Bio Engineer Archive

Thread: Critter Resource Availability

Nemo0
Thu Apr 08, 2004 8:39 pm
#196






JediKozel wrote:
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.






We do not want to take anything from you and your revamp. This thread was posted to all the crafting boards that use organics (even if many of your spices don't use them, a few do). The idea was mainly to show the Devs that Rangers are not the only ones who see this problem. As for making deals, we are not trying to do that. While many of your contraband ideas sound like a lot of fun a lot of them involve nerfing everyone who isn't a smuggler. It seems a bit late to make a change like that although there might be some really good ways of doing it. Good luck with your revamp plans. I hope they make you worthy of the title Smuggler.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


Silvadeus
Thu Apr 08, 2004 9:36 pm
#197

Not to be the voice of evil (or something like that) but have you thought that if they up the harvest rate for rangers, if there will be more people joining up in the Ranger profession... and if it will oversaturate it, and thus creating the market to drop.... ideas?



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Iswi's Armor
Located in the MegaMall in the Legendary City of Ghost Located on Dantooine
We have in stock! Imperial PSG's, Advanced Composite, Full Suits of Armor
Stun Helmets, and various armor pieces! Come Check it out!!!
Iswi's Advanced Composite Armor Now In Stock!!!!!! FOR SOME KILLER PRICES ON ARMOR!!!!!

Silvadeus (Starsider)- Currently 2-1-3-4 BH, 4-3-3-1 CH, and Master Novice
Large Supporter of the Bounty Hunter/Jedi Conspiracy since 5/17
Calculus_Entropy
Thu Apr 08, 2004 10:46 pm
#198

One things I would state is if we can fill the doctors orders more quickly, we are more likely to get you the hide you need .



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Thu Apr 08, 2004 11:04 pm
#199






LordOfFatness wrote:

"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.






I try to refer to them as Ranger Grenades as much as possible .



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Thu Apr 08, 2004 11:07 pm
#200

Please note the highlighted section of the original post. I added that to make it clear that we do not want anything other than support (a simple /sign will be perfect). Sorry for the misunderstanding.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Thu Apr 08, 2004 11:21 pm
#201






ArthurDentOnBria wrote:


Calc here's the thing:


1) the tailoring community, I believe, sees no such resource shortages. For the most part we use leathery (rancor) hide for 90% of our items, and thank god for that because we are able to buy it cheaply (3cr/u - 6cr/u) from scouts. If we had to deal with rangers for hide we'd be paying 50cr/u like everybody else and tailor margins don't permit that, but rangers are natoriously insensitive to such issues.


What you are saying is that the hide we can harvest the most of is what you use. Thatis along the lines of a larger harvesting mod is good for tailors. Also keep in mind that the economy is different on every server.


2) Tailors have probably gotten no more attention than rangers since launch. I have one character who is each so I'm sensitive to these issues.


I hope rangers do get some help, for their sake and for my ranger character's sake, but I have no illusions whatsoever that the crafting community would see any benefit from such a change. Rangers are a small group of specialized hunters who demand premium (read outrageous) prices forwhat they harvest, andare going to set their prices on "what doctors will pay for avian"no matter what, which hoses all other crafters. Tailors will be buying hide from scouts, not rangers, as always.


Message Edited by ArthurDentOnBria on 04-07-2004 10:43 AM








Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
FatesTheatre
Thu Apr 08, 2004 11:48 pm
#202

I'm all about this! It would definately level the crafter playing field.

/sign



Meet the Family!
Najarai-Pistol Shootin Twi'lek-Master Pistoleer/Desperado/Rogue/Launcher Pistol Specialist
Promethea-Sexy Fotm Monkey-Master Swordsman/Master Doc
Proud Member of the New World Order
Resident of Idlewind Springs
vortexala
Fri Apr 09, 2004 12:04 am
#203

Alright CMs, supporting the Rangers/Scouts with this issue helps us in the end. So voice your support



~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...
Groid
Fri Apr 09, 2004 12:26 am
#204

It is a known fact that eggs are meat substitutes, yet the quantity we can get makes them useless in any crated foods.

Milk is needed in some recipes, yet again, comes in such small quantities the foods are ignored or made rarely.


I agree we should have a change, allowing rangers the ability to harvest MORE.. alot more than a scout. Also, I have been told, when grouped, a ranger gets less meat than when solo. Since some creatures almost require groups to kill, this also is a limiter in the quantaties harvested.


I have no answer, other than we need some change.

Mokianna
NalfeinQ
Fri Apr 09, 2004 7:06 am
#205







RohmEnari wrote:


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.






I think this is a fine idea, and may in the short term at least allow there to be some point to master ranger. I was a ranger for a few short days.... until I realized it did nothing for me.



Nalfein - Dancer/Tailor
Patron Saint of Purple
Glass Howitzer - Lone
AgonThalia
Fri Apr 09, 2004 9:21 am
#206

Firstly to respond to the idea of not making the OQ and SR a factor in the crafting of armor, I think that would diminish the Armorsmith Proffession in a huge way. There would be little to no difference in what the armorsmiths would make (from my limited knowledge of the AS profession) As it stands, the competition to squeeze out a few more points of protection is key to the AS profession.


Sure, it would be a bit more convenient, but this would affect doctors, CM, architects and a host of other professions that depend on the highest quality stuff to create superior items.


As for people flooding Ranger....on my server, jedi outnumber Rangers...and thats really kind of funny I dont see the skills that a ranger has or will have to ever become a flavor of the month...


keep up the good ideas...and thanks for your support



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

AgonThalia
Fri Apr 09, 2004 9:39 am
#207

Thanks for keeping the farm idea up and running.


For rangers, if farms were implemented, it would really diminish the need for us. Anything that would increase our active role in hunting animals would most likely be seen as a blessing, however, changing the resource gathering from an active hunt to a passive gathering would be seen as a nerf to rangers and we would effectively lose one of the major things that define us as rangers


Thanks for your active participation and when all is said and done, these forums allow the refinement of a good idea into a great idea.


Also with the farm idea.....


CH's would like exclusive access to it because they can domesticate the animals

BE's want the farm exclusively because they can create their own stock

Rangers/ Scouts (if a farm were ever introduced) feel that they need exclusive access because of the harvesting process allows them to maximize the output.


The farm idea...(a good idea) is a strong contention point between some of the creature-centric professions because they feel that whoever controls the farms can control the resource economy.


I for one dont want rangers/ CH's/ BE's to have the farms for many reasons that i wont go into here. (its just too long)



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

fantoq
Fri Apr 09, 2004 10:20 am
#208

I think y'all are looking at this as if it were a pure world, that doesn't exist.


BEs, Artisans, Smiths, etc are crafters, sure. But I'd bet most of them have combat skills and many of them have scout skills. The game has a large combat mission basis to it. In my little group of 6 or 7, all of us have scout skills, 2 of which have only basic combat skills and are craft people.


The bulk of resources sold, as far as quantity goes, is to grinders. The OQ could be 1 as long as there's enough units there. For real crafting, I'm using my own gathered resources. It's cheaper and I can get paid for doing missions. I think you could increase rangers to 300% of scout and it won't have a substantial effect, especially considering the number of scouts capable of harvesting vs the number of rangers.


All that said, I'm not opposed to the change to help out the ranger class, they deserve a boost; but I don't think the overall effect is as stated.





fantoq
MCH
former Medic
App. Carbineer
Society of Interplanetary Mercenaries[SIM]/ stargate/ naboo
Page 16 of 20