Bio Engineer Archive

Thread: Critter Resource Availability

Calculus_Entropy
Tue Apr 06, 2004 8:17 pm
#1



Dear Architects:


The current availability of organic resources is very limited. This has led to crafters needing to offer insane amounts of money for resources they need to produce the best goods. As it stands now, a combat oriented character with Novice Scout is able to harvest more than a Master Ranger. This isbecause they can kill creatures much faster and the harvesting bonus gained at Master Ranger only allows a player to harvest about twice as much as a Novice Scout. This means that the person who would like to sell you resources on a more regular basis (and is therefore likely to have invested more skill points into a Scout related profession) is unable to provide you with the resources you need.


The Ranger and Scout communitiesare asking for your help. We realize that developer time is extremely limited and are therefore only asking for minor changes at the present time. To this end, we would like to know if your community is willing to support us in a push to increase the effectiveness of the harvesting and trapping skill mods to help us supply you with the resources you need. This is not a solution to the problem but it should help until a proper pass of the Ranger and Scout professions can be performed.SkevStarmu will attempt to follow this thread and answer any questions you might have. Please support us in this push.


The following points attempt to summarize the situation as it stands:


  • Crafters need high quality resources to continue their businesses. Because of a lack of resources, crafters are forced to pay enormous amounts of money for these resources.
  • The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.
  • Currently, a Master Ranger gets about twice the resources of a Novice Scout (with a 125 skill point cost difference).
  • Currently, a Master Ranger gets about 30% more resources than a Master Scout (with a 63 skill point cost difference).
  • Spending skill points in Scout and Ranger means that the Scout or Ranger can not spend those points on combat skills.
  • Someone that spends most of their skill points on combat skills and relatively few on a Scouting related profession can harvest much more than a dedicated Scout or Ranger because they can kill larger creatures much more easily.
  • Trapping skills are designed to assist the Ranger or Scout in killing their prey. Some of the traps do provide useful effects but they hit very rarely on any target for which most Scouts or Rangers would need them for.
  • If the effectiveness of the Trapping and Creature Harvesting skill mods was increased then Scouts and Rangers would be better able to supply crafters with the resources they need.
  • Such a change should be easy and quick to implement as it only requires changing the way the skill mod is checked. As the Creature Harvesting skill mod only appears to apply when attempting to harvest a creature, this should be easy to change. As the Trapping skill mod only appears to apply when throwing a trap at a creature in combat, this should also be easy to change.
  • Given the extra supply provided by such an increase, it is likely that crafters would no longer need to offer such high bounties on organic resources in order to get what they want.
  • Such a solution is only a partial fix. Scouts and Rangers will still have many problems but these changes should help increase the general supply of resources and help to mitigate the inflation present in most servers' economies.


Sincerely,

Calculus_Entropy and DeltaXi65

The Ranger and Scout Correspondents

Message Edited by Calculus_Entropy on 04-07-2004 09:06 AM



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Tue Apr 06, 2004 8:18 pm
#2



Dear Armorsmiths:


The current availability of organic resources is very limited. This has led to crafters needing to offer insane amounts of money for resources they need to produce the best goods. As it stands now, a combat oriented character with Novice Scout is able to harvest more than a Master Ranger. This isbecause they can kill creatures much faster and the harvesting bonus gained at Master Ranger only allows a player to harvest about twice as much as a Novice Scout. This means that the person who would like to sell you resources on a more regular basis (and is therefore likely to have invested more skill points into a Scout related profession) is unable to provide you with the resources you need.


The Ranger and Scout communitiesare asking for your help. We realize that developer time is extremely limited and are therefore only asking for minor changes at the present time. To this end, we would like to know if your community is willing to support us in a push to increase the effectiveness of the harvesting and trapping skill mods to help us supply you with the resources you need. This is not a solution to the problem but it should help until a proper pass of the Ranger and Scout professions can be performed. AgonThaliawill attempt to follow this thread and answer any questions you might have. Please support us in this push.


