Bio Engineer Archive

Thread: Critter Resource Availability

AgonThalia
Wed Apr 07, 2004 6:23 pm
#157

The Outdoorsman

This is a coherent posting on what we want rangers to actually be.

Harvesting Justification

This post is in response to TH's request that we provide a consise reason as to why we need a harvesting boost.

Some of the ideas you will read about are ideas only and subject to peer review, however Im sure that you will find some usefull information here.

Rancorrider is an amazing source of ranger knowledge, dont hesitate to ask him any questions, his answers will be clear and helpful.



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

Kurtlmak
Wed Apr 07, 2004 6:26 pm
#158


I agree and I would add to what Sir Vimes said in that you should be able to harvest the whole dang creature - milk, hide, bones, meat, arete, everything at onec - and in larger volume.


As for the farm installation idea, instead of being poweredby fuel, maybe a mix of flora and creature resources extend the longevity of the farm.That would ensure some base level hunting is still required. And if the Master classes get bonuses to the variety ofcreature resources they can harvest, simply make it that the deeded "farm" installation requires variety, not just quantity. If I have to use bones in Cho-Nor-Hoola, you can bet a caged Rancor or Graul would jump at the opportunity to chow down on similar fare.


/0.02 cr




kerel has gone away. bye!
AgonThalia
Wed Apr 07, 2004 6:29 pm
#159



Moppith wrote:
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.





This is a new idea and one that I havent seen before.

My fear is that the scout community would be alienated and would view this suggestion as a nerf.

I feel that the solution is not to take away skills from those who already have it, but to make the skills that we currently have more effective.

Thanks Moppith (you made me think about this) keep up the good posts



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

Ithasai
Wed Apr 07, 2004 6:31 pm
#160

Very high quality resources are expensive because they're rare... A Master Doc is not supposed to craft some top buff packs without some efforts and time spent for this. I mean what would be the point of the game if every doc had access to top quality resources and crafted the same best buffs ???
I've been a doc for a few days now (that makes me a noob, I know.. no need to mention it) and I'm happy to craft low level buffs to begin with, using mid-quality resources... That helps me and my friends for hunting, and thus gaining more experience. with this I'll craft better stuff I'll sell and so on... I'm having fun this way, and I don't expect "uber" quality things in my inventory for the nexts few months...
Just don't try to do the things faster than the way they're meant to be done. Work hard to gain enough money, take a lot of time to find the places of best resources, hunt a lot to find enough good avian meat... Just don't expect do go in front of a starport and buy everything you need for cheap.
AgonThalia
Wed Apr 07, 2004 6:37 pm
#161



Fleabrains wrote:

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 would suggest that more people would want to be scouts and rangers, and would therefore spend more time harvesting and selling to crafters?






Our intention is not to diminish or reduce skills players already have but enhance the skills that Rangers have in accordance with the sill points invested.



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

Luxorblack
Wed Apr 07, 2004 6:55 pm
#162

You've got my support.


Jesus, I'm being charged prices for meat that I can't even make a profit on.


I can't be charging people 50-70K for +80 BSN crates.


The chefs would laugh me out of the galaxy.



_________________________________________________________

Luxor Black, Parsec Enterprises [Adventureous Curator]
Master Junk Seller, Novice Merchant, Master Bio-Engineer


Visit Luxor's Antiques @ -2995, -6788 in Mos Omenos, Tatooine

CapricornONE
Wed Apr 07, 2004 7:05 pm
#163

/sign (x10)


I have been offering loads of money for meat.. and Scouts/Rangers need this to make them more usefull (Impliment blood samples forJabbas sake!!! but this would do too, for now..)





Claw
Master Bio-Engineer k Master Tailor
Chef Addative/Petstim k All Black BE'd Clothing Vendors
In the Mos Mesric Mall on Tatooine (-1118, 77)
Blight - Master Swordsman k FS Noob____________Master Riflewomenk Doc - Devaki
SirVimes
Wed Apr 07, 2004 7:37 pm
#164

Ok, just want to say I support this, but I have to play devils advocate.


