Bio Engineer Archive

Thread: Critter Resource Availability

Nemo0
Wed Apr 07, 2004 7:26 am
#53






Nahualli wrote:

Ok.. just because I CAN I am going to add this final thought it. While I personally feel that some balance can be applied to creature harvesting I am also pretty certain that the price of organics is in no way related to the current imbalance in harvesting among rangers/scouts.


It's because people are generally greedy by nature and especially in a game such as this one, people will try to bilk the last red cent out of their neighbor for the plain and simple reason that thay CAN.


If the availability of organic resources was really affecting the prices, by this logic, harvested flora and mineral would be 1-2 cpu right? No. It's not like that at all, tho. True 5-6 cpu for mineral is not the exact same as 50-60cpu for meat but the principle behind it is the same. People are greedy as **edit** by nature. It's partially the *perception* that meat/milk is rare that fuels the prices even higher.


-Nah-









A lot of this is due to perception. A lot of it is due to supply vs. demand. If there were so many harvested materials around that every crafter could be fully supplied twice then no one would get the 5-6cpu. Any smart crafter would turn them down and look for another seller. The person asking 5-6cpu would either need to lower their price or they would end up not selling the resource. The 5-6cpu price is there because crafters can pay it and are willing to pay it. Putting down their own harvesters for the materials is more annoying than paying the 5-6cpu. The same goes for the organics. Nothing stops the crafter from going out and getting the resources themselves. But they wouldn't really have any time to craft if they just harvested. But most people wouldn't have time to do anything if they go out to get organics. Putting down a harvester and coming back in a few days is easy. Hunting down 1000 durnis is not (1000 durnis would be under 20k of resources which is not nearly as much as most crafters would like). Very few people enjoy killing 1000 durnis and then harvesting them. This means that the price goes up. If you only needed to kill 100 durnis for the same amount then the price would come down significantly. It would still be higher than the price of harvested flora/minerals but that's because it is still more work. But the price would be more in the range of 10-20cpu instead of the 200cpu you currently can get for durni resources.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


Nemo0
Wed Apr 07, 2004 7:33 am
#54






Mild-Breeze-Trooper wrote:

I'm all for it as well. The only thing I worry about is that if Harvested resources become more easily avaiable and thus cheaper, will the craftsmen (obviously not us though) lower their prices or will they pocket the surplus?


The high prices of resources are a way of getting money to drift away from the Armorsmiths and weaponsmiths and into other players bankaccounts. (although the reason the money is needed is to pay same said artisans for their wares)


So worry #1 for me, how will this effect the inflation?









We can't guarantee anything on this front. I know that my price on organics won't change (free is still free when I supply my friends) although I would actually begin to supply them rather than just give them a touch of resources here and there. Now, if organic resource prices drop, the armorsmith can no longer complain about the price of organics forcing them to have high prices. While many Armorsmiths might keep their price the same, you would have a few honest ones that took the new pricing into account. Slowly, the higher priced armorsmiths would lose business. They would have to lower their prices to get business back. Admittedly, this is all a guess. No one can know what will actually happen to prices. We can't control that. But more resource availability will give crafters a bit more choice.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


meroc
Wed Apr 07, 2004 7:45 am
#55

I'm not sure if what I said came accross right )


I wasn't saying that they should be making a fortune, just that they would probably fight it if anyone tries to change the status quo.


I think it'll be easy to spot when the Dev's getmeat harvesting rates right, as meat will be sold on the bazaar for a few CPU more than machine harvested flora onceit's "there"(being hand picked it should sell for a little more than automated farming IMO).


So whats the deal? Are Ranger/Scouts just trying to drum up some discussion about it, or are there other plans afoot to get it brought about?





Nemo0 wrote:





meroc wrote:


For what it's worth, you have my support.


I think doubling harvesting rates wouldn't hurt too much, though those people that are making a fortune from meat sales may not be too keen on the idea...

Message Edited by meroc on 04-07-2004 07:47 PM



But should those people be making a fortune on meat sales? As it is, demand far outstrips supply. Something needs to be done to level it out a bit. Recently on my server, Naboo Avian was selling at 200 cpu. A Novice Scout could go out and collect 5k of that during the shift (even if they had no marksman skills at all). They would need to put a bit of work into it but that would give them a million credits. That sort of turnover is just wrong. People complain about the inflation in the economy. A large part of it is from this. Crafters either need to spend a lot of time or a lot of money to get the resources they want. So their prices reflect this. A harvest increase would help level this out a bit.

Thanks for the support.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server








Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
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BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
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atimes
Wed Apr 07, 2004 7:48 am
#56




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.







