Bio Engineer Archive

Thread: Critter Resource Availability

Rizzaka
Thu Apr 08, 2004 6:42 am
#183


holy crap rohm... i think i went blind from your sig!



and yes i agree that a master ranger should greatly differ from a novice scout and make SIGNIFICANT more off a harvest.


Message Edited by Rizzaka on 04-08-2004 01:40 PM






Drrty · Bothan of DOOOOOOOM
Zabuza · Demon of the Mist
· Prince of Endor ·
learn to adapt to the situation you have put your character in. i do not need to adapt my proffesion to accomodate yours.

Bannon9k
Thu Apr 08, 2004 7:18 am
#184

very good idea....



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LordOfFatness
Thu Apr 08, 2004 11:05 am
#185

"The rangers do not want this. They are not surveyors they are hunters. They WANT to hunt and gather them by hand. That's why they are rangers. "


I can understand that, and I agree that their harvesting abilities should be MUCH better. However, I just always found it humorous that you can't actually use your trapping skills to trap a creature.
Moxxinal
Thu Apr 08, 2004 11:11 am
#186


bah, double post. see below for real response.

Message Edited by Moxxinal on 04-08-2004 11:15 AM



Moxxinal
Retired Master Interior Designer
Current Wanderer of Radiant Galaxy
JamesHighwest
Thu Apr 08, 2004 11:16 am
#187

Truthfully, a quick "alter a couple of lines of code" may not work. Sure, they could simply adjust a number to increase how much Master Scouts and Rangers harvest.But if it turns out to be too much and they need to tone it down you know the players will scream.


That being said, I think metrics speak louder than simple "fix us please" requests. Why not arrange a test? Pit a Master Ranger up against a combat oriented class with only Novice Scout and let's see who has the most organic resources in 2 hours.


Just a thought. Could be fun and I'd place my bet on the combat class..... unless the Master Ranger is also a Master TK.





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Server: Kettemoor
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GeminiMoon
Thu Apr 08, 2004 12:24 pm
#188

The only problem I see is there's not an advancedcreature on each planetfor each type of resource. Who likes hunting rasps to get 12 units of avian meat (gulginaws or whatever drop ~35, yet I have yet to see a mission or regualr spawn of them).


There's just so much demand for a lot of resources...

Wooly Hide for example is required by what, Chefs (Jawa Beer, so Artisan really), Tailors, Architects, and Armorsmiths. Add the player base to that (what...maybe 10 top crafters per server, ~100 or so mediocre crafters). So there's a lot of demand for just one type of resource. Deranged Mantigrue's are most likely the top dropper for wooly, yet at CL 45, I can't see them dropping more than 60-80 units at Scout 0-0-4-0 (compared to experience of CL 45 feirce piket protector on dant). And it's really not worth the mastering of scout to get the little benifit of the tracking line unless it's your second character...yet isn't this game mainly for the casual gamer...?


Compare that to engraged rancors on dath...an advance creature, which drops ~150-190 resources. Now if only that could be applied to certain creatures which are readily avaialble, and have different resource drops (ie. domesticated meat is extremely annoying to get). They need to be readily available (spawning ground would be best...kinda like the area 2k west of the trade outpost on dath for rancors yet missions would also be great), as the player base is most likely growing, and the demand for items is increasing dramatically (ie. true story:I put up 40 crates of +20 Bivoli on my vendor, I log off for the night, log on the morning, and they're all gone...wow...there goes 50k meat)


Something needs to be done. Everyone's not a power gamer such as myself, so they most likely can't compete with losers, I mean power gamera,such as myself. Why should I be rewarded this way for doing lessto betterRL society *scratches head*


/end transmission




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JediKozel
Thu Apr 08, 2004 4:03 pm
#189

Hmm, I'm not sure what exactly you want us to do. If you want us to ask for these changes as a part of smuggler revamp, then that is probably out of the question. Absolutely no way. We are probably asking for the way too much already. And we still have no idea what the Dev plan for our revamp is. We don't even know what their vision is. So, asking us to included anything non-smuggler related in our revamp is a waste of breath. Sure all of us will probably agree that you guys need help in harvesting department. Even artisans need help - everybody can place a harvester right now. There is no miner prof. But we wont ask for any Scoutin changes in our revamp. Just as you guys would think twice about agreeing with our proposals for contraband system involving harvested resources.

So yes, Scouts and Rangers need help with harvesting and trap usages (I came close to mastering scout once). But don't expect any actual help from us. At least not before we realize what our revamp is going to be.

Now, if you guys agree with some of the contraband systems we propose involving harvested resources, this would be a different subject. If we can agree on some sort of a system that would involve harvesting resource on distant planets by scouts/rangers and then smuggling them past customs into main travel and trade hubs (Corellia & Naboo), then we can probably work something out. At least I think we can.



