Bio Engineer Archive

Thread: Critter Resource Availability

Aynianu
Sat Apr 10, 2004 3:06 am
#222

One solution in my eyes would be to add an alternative way to harvest.

You mentioned combat proffessions can harvest more than rangers if they have just novice scout, because they kill faser.

How about giving rangers the ability to trap animals in such a way to make them snared much like a hunter does with a rabbit in the wild.

You can just go upto it and kill it, harvest all in one, no combat involved unless the trap fails

just a suggstion mind you, but could be a interesting way to make harvesting faster as a ranger (BE can already auto kill animals wiht DNA sampling so i dont think this would unbalance much in that respect)

Munga_Meds
Sat Apr 10, 2004 3:47 am
#223

I agree with this wholeheartedly. I support my Rangers (hell it's in my guild name) 110% and then some.


As it is, with scout hunting 1 I only suffer slightly when helping them fill an order over the amount they harvest. There should be a VAST and NOTICEABLE difference in the amount of material I harvest with my spare 15 skill points than they do with 125.


It would also mean our Ranger guild hunts more often. As it is, to fill a typical herbivore order of 200k, we hunt for 7-10 days. To fill an order for 200k hides, we hunt for about 3-5 days (because hides drop far more than meat does). Don't even get me started on filling avian orders...


We have gotten tired of coming home from work to ... go to work. This change would allow us to help the crafters and still have fun, and charge less cpu to each customer.


/agree


/signpetition





Athera- Master Tailor
Talusian Haven, Talus, Kauri
Munga_Meds
Sat Apr 10, 2004 4:01 am
#224

I signed in the CM forum, but I'll sign here too, as I am both.


I am an Antarian Ranger as well (support to the Rangers in my guild) and I wan't this for them, not even because it would mean more avian/herbivore for me.


Frederick from Eclipse said it best. We have 8-10 regular customers, and we can only ever fill MAYBE 2 of their orders before a spawn dries up. We don't LIKE charging 30-40cpu, but that is what the customer pays us.


You have my support.





Athera- Master Tailor
Talusian Haven, Talus, Kauri
GuardianHawk
Sat Apr 10, 2004 7:21 am
#225






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 think you are largely correct, but it is not a clear split you you suggest.


I would be very much in favor of ranger traps that would harvist organic resources. And thecharacter on my second account is a ranger. In fact the reason I have a ranger as a secondary character is largely to support my Doc. But lately I have just plain given up on collecting Avain meat and I am using him as a combat character. Hopefully that will change sometime in the future but for now I will just try to buy Enhance Ds for my Doc and when I can't I will just become a combat hunter like everyone else is.


for all the mission hunters that are out there you might want to take note of this. This Doc is only available if I am properly supplied. If not you won't see my Doc anywhere. So no buffs for you.


In the end, increasing the harvisting rate won't kill the market it will just mean there are more docs out there working and using more Buff packs and players will be getting more buffs.


Let me ask from a Ranger's perspective.


100 avain meat * 100 cpu = 10,000 credits


or


1000 avain meat * 10 cpu = 10,000 credits


if it is the same amount of work the only difference will be the amount of Buffs that are made, not the income for Rangers.





Hawkeye'
Guardians of Light
Bringing Honor to Online Gaming
www.Guardians-of-Light.com
G0llum
Sat Apr 10, 2004 10:44 am
#226

I would like to respond to the milk post. I have never sold my milk just because I give it to a chef friend, but I have to say gathering milk is boring. The biggest problem with milking is associated with my resource gathering. Herb meat drops also give milk. Great, except that it already takes me an insane amount of time to gather enough meat to satisfy demand. If I take the time to milk each creature before I kill it I will never meat my contracts. I do alot of my meat gathering on large hunting parties, where BH's or combat classes are trying to gain xp. Try explaining to a group of BH's that they need to wait to shoot the pickets so you can milk them first. It doesn't happen.


