Bio Engineer Archive

Thread: Critter Resource Availability

Cailid010
Wed Apr 07, 2004 11:54 am
#118






glorydragon wrote:





Moppith wrote:


i would like to see a large change in the harvesting way.


at novice scout there should bea very slightability to harvest anything from a creature, giving the player scraps if you will!

at hunting 1 the player gains the ability to harvest the bone of the creature more efficiently aswell as gaining an overall harvesting bonus.

at hunting 2 the player gains the ability to havest the HIDE of the creature more efficiently aswell as gaining an overall harvesting bonus.

at hunting 4 the player gains the ability to havest theMEAT of the creature more efficiently aswell as gaining an overall harvesting bonus.

when you master scout you obtain efficiency II in harvesting

and as master ranger you obtain efficency III in harvesting!



this is EXACTLY what I was about to say. in the right order and evrything bones hide meat. and since you don't NEED bones or hide or meat to level scout it wouldn't be too bad of a nerf. if this ever dose get implemented the worst thing that happens is your going to have your MTKAs and Mriflemen crying about not being able to get the meat they want and thats fine by me. I'm almost willing to say you souldn't get harvesting till ranger but you have to master scout to GET ranger so that would be far to much of a nerf.







How do you plan to make camps without the bones or hides?




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Cailid - Ex Master Gunfighter / Ex Master Creature Handler / Novice Medic. Currently Swordsman / Ranger / Medic
Tab'Fren - TKM / Master Doctor
Med Vendor located in Crimson Solace on Dantooine at 4583, -5213
Lomar4976
Wed Apr 07, 2004 12:24 pm
#119

Rangers should always have gotten a significant increase in the amount of resources they gather in relation to novices - i'd honestly say up to 10 times more, but if they did that, then they would probably have to cut the amount that novice scouts gather, which would cause a problem to supply (many combat characters take novice scout for the added gathering when on a mission, but very few of them go all the way to ranger)



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J'akaras Armour - At the following locations:
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Drop Offs To Doaba Guerfel, Corellia (2483, 4288)

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sciguyCO
Wed Apr 07, 2004 12:28 pm
#120

I'd definitely be for those changes. I'd also like to see scout/ranger harvesting skills apply to milk harvesting, right now it looks like the only determination is the size of the creature.


Since you posted this to the public forum, I'll add something I was thinking of tossing up in the correspondant discussion for you to look at.


One thing that keeps creature resources scarce is that there is no simple way to "mass harvest" them like you can with inorganics and flora. A "farm" or "barn" installation has been brought up a few times, but this would obviously step on the existing scout and ranger creature harvesting, which I'd rather not see. However, I've been thinking of a couple options that would have the benefit of increasing the resource availability, while still keeping the profession interdependence:


1) Resource "replicator". There is a slight precedent for this with the BE's quantity enhancement tissues. It could be a tool crafted by a Master Artisan or BE. Or an installation crafted by an architect (possibly with components from scout/ranger/be). The crafter would put in a stack of a creature resource and it would output a larger stack. The multiplier would depend on the quality of the tool/installation, and maybe give largerbonus with a larger input quantity. An installation would be more of a time/credit sink, since you could have it take longer to finish the duplication.


On second thought, I think an installation would be a better choice, even with the lot squeeze I've been feelign lately.


It would still require scouts and rangers for the raw input, but would ease up on the quantity required of you, and make more units available to crafters willing to pay the maintenance/power.


Um, although I just realized the above doesn't have any way to stop against someone just recycling the larger output stack back into the input hopper, ending up with an even bigger stack. I guess that better go back to the drawing board.


2) "Barn", "Farm" or "Slaughterhouse" installation. This would take whole animals as input, and generate meat, hide, bone, and milk. One obvious choice for an input would be BE-crafted animals, but as these require meat to make in the first place, the efficiency would be lower. Plus, I'm not sure how resource shifting would be handled with those. Would a fambaa made by a BE give the same reptilian meat as whatever's spawning?


The second option (which I personally like better) would be adding a "live capture" trap to the Ranger profession. This could be at Novice or low-level Trapping, but the size of the creature able to be captured would depend on the Ranger's trapping skill. So a scout (purchasing a trap crafted by a ranger) may be able to get live durnis, alow-level ranger a kaadu, mid-level ranger trapsfalumpasets or banthas, a Master ranger could bring in a live Rancor. I'm envisioning something similar to the "creature habitat" that artisans can make from the bug samples looted from lairs. With some tweaking, I think this could compensate for a Master Ranger's lower combat skill. Although unless there was the ability to stack similar trapped creatures, inventory space could be a factor. You can go on rancor hunts and build up a big stack of meat from dozens of creatures, but it ends up only taking one inventory slot.