Mokael Openg
Mayor by Day, Fixer by Night, Gunfighter by Need
"Face it, if crime did not pay, there would be very few criminals."
Laughton Lewis Burdock
(from Shadows of The Empire by S. Perry)
Gouta
Thu Apr 08, 2004 5:59 pm
#190

Rangers/Scouts have my support for increased harvesting.

Gouta
Kurtlmak
Thu Apr 08, 2004 6:28 pm
#191



SIr Vimes, good point. But the resource yeild doesn't have to be enormousfrom a Ranger/Scout-fed installation, or even as part of a revamp for the base Ranger harvesting success. In the case of a farm, maybe the maintenance is low and it just provides a steady flow of resources - the resource multiplier idea. Maybe theoutputresources are on a timer, so as to avoid flooding the market.Even at x2 it'd be worthwhile to me. Of course, a resource multiplier brings up the idea that resources input could be re-sold at even less than either Rangers or Scouts...


Maybeinstead of quantity,a"farm" "buffs" resources...+50-100 to each resource stat? or just a couple? But this shoves the issue down the general crafting "black hole" of percentages and success rates.


I feel the point of the suggestion I made about a farm is getting lost - the farm would rely on a variety of resources, only easily attainable by Rangers. People could still buy from Scouts...but could also instead own a farm that a) increases the amount they buy from a Scout or Rangerby a nominal amount and maybe also improves upon it - which is the really important bit to most crafters anyway - not always volume but producing a superior product at similar cost to their competition. PLEASE correct me if I'm worng...


The bottom line is, I don't have many more ideas, but I support Calculus' efforts in setting things straight. Obviously something must be done...




kerel has gone away. bye!
Lumpi667
Thu Apr 08, 2004 8:16 pm
#192

as i am a part time hunter (besides CH) and sometimes getting some orders (mostly from docs for meat) i know it is hard to give them low prices.

First you need to seek out the animals with the meat type wanted. You need to kill one and have a look if the qualities are the wanted too, if they are you are happy and can hunt more of these animals. If not you need to travel to the next planet.

Even while using /areatrack it may take large amounts of time and money for traveling and hunting.

So the most time i am only able to contribute "grind-quality" ressources, for the efforts to collect HQ ressources are too high for me...



DARK SIDE - Imperial Rolls

I hope you understand my pseudo english
inoch
Thu Apr 08, 2004 8:31 pm
#193

Another option, as well, would be to not make the quality of the hides matter in the equation of making armor. Right now, too much emphasis is placed on the OQ and SR of the hides. This means that only certain critters drop the high quality hide. If OQ and SR didnt matter in the equation, any hide could be used, and the price of hides would drop signifigantly as people could no longer charge outrageous prices for great hides. This as well as the increase in ranger harvesting could finally put organic resources into a more reasonable price line.



Inoch,


Master AS of Wanderhome



Nemo0
Thu Apr 08, 2004 8:31 pm
#194






LadyGrey wrote:

Maybe scouts and rangers need to have static traps they can set out. If a creature wanders too close, and the trap is sufficiently strong, the creature is killed by the trap. Then the scout/ranger comes back to the traps they have set, and harvests the creature resources. Could work a lot like the mineral harvesters, except based on the chances of a creature wandering within the area covered by the trap. The traps could use maintenance and power, but can only be used by scouts/rangers, with the strength of the trap being dependent on the level of the scout/ranger.







A static trap like this might solve the resource problems. But it would also change the way Scouts and Rangers work. I know that I enjoy hunting. I have never bothered with inorganic harvesters (even though I have all 10 of my lots used). Giving us the ability to use an organic harvester almost forces us to use it. It will kill the hunters and turn us into farmers. Is this a bad thing? For me, yes. While I don't hunt for profit (I just give my resources to my friends) I do feel like I have a purpose when doing it. If there is some sort of autoharvesting then the extra hunting will be almost pointless (a low quality inorganic harvester can easily top my harvesting rates). The idea sounds so nice but it would completely change our profession.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


Nemo0
Thu Apr 08, 2004 8:33 pm
#195






JamesHighwest wrote:

Truthfully, a quick "alter a couple of lines of code" may not work. Sure, they could simply adjust a number to increase how much Master Scouts and Rangers harvest.But if it turns out to be too much and they need to tone it down you know the players will scream.


That being said, I think metrics speak louder than simple "fix us please" requests. Why not arrange a test? Pit a Master Ranger up against a combat oriented class with only Novice Scout and let's see who has the most organic resources in 2 hours.


Just a thought. Could be fun and I'd place my bet on the combat class..... unless the Master Ranger is also a Master TK.








A few other Rangers have reported to us the results of these tests. The combat classes win. That is one of the main problems.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server



Lythender Nirou
Crazy Bothan


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