Did you read the post? This is exactly what he's trying to remedy. He wants to pull more meat so you can get more meat since you obviously said you can't get enough. If you can get the meat you need you won't need to pay 50 cpu for it. You pay 50 cpu for meat. If you didn't have artisan points and had to buy dolovite iron would you pay 50 cpu for it "to make it worth the surveyors time".


Anythingthat woulddrop the insane prices of harvestable organics I'm all for. If the devs want to help stabalize the economy increasing the amount of harvestable organics flowing into the economy would do much more than that crafting nerf they wanted to do a while back.

atimes
Wed Apr 07, 2004 7:52 am
#57






Dragula99 wrote:

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,,,,








This post doesn't make sense. You just said that increasing the rate of harvestable organics would destroy a source of income for scouts but before that you said they should introduce hide/meat/bone harvesters.


Umm wouldn't that do the same thing?

Nemo0
Wed Apr 07, 2004 7:52 am
#58






Dragula99 wrote:

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,,,,










Also on these points:


A single combatmaster is no where near as effective at killing as a double combat master. Same goes for the mod stackers. Now what you say is true to an extent. Most Master Rangers are also Combat Profession Masters. This is a necessity. It is impossible to be an effective Ranger without combat skills. But it takes me a while to collect any reasonable amount of resources. And that's on an adventure planet. You have a nice Tatooine Avian spawn? Do you think a Master Combat Profession really helps kill nunas?


As for harvesters, they would kill the Ranger/Scout in their current form. I don't run harvesters and yet I have no lots free. Any sort of organic harvester would force me to place a harvester if I wanted any sort of income from resources. The simple fact is,I like to hunt. Giving us harvesters might free up resource problems but it would kill the hunter. That is the reason they were taken out in the first place.


Giving increased resource pulls to higher level Scouts and Rangers solves both problems. Crafters have a chance to get the resources they want without having to hunt them down themselves. Rangers and Scouts still can go out hunting if they want without it being a complete waste of time. Doctors like to heal and buff people. Wouldn't it be a lot easier if buff packs were not sucha pain to make? Naboo Avian was recently going for 200cpu on my server. The reason being that Doctors want the best buff packs but hunters were in short supply. So the Doctors were offering the equivalent of a bounty on Naboo birds. That's not how the system should work.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


Nemo0
Wed Apr 07, 2004 7:54 am
#59






Calculus_Entropy wrote:

Just in the crafting forums that require animal resources...yay for copy and paste .

Message Edited by Calculus_Entropy on 04-06-2004 11:33 PM






Yeah, we really make our correspondent work hard.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


darkjuan
Wed Apr 07, 2004 7:55 am
#60

I'm sorry but is it just me or am I the only one who thinks this post has nothing to do with the Architect profession. I just don't see where harvesting "organic resources" has anything to do with us.


This should be in the BE thread or something, but not here!



T'yr-Elan -GLA-
Mayor - New Galactica, Naboo - Shadowfire Server
Master Swordsman
Future Shipwright










.
Nemo0
Wed Apr 07, 2004 8:03 am
#61






darkjuan wrote:

I'm sorry but is it just me or am I the only one who thinks this post has nothing to do with the Architect profession. I just don't see where harvesting "organic resources" has anything to do with us.


This should be in the BE thread or something, but not here!







Some of your furniture actually requires hides. I don't know all your resource requirements but, at the very least, hides do come in at some point.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


taloncard
Wed Apr 07, 2004 8:05 am
#62

Ignore the clueless

I have the ability to harvest my own meat and even with that if it wasn't for the guild hunts to specifically hunt down the best meats I would never get near enough. With 2 rangers 1 bh and 2-3 scout dabblers in a hunting party I am lucky if we can get enough avian meat in a few hours to do a factory run of buff packs.

so as a scout as well

Hell yeah

/sign

Message Edited by taloncard on 04-07-2004 11:06 AM




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Cafa
Wed Apr 07, 2004 8:06 am
#63

Dude I champion your cause but your tactics really suck.


Architects use almost ZERO organic resources. Wrong forum.


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SueDenim
Wed Apr 07, 2004 8:09 am
#64

Sounds like a good idea to me. I've always thought being a Master Ranger should be a very cool, very desirable thing, but it doesn't seem to work out that way.



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GypsyRiver
Wed Apr 07, 2004 8:11 am
#65

As an ex-Tailor and a new Ranger, I say amen to that! A Master Ranger should be able to harvest boucoup hide/meat/bone from an animal. Otherwise, you might as well just pick up Novice Scout and eat some Veghash.



/support



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