To keep things a bit more realistic, perhaps the trap is more effective when the creature's HAM is reduced, so you still have to do some damage (in the process gaining combat xp) before capture. So rangers who have spent points in trapping have less risk, but rangers with more combat skills can still eventually capture the animal.



I hope that wasn't too much ofa hijack. Like I said, it's something that's been bouncing around my head for a bit, and this seemed like an appropriate place to include it.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
glorydragon
Wed Apr 07, 2004 12:45 pm
#121






Moppith wrote:


i would like to see a large change in the harvesting way.


at novice scout there should bea very slightability to harvest anything from a creature, giving the player scraps if you will!

at hunting 1 the player gains the ability to harvest the bone of the creature more efficiently aswell as gaining an overall harvesting bonus.

at hunting 2 the player gains the ability to havest the HIDE of the creature more efficiently aswell as gaining an overall harvesting bonus.

at hunting 4 the player gains the ability to havest theMEAT of the creature more efficiently aswell as gaining an overall harvesting bonus.

when you master scout you obtain efficiency II in harvesting

and as master ranger you obtain efficency III in harvesting!



this is EXACTLY what I was about to say. in the right order and evrything bones hide meat. and since you don't NEED bones or hide or meat to level scout it wouldn't be too bad of a nerf. if this ever dose get implemented the worst thing that happens is your going to have your MTKAs and Mriflemen crying about not being able to get the meat they want and thats fine by me. I'm almost willing to say you souldn't get harvesting till ranger but you have to master scout to GET ranger so that would be far to much of a nerf.

Dayre
Wed Apr 07, 2004 12:45 pm
#122

As a former master ranger and current master tailor I can not agree with you more. The harvesting ability of rangers does need to make the skill points spent by a dedicated ranger pay off in the long run.



Dayre Realm || The Broken Compass || Mayor - League City, Dantooine
LXB || My Family
Rayze Realm || Eccentric|| Reluctant
meroc
Wed Apr 07, 2004 12:47 pm
#123


For what it's worth, you have my support.


I think doubling harvesting rates wouldn't hurt too much, though those people that are making a fortune from meat sales may not be too keen on the idea...

Message Edited by meroc on 04-07-2004 07:47 PM



Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
TheMalle
Wed Apr 07, 2004 1:06 pm
#124

Something that could also make up for the lack in combat skills could be a better creature-to-hit bonus, but also a damage increase against creatures (due to the knowledge of the creatures you get to know their weak spots and therefor you deal more damage).

If what you say is correct, then I won't hesitate to back you up.



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Mos Entha Role Playing Community
http://www.mosentha.com

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PyperX
Wed Apr 07, 2004 1:06 pm
#125

/sign






Pyper - MasterDoc.MasterSwords
Nyah Prentiss - MasteID.MasterSmuggler
Nemo0
Wed Apr 07, 2004 1:13 pm
#126

As far as deals go, I know that I personally don't look at an idea more favorably just because it comes from a specific group or a specific person. If I think something is a good idea, I support it (and I have a few thoughts on the linked thread below if you are interested).


We don't want any correspondents to take on our fight. That is why we have Calculus_Entropy. We just need something to show the Devs that we are not the only ones who think this is a problem. They are giving us the impression that there is nothing really wrong with our harvesting skill as it is now, despite well reasoned arguments to the contrary. We want to show them that it is not just the silly Scouts and Rangers that believe there is something wrong in the current system. I only know what Calculus_Entropy has passed on but most of it doesn't give us any hope for anything soon. While the Rangers are patient in general, this issue is something that effects many other professions and the general economies of all servers. While it might not effect you nearly as much as Doctors right now (for an example), spices should be getting a revamp in not too long. When that happens, youwill probablyneed more resources and this issue will play a bigger part for you. Do you really want to have to enter into the 200cpu bidding wars at that point? I hate them already. They need to go away. Yesterday.


All we want is a show of support or reasoned arguments why this change would not help. The fact is, Rangers and dedicated harvesting Scouts are very rare. We have no chance of keeping up with the demands placed on us.And we also have very little chance of being heard alone. On many of the other forums this was posted on, many crafters didn't realize that there are people who actually want to help them get resources at reasonable prices. The end result is easy to see (it is hard to miss prices on resources going above 200cpu). We are trying to put a little focus on the cause of the problem.


