Bio Engineer Archive
Thread: Critter Resource Availability
meroc wrote:
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
The plan here is mainly to show the Devs that there is actually a problem. They have been telling our correspondent that they would needto be given agood reason to do it (despite our correspondents doing so for the past 8 months or so). We have given them plenty logical reasons (for instance, the very small number of dedicated scouts and rangers, the extremely high resource prices, the huge number of crafters actually needing those resources, etc) and keep getting the same response (show us some reasons and we might do it). As such, we want to show them that it is not only Rangers who see this as a problem. Crafting professions need organics. We are meant to be supplying those organics. There is no possible way we can do that in the current system. This is forcing people who wouldn't normally want to hunt down organics to do so or to pay prices that only lead to more inflation(the 200cpu bounties on some resources is just insane). It needs fixing.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
- Crafters need high quality resources to continue their businesses. Because of a lack of resources, crafters are forced to pay enormous amounts of money for these resources.
- The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.
- Currently, a Master Ranger gets about twice the resources of a Novice Scout (with a 125 skill point cost difference).
- Currently, a Master Ranger gets about 30% more resources than a Master Scout (with a 63 skill point cost difference).
- Spending skill points in Scout and Ranger means that the Scout or Ranger can not spend those points on combat skills.
- Someone that spends most of their skill points on combat skills and relatively few on a Scouting related profession can harvest much more than a dedicated Scout or Ranger because they can kill larger creatures much more easily.
- Trapping skills are designed to assist the Ranger or Scout in killing their prey. Some of the traps do provide useful effects but they hit very rarely on any target for which most Scouts or Rangers would need them for.
- If the effectiveness of the Trapping and Creature Harvesting skill mods was increased then Scouts and Rangers would be better able to supply crafters with the resources they need.
- Such a change should be easy and quick to implement as it only requires changing the way the skill mod is checked. As the Creature Harvesting skill mod only appears to apply when attempting to harvest a creature, this should be easy to change. As the Trapping skill mod only appears to apply when throwing a trap at a creature in combat, this should also be easy to change.
- Given the extra supply provided by such an increase, it is likely that crafters would no longer need to offer such high bounties on organic resources in order to get what they want.
- Such a solution is only a partial fix. Scouts and Rangers will still have many problems but these changes should help increase the general supply of resources and help to mitigate the inflation present in most servers' economies.
Just to make sure this is a bit clearer, we are not doing this to try and get in on your revamp. That is for you. We are trying to get the support of all the crafters that use organics in any of their schematics (like you do in some of your spices). This is just to show the Devs that Rangers and Scouts are not the only ones who think that there is a problem with the current resource availabilities. Sorry for any confusion this might have caused.
Message Edited by Calculus_Entropy on 04-08-2004 10:39 PM
Numen wrote:
...
Now back onto the Ranger issue. I completely agree there needs to be some bonus to being a ranger and right now the bonuses just aren't enough.
First Milking must change. The harvest skill must apply to it or a harvestor must be added in. This is the only place I would accept a harvestor, I just can't see it killing the profession because I would assume very few scouts milk any creatures.
I would say triple the bonus in each of the Ranger Boxes.
I don't see Ranger becoming FOTM just because it isn't a combat prof or a crafting prof. The first allows a person to be more powerful than anyother and the 2nd usually gives a lot of profit. Sorry to say but I don't see the Ranger prof falling under either of those categories. I think that goes along with what many of the rangers think though.
Master Ranger/Master Rifleman
Eclipse Server
Cafa wrote:
Dude I champion your cause but your tactics really suck.
Architects use almost ZERO organic resources. Wrong forum.
Fivo Asia
I ONLY make furniture and burn through hide like you wouldn't believe....well, clearly you DON'T believe or you wouldn't make a post like that...
What I will concede is that "quality" really has no effect on furniture, save for the new lighting...which turns out doesn't burn out when the timer hits zero anyway.
That said, I DO support your ideas--I'd love to have a reliable source for purchasing hide, but with the current state of things, as you've pointed out, folks just don't want to "waste" the time. ![]()
As one of these dedicated harvestors I keep my prices far below market. I make plenty of money, even then. However, neither my band of merry men or I can produce enough to get these lower prices to become the norm. Therefore, Eclipse typically have Avian Meat sales for 200cpu. That is not a typo.
If I had multiple resource harvesting and/or VASTLY increased harvest (we figured x10 would have to be a MINIMUM increase here) we can undercut those price hikers and they will not be selling at that price. I have about 10 steady customers and I'm lucky if I can give even one what they need. So they buy some at my price, and some at the "increda-price".
