price cap of 3000 rules out large lots, and I'm not going to hoard industrial-size hide orders if I don't have a buyer lined up. Find scouts and rangers and *talk* to them.

Besides, if architects get creature harvesters, do scouts then get to build houses and furniture? If you shouldn't have to depend on us, we shouldn't have to depend on you.





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gustavef
Thu Aug 07, 2003 4:21 pm
#12

Hi, I am your friend neighborhood roving Ranger.


(Okay, I am stuck at work for few hours so I decided to hop the boards. And by some quirk I now have enough XP to becomer an Architect. Lots and lots of traps and tents....but anyway)


Although a cool idea, I think you would be better finding some struggling Scout/Rangers and offer them a job. It does not even have to be cash. Maybe a small house deed for 5 to 10k hides. Scouts are poor and don't have any direct money making skills.


But as to how much can a ranger harvest? Alot. Though It also depends on the combat ability of the scout. (better combat, high CL creatures, more units per harvest.) Also, I don't focus on anyone type. I bounce between planets and creatures that I have a backpack full of different hides and bones.


The Hide/Meat/Bone market is already very weak compared to other resources. If you were to introduce a Creature Harvestor, then at least make a scout/ranger useful by having them increase the output of them. (ie a master scout will increase output by 20%, Master Rangers by 50%)


Though what they should do is bring back the Farmer/Miner as a single Profession.


-gustavef, Roving Ranging Bothan

Cyberthugg
Thu Aug 07, 2003 4:23 pm
#13

They could make an advance profession off of scout/bio engineer called Agricultural Engineer then give them the flora farms and the creature farms ... they mass breed and grow to provide the market with organics much like the miner gathers inorganics.
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