As for other professions needing changes, we agree. That is part of the reason we are not trying to push for a complete revamp right now. In truth, we need it. But we know we will just have to wait for that. This is just a change that should easily be doable as an extra feature in a publish (I would guess adding a Bantha and Cu Pa mount is a lot harder) and that would help most, if not all, players. I would expect some people to complain that they would now need to spend skill points to make money harvesting but that is how it should be. How many people go out of their way to find a Master Smuggler to slice their new weapons/armor? Want to make a guess how many tells I've received asking me to specifically harvest stuff for someone?


On a somewhat off topic point, I have read through ElectricNomad's linked post. I like a lot of it (I have not read the whole thread though so it is possible some of what I say below has been said before). While it has many great ideas it also has a major problem. Introducing a contraband system as suggested in there would be a huge nerf to anyone who is not a smuggler. I can support most of what I see in there but such a big shift would need a lot of work before I could consider it acceptable (even if a lot of the other stuff will take a LONG time to be put in but I'm sure you know that). This is not because I think it is a bad idea in itself. It is because of how the game has been working for so long. Such a drastic change would need extremely careful working. I'm not sure if you remember the uproar from a post claiming that some Lokian Wheat was stolen by Stormtroopers. The Devs can't make changes as drastic as you are asking for now (and probably never could have implemented such a strict system successfully). I like the idea of having more contraband in the game. I don't think it should necessarily apply to craftables or resources. But loot items and such should work. You want to keep that Nightsister Lance? You will want a smuggler to get it on planet for you. Random searches for stuff like that might be a bit harsh, though. If it's made it past one checkpoint, it should be safe. And the Devs shouldn't really delete the item (as lots of bugs can crop up then, like what happens if you go LD during a scan--easy exploit or tough luck). But severe penalties are needed. Especially ones that don't just go away from being part of some faction. I would guess that most players would agree on this point. The main problem is coming up with ways of doing it. Forced PvP doesn't work either (i.e. player bounties). The Devs want PvP to be opt in only. Taxes might work but you have to be careful here. Especially if you have mutliple tax points. But you would need another option for non-smugglers to get out of it (combat works to an extent). Just remember that crafters will pass the taxes and such onto the purchaser. Posts like these really make me wish I could somehow get Master Ranger/Master Smuggler. Sadly, I'm 15 skill points too short.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


littleengineer
Wed Apr 07, 2004 1:27 pm
#127

Nemo0
Wed Apr 07, 2004 1:29 pm
#128






josfe wrote:

For example:


Lets say that a master TKA/Ranger requires aproximately 20 seconds to kill a rancor. For which he recieves an 1000 hide reward. While he's fighting the rancor a master artisan plops down 8 BER 13 harvesters on a 90% vein of steel. In the 20 seconds it takes the TKA/Ranger to kill the rancor the master artisan has 1872 steel in his harvesters. not only that but the master artisan won't need to return to the harvesters for a few days because he's paid maintenance and power and while he's off doing something else the extractors are still going. Mean while the ranger's throwing traps, healing himself and destroying a single rancor for an 1000 hide reward. This just doesn't equil out.






One small point--a rancor gives a lot less than 1000 hide. I wouldn't expect 1000 hides on anything much lower than mid 100's CL.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server



Lythender Nirou
Crazy Bothan


Nemo0
Wed Apr 07, 2004 1:41 pm
#129

As far as other changes go, we'd love to have them. We just realize they will take a lot more time to implement. The Devs have not given us any timeframe in which to expect changes. So we are trying to push them into giving us the most basic ones possible. These changes are minimal. They should be easy to schedule in somewhere. Anything more and we'd probably need to wait for a revamp.


With the ranching ideas, Rangers and Scouts have a few small problems there. Such ideas would definately help increase the amount of resources available. But they would change the basic nature of the professions. Rangers and dedicated Scouts pick up those professions largely because they like to hunt (well, it's a bit of a simplification but it works for my point...). Making any sort of natural resource farming removes the importance of our hunting. If there is some way to just plop down a building and get resources then you will kill the Scouts and Rangers. That is why the creature resource harvesters were removed in Beta. Most Rangers and some Scouts don't mind going out and getting resources (many scouts only pick up the profession for prereqs and they often can't be bothered unless you pay them 200cpu or some other insane price). If we could supply the crafters, we would. But the skills won't let us. As a Master Ranger, I have trouble supplying even one crafter. He can't rely on me to get the resources he needs. And he can't even come close to getting all the resources he would want. With the way the skills are spread out, a Master Ranger really needs to be supplying several crafters. Really, a Master Scout should be supplying several crafters. There are 10 professions other than scout or ranger that use organics at some point during their crafting. And Rangers are less common than Jedi on my server.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


Raavan
Wed Apr 07, 2004 1:44 pm
#130

/sign. I totally agree with calculus's post.
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