G'ollum



G'ollum - Master Ranger
Solo4114
Sat Apr 10, 2004 11:55 am
#227

Sorry, but I'll be withholding my support for any ideas for other professions until they decide to support US for a change. I constantly hear people say "Wow! That revamp sure sounds cool. Just not for anything I'D want to move, though, right?" Sorry, but if smuggling's going to work, EVERYONE has to be affected. Smuggling needs to be along the lines of going to a medic or entertainer or something. Want to move illegal or taxed items with no penalties? Better find your smuggler or deal with the downsides. Simple as that. Why is this such a tough concept for people to grasp?


Whatever. I don't suppose it matters ultimately. Nor should anyone really care about what I happen to throw my support behind since, unless we see real movement by the middle or end of this coming week, I'll no longer have an account.


SeanBlader
Sat Apr 10, 2004 1:21 pm
#228

I know that after a stop in Coronet with a Master Ranger title that I get added to a bunch of people's friends lists and then I get people asking me for hides everytime I login. I know 3 armorers that look for me to get them hide. I know they have other suppliers, but they all look to get as much as they can get when a decent wooly shows up. I actually take aboutone out of every 10requests I recieve.




________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


Gyopi
Sat Apr 10, 2004 4:41 pm
#229






Calculus_Entropy wrote:




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.









I think his point is that since the quality of our hides doesn't matter, we tend to either get our own if we have some scouting, or buy cheap hides off the bazaar or from novice scouts who are grinding. Its just a matter of economics. There aren't many ways for rangers to make money and they main means of support is gathering hides and meat. If you have the chance to either gather 50-100cpu hides for armorsmiths or 5-8 cpu hides for tailors, you would be foolish not to try to get the hides that you can sell for more. I'm also pretty sure that most rangers are not going to put aside a little of the expensive hide to sell us cheap.






Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
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Nemo0
Sat Apr 10, 2004 4:52 pm
#230






Solo4114 wrote:

Sorry, but I'll be withholding my support for any ideas for other professions until they decide to support US for a change. I constantly hear people say "Wow! That revamp sure sounds cool. Just not for anything I'D want to move, though, right?" Sorry, but if smuggling's going to work, EVERYONE has to be affected. Smuggling needs to be along the lines of going to a medic or entertainer or something. Want to move illegal or taxed items with no penalties? Better find your smuggler or deal with the downsides. Simple as that. Why is this such a tough concept for people to grasp?


Whatever. I don't suppose it matters ultimately. Nor should anyone really care about what I happen to throw my support behind since, unless we see real movement by the middle or end of this coming week, I'll no longer have an account.









You have to be careful with any change you make. Yes, people need to be affected. But people have to be able to keep playing if they don't know/can't find/can't afford a Smuggler. Balancing the situation so that smuggling is necessary but that casual players can still play is an important consideration here. Personally, I think high end loot is your best target. If someone goes to the Geonosian cave to get some loot, they better make sure they know a Smuggler. That sort of thing should work. Making it so thatsome sort of crafter can't bring their resources backto their workshopis going to hurt thecasual player to the extent that many will cancel their accounts. Yes, players need to hurt. But players also need to be able to play without a Smuggler. It will have to be a compromise. Put a huge tax on some things (maybe Krayt loot and similar stuff) and an outright ban on other stuff (like Geonosian weapon components). Tax the stuff that players have a chance of getting while randomly exploring (yes, you can run into krayts randomly). Ban the stuff that players have to go out of their way to get (although the bans need to be a bit sensible--you don't want people losing a geonosian pistol schematic because they went LD at a starport and their smuggler escort didn't notice [and yes, it will almost certainly be an escort thing and not a trade thing]). But make sure to consider the casual players in any proposal you make. Players HAVE to be able to play WITHOUT a Smuggler. But players should WANT a Smuggler often enough. And I'm pretty sure the Devs will say something very similar.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


bullitt3
Sat Apr 10, 2004 9:18 pm
#231

/sign



any help we can get would be great.