Ok, the purpoise of bio-engineered additives was to make food uber, especially the heavy additives. They were suppose to be a bonus, and getting them was not suppose to be that easy. This is why Cabocaloric Eliminator is 45 herbivore meat, and Edible Nano Constructors is30 wild meat. They didn't pick those resources at random, they picked ones that would regulate how much of the items were made. This is one of the reasons the chef revamp took a couple of months.


Increasing the amount of resources will increase the amount of these items that can be made. If the market is flooded with additives (which they already are, but that is besides the point) will they be as uber as the developers intended? And while I am talking additives here, I am sure there are some other items in other professions. Whatever increase is done with rangers, it will have o be balanced.


Again, just playing devils advocate here...because I am sure this is what the developers are talking about.


RohmEnari
Wed Apr 07, 2004 8:10 pm
#165

I can see the arguement that Tailors would be put on the back burner if another doctor was offering to pay 200cpu for current avian meat. It is simple logic. I can make more money by running to get the avian meat. It is not that I like you less, it's just thatI can make more credits by getting the meat. Then again, I personally don't need the money so I would just take care of whoever asks first.


So my question is, would the Tailor community support the idea of Master Rangers being able to harvest multiple resources off of one creature? This would kill two birds with one stone. The doctor would get his avian meat and the tailors could get some hide.




Your friendly neighborhood Ranger,


Reyune


Idany
Wed Apr 07, 2004 10:26 pm
#166

The point is that with the socket bombshell and where things seem to go to with the Tailor profession, tailors will have to gather high quality resources as well. They will be demanding the same resources as an Armorsmith who makes 450k on a good advanced composite suit. I cant see Tailors compete with Armorsmiths in being able to pay for high quality resources. They have no way to ask profitable prices for clothing at those costs.


So your suggestion in offering "bad" hides at low prices to tailors prolly will only work in the short run. Multiple harvesting for Rangers sounds much fairer to me if you ask me in general but the tailor community isnt helped really by helping Rangers.




LordOfFatness
Wed Apr 07, 2004 11:14 pm
#167

I'm not sure if this was stated anywhere as I don't really feel like reading all of the posts. One thing I would love to see is some type of harvester (trap)for gathering meats. It would only be available to rangers, and its effectiveness could be related to trapping. The rangers could use their skills to track animals and try to find the best spot to set a trap. I don't want meat to be as easy to mine as minerals and such, but I don't see a problem with a master ranger being able to harvest 5k / day or so with a trap that they set up.
meschuster
Thu Apr 08, 2004 12:12 am
#168


Josfe,


Though as an up and coming ranger (and a former ranger on another server) I agree we need increases to harvesting etc... but I think your numbers are too high, unless I am not understanding you. Though we need higher harvesting rates I don't think it is reasonable to compare to artisan harvesting. But a good thought none the less.

Message Edited by meschuster on 04-07-2004 11:49 AM



Gondolin-Tarquinas
Genjin Hatsumi-Chimaera-Europe
Old-man Potts-Radiant
LadyGrey
Thu Apr 08, 2004 12:31 am
#169

I've been asked by several doctors to provide avian meat to them, so I timed how much avian I could get within a two hour period. It ended up being about 1.5k/hour. There is no way to meet the demand from just one doctor at that rate. The amount of meat, hide and bone that drops needs to be increased dramatically. The other alternative would be to have a ranching or farming profession, that would work alongside the scouts and rangers, by having them provide the basic animals (possibly by trapping) that would be grown in a ranch or farm. And maybe require it to be a scout or ranger to harvest the animals that are on the ranch. The animals in the ranch would all go away when there is a resource shift, so new ones would be required on a regular basis.

It's a messed-up way to arrange it, but my idea is to keep the scouts/rangers in the loop, as far as animal resources are concerned.



/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
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