Bio Engineer Archive

Thread: Critter Resource Availability

Space_Gunny
Wed Apr 07, 2004 4:05 am
#27

WhileI do agree that this needs to be looked at, I think you might be going about it in the wrong way. I say simply increase the capability of Rangers to harvest more resources. Traps are not meant as a means to kill animals but rather freeze them to enable them to be killed easier. Rangers will always have to sink skill points into combat professions. Increase the Master ranger harvest bonus to say 3x that of a scout. Scout is a basic profession and I don't see any need to change it at all.



Eeten Keth-ITEC (Creature Handler/Rifleman)
Agen Kolar-ITEC (Shipwright/Weaponsmith)
Kurran Bekar-ITEC (Doctor/TKA)
Raien Keth- ITEC (Dancer/Musician/Tailor)
Khaemir Sarin- ITEC (Swordsman/TK/Fencer)
Eurynome
Wed Apr 07, 2004 4:14 am
#28

I'm for the idea, Calculus. Rangers need a boost to the profession, and organic resource prices need to go down from where they currently are. This would help to alleviate both problems.



~ Kaor Nightbreeze ~
Let not your anger blind you. Rather, let it consume you.
And in the purity of your hatred, you will find the deaths of your enemies.

Slvrwolf
Wed Apr 07, 2004 4:33 am
#29

I'm with you! The prices on meat need to drop down a little, I have a hard time finding some affordable one, and it's usually crap.



Shortwolf Azira'cra
RETIRED'
IKMaverick
Wed Apr 07, 2004 4:36 am
#30

/sign


I agree with this... When creating full suits of armor I can fly through the hides, especially on armor like Padded. Finding resources we really need, like Yavinian Wooly... can be a pain in the behind because only two creatures drop them. One of them you need to wait for them to spawn on one spot on the entire friggin map, and the other you need to take missions in order to see them regularly.





Paradox Jast
Master: Teras Kasi, Swordsman, Brawler Artisan, Armorsmith, Commando, Marksmant, Merchant
Whrlwnd13
Wed Apr 07, 2004 5:12 am
#31

You were very clear on stating the problem, however I see little regarding the details of the solution you are proposing to the Devs.


How much do you propose to increase the harvesting/trapping skills? Would the added benefit be at Master level only? Would this modification lower the current harvesting/trapping skills of non-masters? What will the Devs nerf to keep the balance? It seems to me that they are on a Yin/Yang directive and anything that is improved must nerf something else to maintain the balance.


All other professions rely on Skill tapes and Chef foods to gain bonuses (i think the devs intention is to make these mandatory to have an advantage in any profession) andI've seen creature harvesting skill tapes and chef foods. Do they not provide enough bonus to make their use worthwile?



Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
Whrlwnd13
Wed Apr 07, 2004 5:13 am
#32


You were very clear on stating the problem, however I see little regarding the details of the solution you are proposing to the Devs.


How much do you propose to increase the harvesting/trapping skills? Would the added benefit be at Master level only? Would this modification lower the current harvesting/trapping skills of non-masters? What will the Devs nerf to keep the balance? It seems to me that they are on a Yin/Yang directive and anything that is improved must nerf something else to maintain the balance.


All other professions rely on Skill tapes and Chef foods to gain bonuses (i think the devs intention is to make these mandatory to have an advantage in any profession) andI've seen creature harvesting skill tapes and chef foods. Do they not provide enough bonus to make their use worthwile?



Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
Whrlwnd13
Wed Apr 07, 2004 5:14 am
#33

oops sorry for the double post could a moderator remove this and one copy of my previous post, still don't have an edit button.



Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
Dragula99
Wed Apr 07, 2004 5:34 am
#34

ummm....


you obviously took a lot of time and effort to put this post together, but i find your logic to be somewhat flawed.


harvested resources sell for a premium because they are a pain in the butt to get. period. if a nice avian meat (used in buff packs) comes along, i'll offer 50 per to anyone, for any amount. it's all about making it worth someone's time to go out and harvest for hours (not exactly the most enjoyable way to spend your day playing). and i still wont get anywhere near what i would get from one heavy harvester sitting on 80% concentration of xxxresource for 5 days.


at 22 units of avian in a buff pack, that's 1100 credits ina buff pack. good packs on my server sell for 18k on up. so it's not the meat driving the price of the packs. in part, packs sell for 18k because docs buff for 10k. a set of enhance packs (6 packs at 18k) would cost you 108k. with decent packs, you could get say 32 buffs from that. at 10k each, that's 320k income. so your materials cost you 108k and you made 320k.


when you factor in what a pain buff packs are to make in quantity (3 sub-component factory runs, hard to get resources like avian and herbivore meat) i'm not selling buff packs unless it's worth my time.


and scouts/rangers are not going to provide me with the meat unless it's worth their time.







