Bio Engineer Archive

Thread: Critter Resource Availability

Shlo_mo_shun
Fri Apr 09, 2004 10:34 am
#209






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?







This is exactly my concern too. Too much hides could actually be BAD for you guys (and also for us, it isn't like i lose money on the hides I use in armor, no matter what price I pay for em). Make sure theyONLY up the production for Rangers, and not in general, cuase that could lead to too many hides, which would hurt you guys more than help.



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justapilgrim
Fri Apr 09, 2004 11:07 am
#210

I am all for giving a bonus to rangers, but would that solve the problem?


I don't 100% know how resources are "shifted in"


Is a resource (like hides) in rotation for a set amount of time? or is it untill the supply is exhausted?


so....does a resources have a random generated time in rotation (like 3 days up to 12 days)? or is it that there is 20 million or so of a resource and it hangs out for 12 days or untill exhausted?


What I am saying is this.......if a resource "shifts" in, and if there is a set amount of that resource to be gathered, it doesnt really matter if rangers can harvest more. The only thing that would change is that rangers have more hides than other fighters that have novice scout, and not help our supply or demand issues.


If a resource is around for a set peiod of time regardless of how many hides are harvested, I am all for the changes. If it isnt I dont think this really solves any issues, but is nice for rangers



SkinnyManDo
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Marrow1
Fri Apr 09, 2004 11:42 am
#211

I am all for increasing the amounts harvested by scout/ranger and for making Ranger harvs even more of a plus over scout.


For added content I would love to see some skill tapes for harvesting (I know there are new foods). Mybe even a special tool (docs have med droids why not have a specail knife or something that give an extra 10% or something.). These would be only slight tweeks to our current system.


However, I am very much against the additional suggestions by Muppith.




__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
TakO_Paleae
Fri Apr 09, 2004 12:06 pm
#212

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.




EDGEEDGEEDGEEDGEEDGEEDGEE   -Tak'o Paleae - Executive Officer of EDGE
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EEDGEEDGEEDGEEDGEEDGEEDGE How to mod music in SWG
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P.S. - this is what part of the alphabet would look like if Q and R were eliminated.
MobusDyrus
Fri Apr 09, 2004 12:24 pm
#213

I'll support ya. It benefits everyone, right? :-D



Mobus Dyrus
- Professional Scoundrel -
Chilastra
Cocoa_Boy
Fri Apr 09, 2004 2:15 pm
#214

5* and I whole-heartedly agree with your issues regarding Rangers in comparisson to Scout.





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angelonfire
Fri Apr 09, 2004 2:25 pm
#215






Tathace wrote:

i mean, how much do docs, BE, armorsmiths and chefs need?








how much do they need? if you're a be, you should know how much they need. in order to do one schematic of heavy tissue, it takes on the average 40k of meat. this does not include any eggs or milk or fish that might be needed in the construction of the product. chefs need approximately the same and a doc a bit less. I wish all professions had to make items the way we did, by bits and pieces due to the inability to gather enough resources to make a schem or 2 at one time. maybe and only maybe, would they finally understand what types of problems we have with resources. that is also the answer to your second part, why we charge so much. myself, I can't see charging what a tissue is truely worth, so I won't do it. I leave that up to other be's to charge the outrageous prices (which I know they must, due to the cost of the ingredients) and I will continue to make mine for the use of a few.


oh, and I would love to sign this but you're missing a few things. although the milk is MUCH easier to get ahold of now, it's still near impossible to get a schematic full of it (even buying it) before a resource change goes into effect. eggs seem to be getting a bit more scarce instead of higher supplies out there, and fishing is a joke. it's not just the meat that's holding up our buisnesses, it's the whole line of resources we need and use. it's been a disappointment to be a be.. it's one of the, if not thee hardest professions to actually make our goods. I think SOE has been totally unfair to our crafting profession, almost as if they were watching behind the screen and laughing at us. the dnastacking/storage, the dna critical failures, the ability to get the dna even at master be levels (how many of you have spent hours trying to get a few mutants only to be killed 5 times during the time and then critcal failing on them), as well as our trouble getting the needed resources to make tissues/nutrients. I hope you have enjoyed the laughs at our expense, devs. I think it's not too funny, and can't wait till a game comes out similar to this so I can move on, and actually play a game that's fun, not work.


angel.



SWG Beta Tester.. tired of still testing

In real life, people who dress up in tight plastic/leather outfits are considered tacky; In Star Wars, they're called "Storm Troopers"
angelonfire
Fri Apr 09, 2004 2:33 pm
#216






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.







I was going to seperate your quote but after reading it a second time, I found it all to be nothing but a joke. what's with people like you wanting a game to be such work? reduce the animals to scrawny, critical fail on harvests? look, (deep breath.. no insults, angel).. we have enough problems with this game being a damn job. we certainly don't need it to be more of one.


angel.



SWG Beta Tester.. tired of still testing

In real life, people who dress up in tight plastic/leather outfits are considered tacky; In Star Wars, they're called "Storm Troopers"
Tristarn
Fri Apr 09, 2004 2:50 pm
#217

Rangers should be the masters of creature harvesting , Hell I think they should be able to, and help a group kill a creature fasterand easier.


Sign this MCM/MR up for your cause.



Tristarn
Master Combat Medic
JayBurns
Fri Apr 09, 2004 3:43 pm
#218

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



JediQuic
Fri Apr 09, 2004 6:44 pm
#219

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

JayBurns
Sat Apr 10, 2004 12:06 am
#220

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.

Iweif
Sat Apr 10, 2004 12:20 am
#221


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


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