i have one thing i would like to add that should be looked at: recently on bria we had a spawn of wooly hide that was like 984oq 843sr. this wooly was on talus-and this is the problem-the only thing i could find that dropped wooly hide on talus was paralopes -there were no missions for them because they are so low level-they are also very rare to just find out in the wilderness. when i did manage to find a lair i would get a whopping 100 units from it because each paralope drops like 4 units. this is completely ridiculous. how simple would it be to change tortons to wooly? or add some critter that is medium strength that would drop wooly-its already hard enough and time consuming enough without this sort of thing to deal with.


at the moment on lok there is 850oq 850sr wooly hide. guess what? same thing. as far as i know langlatches are only thing that drops wooly hide on lok. again i must've refreshed 50 times with various weapons and no weapon equipped and not one langlatch mission. i managed to find four lonely wandering langlatches in an hour of roaming. lol its already 50-75 cpu on bria for almost any decent wooly and it looks the same on the other servers as well. i do not have all day to play this game either- if i spend 3 hours i should come up at least 5000 units- not roaming wasting time and ending up with 127 units.


starkat




Solo4114
Sat Apr 10, 2004 9:56 pm
#232






Nemo0 wrote:



You have to be careful with any change you make. Yes, people need to be affected. But people have to be able to keep playing if they don't know/can't find/can't afford a Smuggler. Balancing the situation so that smuggling is necessary but that casual players can still play is an important consideration here. Personally, I think high end loot is your best target. If someone goes to the Geonosian cave to get some loot, they better make sure they know a Smuggler. That sort of thing should work. Making it so thatsome sort of crafter can't bring their resources backto their workshopis going to hurt thecasual player to the extent that many will cancel their accounts. Yes, players need to hurt. But players also need to be able to play without a Smuggler. It will have to be a compromise. Put a huge tax on some things (maybe Krayt loot and similar stuff) and an outright ban on other stuff (like Geonosian weapon components). Tax the stuff that players have a chance of getting while randomly exploring (yes, you can run into krayts randomly). Ban the stuff that players have to go out of their way to get (although the bans need to be a bit sensible--you don't want people losing a geonosian pistol schematic because they went LD at a starport and their smuggler escort didn't notice [and yes, it will almost certainly be an escort thing and not a trade thing]). But make sure to consider the casual players in any proposal you make. Players HAVE to be able to play WITHOUT a Smuggler. But players should WANT a Smuggler often enough. And I'm pretty sure the Devs will say something very similar.






Nothing that any of us have suggested would REQUIRE people to find a smuggler. It'd just be more beneficial for them to do so. Contraband is an opt-in system like PvP. you don't HAVE to own a sliced gun. That's your choice. IF you then want to move it around the galaxy, you take that chance knowingly.


As for the taxed goods idea we've thrown around, you can still go on playing the game. Just pass the costs of taxes on to your customers. The economy will adjust. It always does.


So far, aside from the "it's just not fun" argument, none of the players have put forth an argument as to how either of these two general changes would be so incredibly detrimental. For contraband, people argue that they "need" it because they have to be competitive in PvP or because they've basically gotten used to it. I'm sure folks were used to their AT-STs and Graul Maulers too, but they got over those changes. With the taxed goods, again, just pass the buck. That's how the real world works anyway. Maybe your profit margin won't be as great, but so what? Money is easy to get in this game. It's just a question of time, like everything else in the game, and how much time you put in regularly. There's nothing particularly difficult about any of it, nor does it require any particular ingenuity. Just keep running missions and the money will come. Just keep killing stuff and you'll get your XP sooner or later. So, it's not like if prices go up by, say, 40 creds per item, it'll break people's banks, or if crafters start only making 140% profit instead of 200% profit they'll all go broke.


JediQuic
Sat Apr 10, 2004 10:11 pm
#233






JayBurns wrote:

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







Ehh?

Silo
Sun Apr 11, 2004 7:30 am
#234


I support you fully. Of course, I'm a smuggler and a ranger.


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