The following points attempt to summarize the situation as it stands:


  • Crafters need high quality resources to continue their businesses. Because of a lack of resources, crafters are forced to pay enormous amounts of money for these resources.
  • The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.
  • Currently, a Master Ranger gets about twice the resources of a Novice Scout (with a 125 skill point cost difference).
  • Currently, a Master Ranger gets about 30% more resources than a Master Scout (with a 63 skill point cost difference).
  • Spending skill points in Scout and Ranger means that the Scout or Ranger can not spend those points on combat skills.
  • Someone that spends most of their skill points on combat skills and relatively few on a Scouting related profession can harvest much more than a dedicated Scout or Ranger because they can kill larger creatures much more easily.
  • Trapping skills are designed to assist the Ranger or Scout in killing their prey. Some of the traps do provide useful effects but they hit very rarely on any target for which most Scouts or Rangers would need them for.
  • If the effectiveness of the Trapping and Creature Harvesting skill mods was increased then Scouts and Rangers would be better able to supply crafters with the resources they need.
  • Such a change should be easy and quick to implement as it only requires changing the way the skill mod is checked. As the Creature Harvesting skill mod only appears to apply when attempting to harvest a creature, this should be easy to change. As the Trapping skill mod only appears to apply when throwing a trap at a creature in combat, this should also be easy to change.
  • Given the extra supply provided by such an increase, it is likely that crafters would no longer need to offer such high bounties on organic resources in order to get what they want.
  • Such a solution is only a partial fix. Scouts and Rangers will still have many problems but these changes should help increase the general supply of resources and help to mitigate the inflation present in most servers' economies.


Sincerely,

Calculus_Entropy and DeltaXi65

The Ranger and Scout Correspondents

Message Edited by Calculus_Entropy on 04-06-2004 11:13 PM



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Tue Apr 06, 2004 8:20 pm
#3



Dear Artisans:


The current availability of organic resources is very limited. This has led to crafters needing to offer insane amounts of money for resources they need to produce the best goods. As it stands now, a combat oriented character with Novice Scout is able to harvest more than a Master Ranger. This isbecause they can kill creatures much faster and the harvesting bonus gained at Master Ranger only allows a player to harvest about twice as much as a Novice Scout. This means that the person who would like to sell you resources on a more regular basis (and is therefore likely to have invested more skill points into a Scout related profession) is unable to provide you with the resources you need.


The Ranger and Scout communitiesare asking for your help. We realize that developer time is extremely limited and are therefore only asking for minor changes at the present time. To this end, we would like to know if your community is willing to support us in a push to increase the effectiveness of the harvesting and trapping skill mods to help us supply you with the resources you need. This is not a solution to the problem but it should help until a proper pass of the Ranger and Scout professions can be performed.Nemo0 will attempt to follow this thread and answer any questions you might have. Please support us in this push.


The following points attempt to summarize the situation as it stands:


  • Crafters need high quality resources to continue their businesses. Because of a lack of resources, crafters are forced to pay enormous amounts of money for these resources.
  • The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.
  • Currently, a Master Ranger gets about twice the resources of a Novice Scout (with a 125 skill point cost difference).
  • Currently, a Master Ranger gets about 30% more resources than a Master Scout (with a 63 skill point cost difference).
  • Spending skill points in Scout and Ranger means that the Scout or Ranger can not spend those points on combat skills.
  • Someone that spends most of their skill points on combat skills and relatively few on a Scouting related profession can harvest much more than a dedicated Scout or Ranger because they can kill larger creatures much more easily.
  • Trapping skills are designed to assist the Ranger or Scout in killing their prey. Some of the traps do provide useful effects but they hit very rarely on any target for which most Scouts or Rangers would need them for.
  • If the effectiveness of the Trapping and Creature Harvesting skill mods was increased then Scouts and Rangers would be better able to supply crafters with the resources they need.
  • Such a change should be easy and quick to implement as it only requires changing the way the skill mod is checked. As the Creature Harvesting skill mod only appears to apply when attempting to harvest a creature, this should be easy to change. As the Trapping skill mod only appears to apply when throwing a trap at a creature in combat, this should also be easy to change.
  • Given the extra supply provided by such an increase, it is likely that crafters would no longer need to offer such high bounties on organic resources in order to get what they want.
  • Such a solution is only a partial fix. Scouts and Rangers will still have many problems but these changes should help increase the general supply of resources and help to mitigate the inflation present in most servers' economies.


Sincerely,

Calculus_Entropy and DeltaXi65

The Ranger and Scout Correspondents

Message Edited by Calculus_Entropy on 04-07-2004 09:12 AM



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Tue Apr 06, 2004 8:21 pm
#4




Dear Bio-Engineers:


The current availability of organic resources is very limited. This has led to crafters needing to offer insane amounts of money for resources they need to produce the best goods. As it stands now, a combat oriented character with Novice Scout is able to harvest more than a Master Ranger. This isbecause they can kill creatures much faster and the harvesting bonus gained at Master Ranger only allows a player to harvest about twice as much as a Novice Scout. This means that the person who would like to sell you resources on a more regular basis (and is therefore likely to have invested more skill points into a Scout related profession) is unable to provide you with the resources you need.