Now, I have to make choices for my time, and I usually gravitate to those that make the most money for my time. Therefore I have to forsake the grinder market and some professions like architect for more lucritive ones (like BE, Chefs and the most lucritive: Docs). If I could harvest all of the animal, I could cover more markets and sell at multiple pricings.
Also, many who do not have exposure to scout/ranger professions have been used to the VASTLY superior production levels of miners. Those prices reflect this. Uber Steel of Unbeleavably Good Numbers can get away with 5cpu or less because any shift can yield whole warehouses for 100k stacks, while an organics shift we are lucky to collect a single 100k stack before it is over. Overhead is MUCH grater as well, I'd be hard pressed to keep costs below the 60 cr/hr a harvestor maintainance has. The mission payout helps here, but the difference comes to about 100cr/hr after buffs, ticket sales, weapon cost, armour, ect. are factored.
Lately, we Rangers have asked for improvements here, sense August actually, but the devs seem intent on putting this off for some time. I don't think they see the magnitude of the problem. We are asking for your help in pointing it out to them.
Thanks.
I agree with this, but not based on the economy. It's simple supply and demand. That's why the prices are high.
The Rangers need to be more efficient at gathering these resources. You're right, it's rediculous that you don't have a higher harvesting ability. I would support either a higher harvest rate or the ability to harvest more than one resource from the same kill. Though this would only be benificial if both the resources are needed.
I've been collecting my own resources and will continue to do so (I think it's fun to hunt), but I'll be much more inclined to hire a ranger if they were more effective.
As one of these dedicated harvestors I keep my prices far below market. I make plenty of money, even then. However, neither my band of merry men or I can produce enough to get these lower prices to become the norm. Therefore, Eclipse typically have Avian Meat sales for 200cpu. That is not a typo.
If I had multiple resource harvesting and/or VASTLY increased harvest (we figured x10 would have to be a MINIMUM increase here) we can undercut those price hikers and they will not be selling at that price. I have about 10 steady customers and I'm lucky if I can give even one what they need. So they buy some at my price, and some at the "increda-price".
Now, I have to make choices for my time, and I usually gravitate to those that make the most money for my time. Therefore I have to forsake the grinder market and some professions like architect for more lucritive ones (like BE, Chefs and the most lucritive: Docs). If I could harvest all of the animal, I could cover more markets and sell at multiple pricings.
Also, many who do not have exposure to scout/ranger professions have been used to the VASTLY superior production levels of miners. Those prices reflect this. Uber Steel of Unbeleavably Good Numbers can get away with 5cpu or less because any shift can yield whole warehouses for 100k stacks, while an organics shift we are lucky to collect a single 100k stack before it is over. Overhead is MUCH grater as well, I'd be hard pressed to keep costs below the 60 cr/hr a harvestor maintainance has. The mission payout helps here, but the difference comes to about 100cr/hr after buffs, ticket sales, weapon cost, armour, ect. are factored.
Lately, we Rangers have asked for improvements here, sense August actually, but the devs seem intent on putting this off for some time. I don't think they see the magnitude of the problem. We are asking for your help in pointing it out to them.
Thanks.
As one of these dedicated harvestors I keep my prices far below market. I make plenty of money, even then. However, neither my band of merry men or I can produce enough to get these lower prices to become the norm. Therefore, Eclipse typically have Avian Meat sales for 200cpu. That is not a typo.
If I had multiple resource harvesting and/or VASTLY increased harvest (we figured x10 would have to be a MINIMUM increase here) we can undercut those price hikers and they will not be selling at that price. I have about 10 steady customers and I'm lucky if I can give even one what they need. So they buy some at my price, and some at the "increda-price".
Now, I have to make choices for my time, and I usually gravitate to those that make the most money for my time. Therefore I have to forsake the grinder market and some professions like architect for more lucritive ones (like BE, Chefs and the most lucritive: Docs). If I could harvest all of the animal, I could cover more markets and sell at multiple pricings.
Also, many who do not have exposure to scout/ranger professions have been used to the VASTLY superior production levels of miners. Those prices reflect this. Uber Steel of Unbeleavably Good Numbers can get away with 5cpu or less because any shift can yield whole warehouses for 100k stacks, while an organics shift we are lucky to collect a single 100k stack before it is over. Overhead is MUCH grater as well, I'd be hard pressed to keep costs below the 60 cr/hr a harvestor maintainance has. The mission payout helps here, but the difference comes to about 100cr/hr after buffs, ticket sales, weapon cost, armour, ect. are factored.
Lately, we Rangers have asked for improvements here, sense August actually, but the devs seem intent on putting this off for some time. I don't think they see the magnitude of the problem. We are asking for your help in pointing it out to them.
