Bio Engineer Archive
Thread: Critter Resource Availability
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
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
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
/sign
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 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.