The Ranger and Scout communitiesare asking for your help. We realize that developer time is extremely limited and are therefore only asking for minor changes at the present time. To this end, we would like to know if your community is willing to support us in a push to increase the effectiveness of the harvesting and trapping skill mods to help us supply you with the resources you need. This is not a solution to the problem but it should help until a proper pass of the Ranger and Scout professions can be performed. Frederick_Skinner will attempt to follow this thread and answer any questions you might have. Please support us in this push.


The following points attempt to summarize the situation as it stands:


  • Crafters need high quality resources to continue their businesses. Because of a lack of resources, crafters are forced to pay enormous amounts of money for these resources.
  • The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.
  • Currently, a Master Ranger gets about twice the resources of a Novice Scout (with a 125 skill point cost difference).
  • Currently, a Master Ranger gets about 30% more resources than a Master Scout (with a 63 skill point cost difference).
  • Spending skill points in Scout and Ranger means that the Scout or Ranger can not spend those points on combat skills.
  • Someone that spends most of their skill points on combat skills and relatively few on a Scouting related profession can harvest much more than a dedicated Scout or Ranger because they can kill larger creatures much more easily.
  • Trapping skills are designed to assist the Ranger or Scout in killing their prey. Some of the traps do provide useful effects but they hit very rarely on any target for which most Scouts or Rangers would need them for.
  • If the effectiveness of the Trapping and Creature Harvesting skill mods was increased then Scouts and Rangers would be better able to supply crafters with the resources they need.
  • Such a change should be easy and quick to implement as it only requires changing the way the skill mod is checked. As the Creature Harvesting skill mod only appears to apply when attempting to harvest a creature, this should be easy to change. As the Trapping skill mod only appears to apply when throwing a trap at a creature in combat, this should also be easy to change.
  • Given the extra supply provided by such an increase, it is likely that crafters would no longer need to offer such high bounties on organic resources in order to get what they want.
  • Such a solution is only a partial fix. Scouts and Rangers will still have many problems but these changes should help increase the general supply of resources and help to mitigate the inflation present in most servers' economies.


Sincerely,

Calculus_Entropy and DeltaXi65

The Ranger and Scout Correspondents

Message Edited by Calculus_Entropy on 04-07-2004 11:15 AM



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Tue Apr 06, 2004 8:22 pm
#5



Dear Chefs:


The current availability of organic resources is very limited. This has led to crafters needing to offer insane amounts of money for resources they need to produce the best goods. As it stands now, a combat oriented character with Novice Scout is able to harvest more than a Master Ranger. This isbecause they can kill creatures much faster and the harvesting bonus gained at Master Ranger only allows a player to harvest about twice as much as a Novice Scout. This means that the person who would like to sell you resources on a more regular basis (and is therefore likely to have invested more skill points into a Scout related profession) is unable to provide you with the resources you need.


The Ranger and Scout communitiesare asking for your help. We realize that developer time is extremely limited and are therefore only asking for minor changes at the present time. To this end, we would like to know if your community is willing to support us in a push to increase the effectiveness of the harvesting and trapping skill mods to help us supply you with the resources you need. This is not a solution to the problem but it should help until a proper pass of the Ranger and Scout professions can be performed. Bountyblunter will attempt to follow this thread and answer any questions you might have. Please support us in this push.


The following points attempt to summarize the situation as it stands:


  • Crafters need high quality resources to continue their businesses. Because of a lack of resources, crafters are forced to pay enormous amounts of money for these resources.
  • The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.
  • Currently, a Master Ranger gets about twice the resources of a Novice Scout (with a 125 skill point cost difference).
  • Currently, a Master Ranger gets about 30% more resources than a Master Scout (with a 63 skill point cost difference).
  • Spending skill points in Scout and Ranger means that the Scout or Ranger can not spend those points on combat skills.
  • Someone that spends most of their skill points on combat skills and relatively few on a Scouting related profession can harvest much more than a dedicated Scout or Ranger because they can kill larger creatures much more easily.
  • Trapping skills are designed to assist the Ranger or Scout in killing their prey. Some of the traps do provide useful effects but they hit very rarely on any target for which most Scouts or Rangers would need them for.
  • If the effectiveness of the Trapping and Creature Harvesting skill mods was increased then Scouts and Rangers would be better able to supply crafters with the resources they need.
  • Such a change should be easy and quick to implement as it only requires changing the way the skill mod is checked. As the Creature Harvesting skill mod only appears to apply when attempting to harvest a creature, this should be easy to change. As the Trapping skill mod only appears to apply when throwing a trap at a creature in combat, this should also be easy to change.
  • Given the extra supply provided by such an increase, it is likely that crafters would no longer need to offer such high bounties on organic resources in order to get what they want.
  • Such a solution is only a partial fix. Scouts and Rangers will still have many problems but these changes should help increase the general supply of resources and help to mitigate the inflation present in most servers' economies.


