Bio Engineer Archive
Thread: Critter Resource Availability
Silvadeus wrote:
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?
(battlemaster turned wussy crafter)
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Imall for this.I have sold hide for ridiculous prices and i have boughthide for ridiculous prices.
As a ranger i quickly grew tired of killing the same creatures over and over and over and over again and have 1k hide to show for it.
Tathace wrote:
i mean, how much do docs, BE, armorsmiths and chefs need?
JayBurns wrote:
Lets take a moment to think about what we are asking for, ok I think everyone including the developers can see the problem with creature organics, but there are other ways to fix it rather than just enhancing the rangers harvesting. Here are a few of my own ideas that could be easier or harder to implement, I couldn't say because I didn't write the code for the game, but having choices is always better than none.
- Make more powerful weapons (lets say anything that requires an elite profession for the certification) have a "creature decay" mod, which reduces a fat&healthy creature to scrawny&unhealthy. But then again, master Rangers would have to be immune to this somehow for their single elite combat profession, maybe something like "creature anatomy" that would allow the masterranger to avoid pulverising the best tidbits of a given creature.
Or...
- A critical fail chance for creature harvesting. Combat oriented toons with only the novice scout tab could suffer from an invisible negative effect occuring on their harvests, meaning they might use harveston 10 creatures but 5 of them would say "you have destroyed the xxx resource from this corpse". This invisiblecritical chancewould gradually reduce to very rare at master scout and could turn non-existant at novice ranger. This chance could even be implemented to every so often create a double quantity harvest for rangers, which means it would actually work for high levelrangers and against novice scouts.
Achange to add more harvests to the ranger tree could be tough to implement. Changing the entire structure of code for harvesting creatures is a bigger task that many might suspect (this means the base numbers for every creature harvestwould need to be revamped), which is why the developers have shyed away from it. And all this does is add less overall value to creature organics, since there willsimply be more quantity. More rangers with triple or quadruple harvesting ability would mean creature organics could get close to machine harvested resources in the raw amount available on the market ata giventime. Ithink what needs to be done is strike down the real problem that is the novice scout+hunting 1/2/3/4harvesting, even if the "creature decay" that I mentioned earlier is just as tough to implement on all the weapons, there are other potential fixes.
JBurns
P.S. I am trying to get master scout right now and I agree whole heartedly about traps needing enhancements.
Hey at least I'm thinking like a developer, attacking the problem from all angles, instead of just latching on to some pipe dream of an idea like a pitbull and not considering anything else. That will only make you unhappy, if Bio Engineer is so bad do something else until they have fixed it to your standards.
Everyone has their own opinion about what a game should be, and this is the problem that game creators have had for a long time, trying to please a wider audience. Not everyone can be happy, just look at any government in real life.
Regards,
JBurns
I Kinda like the Contraband/smuggling(LOL...sorry) idea myself....I dunno if it could be added the to the game at this point, but it still sounds cool.
I'm sure Your Revamp will bring Something Spiffy for smugglers to do ![]()
- Make more powerful weapons (lets say anything that requires an elite profession for the certification) have a "creature decay" mod, which reduces a fat&healthy creature to scrawny&unhealthy. But then again, master Rangers would have to be immune to this somehow for their single elite combat profession, maybe something like "creature anatomy" that would allow the masterranger to avoid pulverising the best tidbits of a given creature.
Or...
- A critical fail chance for creature harvesting. Combat oriented toons with only the novice scout tab could suffer from an invisible negative effect occuring on their harvests, meaning they might use harveston 10 creatures but 5 of them would say "you have destroyed the xxx resource from this corpse". This invisiblecritical chancewould gradually reduce to very rare at master scout and could turn non-existant at novice ranger. This chance could even be implemented to every so often create a double quantity harvest for rangers, which means it would actually work for high levelrangers and against novice scouts.
Rangers have my full support as well, not only in the area of harvesting, but others as well. Sometimes when you fix one profession, it will help others ones as well.Good luck in your mission to fix this problem with harvesting.
Iweif Imit
Lowca-Harata, Naboo