- Alugard
Dragula99
Wed Apr 07, 2004 5:40 am
#35

oh and the other major flaw in your argument - ranger is a support class.


if you choose to master ranger, you will almost certainly spend the rest of your skill points on a combat class. so now you have the means to kill creatures quickly and get big harvests from them


if you truly wanted to make harvested resources more available, then bring back the farms like beta had. basically, make a harvester for hides/meat/bones.


but i really don't see the need for this, as it would flood the game with harvested resources and make crafters totally non-dependant on scouts, destroying a decent source of income for many people


be careful what you wish for,,,,






- Alugard
AgonThalia
Wed Apr 07, 2004 5:45 am
#36

Just a quick greetings and introduction:

My name is Draknev and im on the Lowca Server, I am a ranger who primarily works for Armorsmiths. And on Lowca, I have met some of the best Armorsmiths in the game and without fail, most of them have been amazing...

Im posting here as a veteran ranger (ive been one since september) and as a regular poster on the Ranger boards. I want to be able to answer any questions about our proposal, our profession and how this idea can benefit all of us.

Having read your responses so far, I can see that Im in good company .

By in large, the Ranger community feels very comfortable with their role as a primary harvester and combat support. I personally love being a ranger. I love hunting and I really enjoy workign with the Armorsmiths that use me to collect hides and bone for them.

The idea of a stationary trap or a hide harvester has been proposed before, and like many rangers, we feel that this would be a nerf to rangers if anyone could use them. My justification rests in the fact that Rangers have both mastery of creature knowledge and trapping design, this level of expertise is not available to other classes, If an Image Designer set down a highly complicated animal trap, they would most likely hurt themselves . Also, as rangers, we enjoy hunting. This is what we do for fun and profit. Anything that changes us from an active hunter to a passive gatherer would also be seen as a nerf and not welcome by most of the ranger community.

Thank you very much for your positive responses and hopefully, we can initiate a change that will benefit the entire crafting community, I know that the Armorsmiths I work with would be very happy If I returned with a lot more hides and bones.

Thanks Again
Draknev

Message Edited by AgonThalia on 04-07-2004 10:05 AM



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

vortexala
Wed Apr 07, 2004 5:51 am
#37

I'm all for more harvested critter resources making it into the system.



~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...
Nemo0
Wed Apr 07, 2004 6:14 am
#38






satanis wrote:
Sounds like a good idea.

As architects it'd be nice to be able to make husbandry farms that require ranger/scout input. They can provide a trapped creature that can be domesticated to provide a steady income of resources. (Bio-engineers could create high-yield livestock variants).

I've often wondered why we dont have livestock farming in the game






Seems the livestock farming ideas are getting to be quite popular lately. While it would help the resource problems, it would also turn Rangers/Scouts more into a mining class. Rangers and Scouts like to hunt. Putting in farms of any kind would severly punish any Ranger or Scout who did not want to use them. I currently don't do any mining. And yet all my lots are full. If an organic harvester were added to the game, I'd almost be forced to use it as hunting would no longer be a feasible way to get the quantity people want at a price they would be willing to pay. That's a big part of the problem with a harvester. I believe something like this was around during the Beta testing phase. It was removed because Scouts and Rangers had no way to keep up with a static harvester, completely devaluing a large portion of their skill set.


But something like a tanning hut might work. There has been a bit of discussion about the possibility of tanning hides, curing meats, and doing something to bones recently (in essence, improving them a bit). Requiring the use of an architect designed structure might be a good idea. There has been some comment on needing a camp to do it (as they have no other purpose right now) but it seems a bit odd to me.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


GuardianHawk
Wed Apr 07, 2004 6:19 am
#39

Calculus, that has to be one of the best posts I believe I have ever seen on this forum. You are right on target.


As for some of the people who think this will flood the market with organics. I don't think that is even close to likely. One person questioned where all the cost comes from in buff packs and doesn't think it is the avain meat. Well in reality it is. Sure it doesn't translate into credits directly. But it does translate indirectly.


Just let me ask how many people believe there are enough doctors in the game providing buffs? (I would guess the answer is not enough)


Then let me ask how many people are in the market selling Enchance D packs? (This one has to be answered by Docs, but it is a far smaller number then there are doctors for sure).


I think most of the people I know don't like the Doctor stuff because getting packs or resources is just too hard. We spend most of our time working that side and very little working the actually applying the buff side.


I just spent a week looking for a source of buff packs to buy. Fortunately it only took me a week this time. Last time it was 3 weeks. I expect I will use up my packs in about 10 days.


This is just too much of a pain for most people. I get the impression that many people think they want to be doctors and then when the discover the skill gain is the easy part and the resources to practice it are so frustrating they quit. Of course this is talking about people that try it because that thought they wanted to play a Doctor. Not including all the hologrinders.


But the MAIN point here is that there is no reason or incentive to be a RANGER right now. Rangers should be good at gethering organic resources. Also this just has to be a rather easy fix from the developers side. Of course there are always hidden problems but this just seems to me to be changing some of the numbers in the forumlas, not much else.


If the supply problem actually goes the other way, then I see no problem with scaling in both directions. Scaling up the rate for rangers and down the rate for novice scout. That would help the ranger profession and likely us at the same time.





Hawkeye'
Guardians of Light
Bringing Honor to Online Gaming
www.Guardians-of-Light.com
Page 3 of 20