Sincerely,

Calculus_Entropy and DeltaXi65

The Ranger and Scout Correspondents

Message Edited by Calculus_Entropy on 04-07-2004 09:07 AM



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Tue Apr 06, 2004 8:24 pm
#6



Dear Doctors:


The current availability of organic resources is very limited. This has led to crafters needing to offer insane amounts of money for resources they need to produce the best goods. As it stands now, a combat oriented character with Novice Scout is able to harvest more than a Master Ranger. This isbecause they can kill creatures much faster and the harvesting bonus gained at Master Ranger only allows a player to harvest about twice as much as a Novice Scout. This means that the person who would like to sell you resources on a more regular basis (and is therefore likely to have invested more skill points into a Scout related profession) is unable to provide you with the resources you need.


The Ranger and Scout communitiesare asking for your help. We realize that developer time is extremely limited and are therefore only asking for minor changes at the present time. To this end, we would like to know if your community is willing to support us in a push to increase the effectiveness of the harvesting and trapping skill mods to help us supply you with the resources you need. This is not a solution to the problem but it should help until a proper pass of the Ranger and Scout professions can be performed.I will attempt to follow this thread and answer any questions you might have. Please support us in this push.


The following points attempt to summarize the situation as it stands:


  • Crafters need high quality resources to continue their businesses. Because of a lack of resources, crafters are forced to pay enormous amounts of money for these resources.
  • The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.
  • Currently, a Master Ranger gets about twice the resources of a Novice Scout (with a 125 skill point cost difference).
  • Currently, a Master Ranger gets about 30% more resources than a Master Scout (with a 63 skill point cost difference).
  • Spending skill points in Scout and Ranger means that the Scout or Ranger can not spend those points on combat skills.
  • Someone that spends most of their skill points on combat skills and relatively few on a Scouting related profession can harvest much more than a dedicated Scout or Ranger because they can kill larger creatures much more easily.
  • Trapping skills are designed to assist the Ranger or Scout in killing their prey. Some of the traps do provide useful effects but they hit very rarely on any target for which most Scouts or Rangers would need them for.
  • If the effectiveness of the Trapping and Creature Harvesting skill mods was increased then Scouts and Rangers would be better able to supply crafters with the resources they need.
  • Such a change should be easy and quick to implement as it only requires changing the way the skill mod is checked. As the Creature Harvesting skill mod only appears to apply when attempting to harvest a creature, this should be easy to change. As the Trapping skill mod only appears to apply when throwing a trap at a creature in combat, this should also be easy to change.
  • Given the extra supply provided by such an increase, it is likely that crafters would no longer need to offer such high bounties on organic resources in order to get what they want.
  • Such a solution is only a partial fix. Scouts and Rangers will still have many problems but these changes should help increase the general supply of resources and help to mitigate the inflation present in most servers' economies.


Sincerely,

Calculus_Entropy and DeltaXi65

The Ranger and Scout Correspondents

Message Edited by Calculus_Entropy on 04-07-2004 09:16 AM



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
ShaynDlorien
Tue Apr 06, 2004 8:25 pm
#7

I like this - my PA leader was a Master Ranger, and he too is frustrated with the lack of viability currently afforded to rangers. An idea we've discussed, and I've seen in several places on the forums, is to allow rangers to craft and employ creature resource "harvesters", perhaps in the form of a maintainable trap, that would allow rangers to slowly accrue creature resources over time in addition to being able to manually harvest resources - much in the same way artisans can place harvesters or manually sample resources.



Shayn D'Lorien, MEC
Master Armorsmith (10pts), Master Pistoleer
4/0/3/4 Artisan, 0/4/0/4 Marksman, 0/0/4/0 Scout
D'Lorien Armorworks, 2630, -5160 Tatooine
Calculus_Entropy
Tue Apr 06, 2004 8:25 pm
#8



Dear Tailors:


The current availability of organic resources is very limited. This has led to crafters needing to offer insane amounts of money for resources they need to produce the best goods. As it stands now, a combat oriented character with Novice Scout is able to harvest more than a Master Ranger. This isbecause they can kill creatures much faster and the harvesting bonus gained at Master Ranger only allows a player to harvest about twice as much as a Novice Scout. This means that the person who would like to sell you resources on a more regular basis (and is therefore likely to have invested more skill points into a Scout related profession) is unable to provide you with the resources you need.


