Bio Engineer Archive

Thread: Critter Resource Availability

speardancer
Wed Apr 07, 2004 3:32 pm
#144

Add my support in as well... whatever solution comes out of this effort, something needs to be done to address the shortage in hide/bone/meat supplies. And the solution should stick in the realm of the scout/ranger as well.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
Nemo0
Wed Apr 07, 2004 3:38 pm
#145


As it stands, I usually don't charge anything for my harvests. This goes for uber avian for doctor friends, uber wooly for an armorsmith friend, and the random hides for a tailor friend. As far as helping tailors, the best thing would be having different levels of Scout/Ranger being forced to harvest multiple resources. If I'm hunting Yavin Domesticated Meat for a friend, this would force me to get a decent sized stack of whatever Yavin Leathery Hide was around. If the hide wasn't very high quality, a tailor could quite easily take the extras. But that would require a lot more coding (we are asking for it for if/when we get a revamp but we don't want this change to take away from what the Devs currently have planned).Many Scouts and Rangers would just want a big increase to harvesting. While it would be best for their bank accounts, it wouldn't help the general economy nearly as much. But that's my personal opinion. And we don't want this to be a Ranger only increase. But the most glaring problem is at the Master Ranger level.


Edit: Just thought I'd mention that the shirt my character currently wears cost me 40k. As did quite a bit of my other clothing. They are BE tissued, though. It's quite server dependent.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server

Message Edited by Nemo0 on 04-07-2004 11:40 PM



Lythender Nirou
Crazy Bothan


Shlo_mo_shun
Wed Apr 07, 2004 4:01 pm
#146

this definitely has my support. Rangers are getting shafted on the resource collection for all theskillpoints it takes.



shlomoshun Boutros -
shlomoshun Master Armorworks - Imperial Prototype Shields
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NinjasLovePirates
Wed Apr 07, 2004 4:12 pm
#147

I suggested the idea of Farmers a while ago (and they were an intended profession way back when) on the Doctor boards, but it didn't go anywhere.



Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


cwhippie
Wed Apr 07, 2004 4:32 pm
#148






Calculus_Entropy wrote:




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.








After taking MAster Ranger, you yourself had enough skill points left tobecome a TKM. So tell me again how a novice scout sells more resources ??






I do agree however that increasing the amount of resources a creature has available to loot could help the economy. But this change needs to be implememnted up the line notjustat master levels. Ranger and Scout is one of those support classes, it is a class you take to compliment your other class. Honestly though, it sounds like you need your traps to be looked at. That or to make friends to help harvest - I have yet to pay for any meat because I have friends that I hunt with and they harvest with me.



The reason people offer so much for meat, is that very few people have the points available to, or take the time to take Novice scout. Run speed is almost useless, there is very little running to do in PvE, especially if you used ranged weapons. Camps are no longer needed. And Everyone knows that traps suck. Compare taht to the number of crafting skills, you would be stupid not to have survey exp. You are bound to have extra of some resource or another. So for every 20 people that have access to surveying, and Heavy harvesters, you get one person that can/will harvest meat.




Perhaps the real answer is to allow you to harvest more than one resource type.



Master Scout(or maybe Novice ranger) can harvest 2 times, different resource types each time.

Master Ranger can harvest 3 times, again different resources each time.





In anycase I wouldnt recommend telling the Devs or the community that a master ranger/combat classharvests less over time than a novice scout/combat class. ESPECIALLY when the correspondant is a TKM/Master Ranger. If you really want to harvest less, or be less efficient at killingtry being a BE.






Findywen Tanaburs



Rancorrider4
Wed Apr 07, 2004 4:40 pm
#149

Good evening and a /bump for you evening Combat Medics.



nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


vortexala
Wed Apr 07, 2004 4:41 pm
#150


Is there a main thread on the Ranger or Scout boards for this? Just wondering if there was a link you could provide

Message Edited by vortexala on 04-07-2004 04:42 PM



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
eman7h
Wed Apr 07, 2004 4:47 pm
#151




You guys really need it.





Now, I realise that I could have selfish motives, because I, as other Armorsmiths, need hide badly. And I do want it for my selfish reasons, I don't deny it, but what about you guys?





You have to spend money for travel. You have to give up your time looking for elusive creatures to get the hide that is in demand. To take the big stuff you need buffs and armor and wepons and meds, and that stuff dosn't come cheap. But the price people are willing to pay for hide might cover that. I don't know, I don't do it for a living.





But let me give an example that someone posted on a thread about Organic Harvesters.




(assume good quality hide here, thats the only way it really makes sence, or the end price sounds too high )





Say you sell me 20k hide for 50cpu. I pay you1 millfor the stack of hide.





Say they up your /harvest rates. You give me 50k for 20cpu. You still get the 1 mill, but we both win.





Devs, please up the amount thatrangers get for their /harvests.



Edited for format (these boards suck!)

REEDITED FOR FORMAT! ( )

Message Edited by eman7h on 04-07-2004 04:48 PM

Message Edited by eman7h on 04-07-2004 04:50 PM




Morhea Jakri | Eclipse
Mayor Of Baulder Dash, Tatooine
Shipwright


Fleabrains
Wed Apr 07, 2004 4:50 pm
#152







Calculus_Entropy wrote:



The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.






According to your statement above, you could make the lack of resources go away by reducing novice scouts' abilities to harvest (thus giving more benefit to being ranger) just as well as by increasing the bonus to rangers. Your logic wouldsuggest that more people would want to be scouts and rangers, and would therefore spend more time harvesting and selling to crafters?


Its like saying that science isn't progressing fast enough, and most scientists are men. Therefore, if we increased the ratio of men to women, then there would be more scientests and science would move faster.


XpNsVe
Wed Apr 07, 2004 4:53 pm
#153

I have to agree the meat situation is out of hand. Don't know if what you propose is good anough but it definately needs to be revamped.



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RonninOtnemem
Wed Apr 07, 2004 5:03 pm
#154

The issue is not about a Master Ranger/TKM and their rate of harvest over a 3 pronged elite combat master/Novice Scout.


It's about the overall ability of a Master Ranger (since it does take 77+63=140!! skill points to get there) being able to harvest A LOT of resources, even if they only take down small animals.


I am all for giving Master Rangers 10x harvesting ability than Novice Scouts. I had planned on making my BE a ranger, and considered only doing the tracking line, but if the harvesting rate stays the same... what would be the point?



**********************************************************
Cloudrak == Master WookiEE

CrazEE == Novice Ewok
Moppith
Wed Apr 07, 2004 5:43 pm
#155

that doesnt disable you from being able to get bone or hide, it makes you more efficient in harvesting these particular resources.

please read properly before you comment.



IGN - Tytsonyt
Master TKA/Master Doc

Former Member of The T'Doshok
Doctor for HaggisHunters

Doc Med Supplies Vendor coming soon.
AgonThalia
Wed Apr 07, 2004 6:12 pm
#156

Very true,

we are a combat/ crafting support profession....

However, I have a friend who is a Commando/ Tka/ Novice Scout...we decided to do an experiment on rori.

We hunted tortons for 2 hrs. When we found one we sent the other a tell and said how many we found. She was able to kill them faster and then move on. It took me longer to kill them and move on. In the end, she actually ended up with more hide than I did because she was able to find and kill them faster than I could.

She used TKA knockdown then flamed them. I took considerably longer...for her it was 2 keystrokes, for me, it was a few...I was a master pistoleer at the time.

This is not dissimilar to other experiences that other rangers have had.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

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