Thanks.
As one of these dedicated harvestors I keep my prices far below market. I make plenty of money, even then. However, neither my band of merry men or I can produce enough to get these lower prices to become the norm. Therefore, Eclipse typically have Avian Meat sales for 200cpu. That is not a typo.
If I had multiple resource harvesting and/or VASTLY increased harvest (we figured x10 would have to be a MINIMUM increase here) we can undercut those price hikers and they will not be selling at that price. I have about 10 steady customers and I'm lucky if I can give even one what they need. So they buy some at my price, and some at the "increda-price".
Now, I have to make choices for my time, and I usually gravitate to those that make the most money for my time. Therefore I have to forsake the grinder market and some professions like architect for more lucritive ones (like BE, Chefs and the most lucritive: Docs). If I could harvest all of the animal, I could cover more markets and sell at multiple pricings.
Also, many who do not have exposure to scout/ranger professions have been used to the VASTLY superior production levels of miners. Those prices reflect this. Uber Steel of Unbeleavably Good Numbers can get away with 5cpu or less because any shift can yield whole warehouses for 100k stacks, while an organics shift we are lucky to collect a single 100k stack before it is over. Overhead is MUCH grater as well, I'd be hard pressed to keep costs below the 60 cr/hr a harvestor maintainance has. The mission payout helps here, but the difference comes to about 100cr/hr after buffs, ticket sales, weapon cost, armour, ect. are factored.
Lately, we Rangers have asked for improvements here, sense August actually, but the devs seem intent on putting this off for some time. I don't think they see the magnitude of the problem. We are asking for your help in pointing it out to them.
Thanks.
As one of these dedicated harvestors I keep my prices far below market. I make plenty of money, even then. However, neither my band of merry men or I can produce enough to get these lower prices to become the norm. Therefore, Eclipse typically have Avian Meat sales for 200cpu. That is not a typo.
If I had multiple resource harvesting and/or VASTLY increased harvest (we figured x10 would have to be a MINIMUM increase here) we can undercut those price hikers and they will not be selling at that price. I have about 10 steady customers and I'm lucky if I can give even one what they need. So they buy some at my price, and some at the "increda-price".
Now, I have to make choices for my time, and I usually gravitate to those that make the most money for my time. Therefore I have to forsake the grinder market and some professions like architect for more lucritive ones (like BE, Chefs and the most lucritive: Docs). If I could harvest all of the animal, I could cover more markets and sell at multiple pricings.
Also, many who do not have exposure to scout/ranger professions have been used to the VASTLY superior production levels of miners. Those prices reflect this. Uber Steel of Unbeleavably Good Numbers can get away with 5cpu or less because any shift can yield whole warehouses for 100k stacks, while an organics shift we are lucky to collect a single 100k stack before it is over. Overhead is MUCH grater as well, I'd be hard pressed to keep costs below the 60 cr/hr a harvestor maintainance has. The mission payout helps here, but the difference comes to about 100cr/hr after buffs, ticket sales, weapon cost, armour, ect. are factored.
Lately, we Rangers have asked for improvements here, sense August actually, but the devs seem intent on putting this off for some time. I don't think they see the magnitude of the problem. We are asking for your help in pointing it out to them.
btw, we did post this on the BE forums as well ![]()
Thanks.
If I had multiple resource harvesting and/or VASTLY increased harvest (we figured x10 would have to be a MINIMUM increase here) we can undercut those price hikers and they will not be selling at that price. I have about 10 steady customers and I'm lucky if I can give even one what they need. So they buy some at my price, and some at the "increda-price".
Now, I have to make choices for my time, and I usually gravitate to those that make the most money for my time. Therefore I have to forsake the grinder market and some professions like architect for more lucritive ones (like BE, Chefs and the most lucritive: Docs). If I could harvest all of the animal, I could cover more markets and sell at multiple pricings.
Also, many who do not have exposure to scout/ranger professions have been used to the VASTLY superior production levels of miners. Those prices reflect this. Uber Steel of Unbeleavably Good Numbers can get away with 5cpu or less because any shift can yield whole warehouses for 100k stacks, while an organics shift we are lucky to collect a single 100k stack before it is over. Overhead is MUCH grater as well, I'd be hard pressed to keep costs below the 60 cr/hr a harvestor maintainance has. The mission payout helps here, but the difference comes to about 100cr/hr after buffs, ticket sales, weapon cost, armour, ect. are factored.
Lately, we Rangers have asked for improvements here, sense August actually, but the devs seem intent on putting this off for some time. I don't think they see the magnitude of the problem. We are asking for your help in pointing it out to them.
Thanks.