The Ranger and Scout communitiesare asking for your help. We realize that developer time is extremely limited and are therefore only asking for minor changes at the present time. To this end, we would like to know if your community is willing to support us in a push to increase the effectiveness of the harvesting and trapping skill mods to help us supply you with the resources you need. This is not a solution to the problem but it should help until a proper pass of the Ranger and Scout professions can be performed.RohmEnari will attempt to follow this thread and answer any questions you might have. Please support us in this push.


The following points attempt to summarize the situation as it stands:


  • Crafters need high quality resources to continue their businesses. Because of a lack of resources, crafters are forced to pay enormous amounts of money for these resources.
  • The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.
  • Currently, a Master Ranger gets about twice the resources of a Novice Scout (with a 125 skill point cost difference).
  • Currently, a Master Ranger gets about 30% more resources than a Master Scout (with a 63 skill point cost difference).
  • Spending skill points in Scout and Ranger means that the Scout or Ranger can not spend those points on combat skills.
  • Someone that spends most of their skill points on combat skills and relatively few on a Scouting related profession can harvest much more than a dedicated Scout or Ranger because they can kill larger creatures much more easily.
  • Trapping skills are designed to assist the Ranger or Scout in killing their prey. Some of the traps do provide useful effects but they hit very rarely on any target for which most Scouts or Rangers would need them for.
  • If the effectiveness of the Trapping and Creature Harvesting skill mods was increased then Scouts and Rangers would be better able to supply crafters with the resources they need.
  • Such a change should be easy and quick to implement as it only requires changing the way the skill mod is checked. As the Creature Harvesting skill mod only appears to apply when attempting to harvest a creature, this should be easy to change. As the Trapping skill mod only appears to apply when throwing a trap at a creature in combat, this should also be easy to change.
  • Given the extra supply provided by such an increase, it is likely that crafters would no longer need to offer such high bounties on organic resources in order to get what they want.
  • Such a solution is only a partial fix. Scouts and Rangers will still have many problems but these changes should help increase the general supply of resources and help to mitigate the inflation present in most servers' economies.


Sincerely,

Calculus_Entropy and DeltaXi65

The Ranger and Scout Correspondents

Message Edited by Calculus_Entropy on 04-06-2004 09:47 PM



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Rchuno
Tue Apr 06, 2004 8:32 pm
#9

I personaly think this would be a great idea. I would love to have one source that I could go to in order to get my avian or my herb. meat from. As it stands even a master ranger has a hard time getting enough to placate my demand and he must go to great risk to do so. I stand behind the rangers 100% in a stand to increase their productivity, for those reasons.





****************************
* Niccaurra {} Master DOC / Aspiring Merchant
*Niqe {DRUNK} TKM/Pist
****************************
FelNuruodo
Tue Apr 06, 2004 8:34 pm
#10

I will definately support you. I have always had a ranger charachter, was the first elite profession I dabbled in, way before tracking or camoflauge were implemented. I remember all the hype when they came in, and the developers promising new traps and new camps shortly. Obviously no such thing has happend, and that was what, 6 months ago? I wish you much luck in this pursuit, if you start some form of petition post a link here so we can all sign!



Jagged Nuruodo, 12 PT Chef 13 PT Artisan
FelNu Chef Goods: 2575 5300 Aartan Ridge, Tatooine
Imperial Second Lieutenant

Soontir Fel, Smuggler, Commando, Pilot
Will fly for free. Imperial FP 125/unit, Slice Price varies
Imperial Colonel
MasterNerfSlayer
Tue Apr 06, 2004 8:45 pm
#11

I think the harvest rate should be increased. I can lay down high capacity harvesters which just last week got me 700k of a very rare dolovite iron, yet I was only about to collect 4k of herb meat, and I am a bounty hunter !!




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

_Flash_
Tue Apr 06, 2004 8:48 pm
#12

sounds good to me



------------------------------------------------------
Flash Woods - TKA / Jedi Nub / Pilot
SST : The oldest Imperial guild on the server OH NOES!
Peydro Sanchez - Pretty much the only PvPer who has a mustache

{gggggggggggggggxnnntnnnnnnntnnnxggggggggggggggg}
Jordan_Karr
Tue Apr 06, 2004 8:49 pm
#13

I am all for the support of this program of changes..


I am sick and tired of paying through the nose for hides for my armors... Something needs to be done...

My poor master ranger has been drivin near the brink of insanity due to my need for hides, and his in ability to keep up with my demand...



Character Name: Chalvooka WOOKIEE FROM DAY ONE!! still a wookiee even after a small break from SWG!!! A Wookiee from before wookiee armors and ROTW or RTOS!!!!
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