Creature Handler Archive
Thread: What do you think? About pet stims
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BlindTyldak
Thu Jun 10, 2004 7:00 am
#1
Although this proposal would really effect mostly scout and Ranger, I figured I'd post it here since I know you guys will read it and give reasonable feedback before the newbie creeps to the Ranger forums, because many of you have these skills in question as well, and because ultimately you'd be buying and using them. So if you see ANY flaw in this idea, please speak up so I can think about it and make revisions.
For those of you who have never tried it, the Wilderness line in Scout and the Frontiering line in Ranger don't give you crap for anything useful. You get +10 to camping, but people don't camp hardly at all any more because they have so many buffs it's not worth it. You get +10 to foraging, but there's nothing worthwile to forage; no one needs what you get. You get schematics for bigger camps, but with no one camping, why use them? And the XP is horrendous to obtain, averaging about 800-1000 per hour if you're not AFK macroing, which believe it or not many people refuse to do.
So I came up with an idea to move pet stim crafting off of BE to Scout/Ranger. Why? They need something useful, and BE already has the market cornered on SO much its unreal. They make the only useful animals in the game so they have the CH and CH-dabbler market for fighters. They make a much larger and much more useful variety of mounts, so they have the (albeit small, right now) travelmarket. They make components that chefs need, so they have that. They also make parts for tailors. That's a really big chunk of the playerbase, and I've heard several BE's say their major income isn't from animals, but from cloths.
By moving pet stims to Scout/Ranger and replacing the Wilderness/Frontiering line with Wilderness Medicine, not only are you spreading out the playerbase cash flow, but you're also giving them an actual bonus for that useless tree. It would also encourage more diversification in playstyles by encouraging more CH's to take Ranger, rather than the dreaded CH/combat combo that keeps the class nerfed.
Wilderness Medicine could also have another added benefit, and this would really just be to the Ranger themself since I can't see people paying for this . . . the medicine could be used on players at 1/4 effectiveness of its use as a pet stim, but only if they have the corresponding Wilderness Medicine skill. This makes it also a field patch kit in essence, not replacing Doctors due to the number of resources needed for the same amount of healing, plus the skill required to get even that. It makes sense to do this though, since Rangers by nature are supposed to be a rather self-sufficient class.
Medicine would be made from natural resources: bone for the injection needle, hide for the fluid container, and (get this) FORAGED items for the medicine itself. So lets say at Wild Medicines II you'd get the ability to make Medicine Pack A (heals 80-120 HAM on an animals, 20-30HAMon a player who has Wild Medicines II or higher). You'd need say,5 Bone for the needle,10 Hide for the fluid container, and5 of any foraged item. At Wild Medicines IV you'd get Medicine Pack B (HAM heals proportional again to Pet Stim B and player benefit at 1/4), which would take say 5 bone for the needle, 10 hide for Chamber 1, 10 hide for Chamber 2, 5 of one of three specific foraged items for the medicine, and five of one of 4 other foraged items for the suspension juice. Frontiering I would give you Medicine Pack C, Frontiering III Medicine Pack D (tons of resources, probably not that worthwhile to make for the benefit, like these now), and at Master maybe a 20% effectiveness boost on using the packs on yourself.
What do people think? Does it sound reasonable to you?
Rorenikibi
Thu Jun 10, 2004 7:19 am
#2
My personal take on petstims is to leave them with the BE's. What needs to be done is to increase the availability of the resources for the advanced stims.
Fish, mollusks and crustaceans are still WAY too difficult to get in acceptable amounts.
Fishing is particularly annoying because of the failure rate.
GadonThek
Thu Jun 10, 2004 7:58 am
#3
Agreed, make Petstims easier to make, they are horribly expensive because of the lack of decent resources for the higher level versions. A crate of 10, 17 use, Petstim Bs on Infinity will set you back 100k, probably more on the servers with inflated economies, and you go through them really fast. Its cheaper to just cycle through pets and then leave them in your datapad overnight to heal up. Im considering picking up one crate, but only using them to save my pets from incap while I finish off the critter.
Rorenikibi
Thu Jun 10, 2004 8:05 am
#4
25 use, 800+ rated Petstim Ds are about 50k for a crate of 20 that I've found.
But this guy's a gem of a BE.
Galacium
Thu Jun 10, 2004 11:08 am
#5
I think pet stims are properly BE items. I do think scouts and rangers need some serious help with something to make them more worth while.
Actualy the parts of scout you take for CH are just fine, I miss them on my other characters. Trapping and camping just arn't so hot, although I like having the very basic camp. Rangers just have almost nothing usefull to do. I'd suggest making them some kind of loot masters, able to loot better and more often than other classes. That would be worth something.
Kyreal
Thu Jun 10, 2004 9:44 pm
#6
it is an interesting idea but i personally think it should stay with the BE's. the high end petstims take exotic resources which are quite difficult to get in mass amounts.
however we could get the devs to bring in net-fishing which could give trapping xp in the scout line, allow the scout to craft a net to fish with from basic resources. and then allow your artisan to be able to craft a working boat to fish from 
as for getting petstims. i personally fish until i get enough fish meat for at least a crate of 50 petstim D's which take 24 units per stim to make. so thats about 1250 units of fish. It usually takes me 2-3 nights of about 3 hours a night totally dedicated to fishing to get the required amounts. I also bought my guilds BE's the dantooine fiberplast that is also needed for petstim D's heh.
nothing beats a good petstim D, 1450 per bar is my current crate, not 2 bad i guess. combined with my reg stim D's that can heal up to 2800 a shot, its rare that my pet goes down in a fight 
LyteFoot
Fri Jun 11, 2004 12:27 am
#7
I think it should replace trapping. I don't buff all the time, I do use tents to heal when I'm out and about, I don't travel everywhere in my speeder at max speed. I find the tenting bonuses I get from scouting worthwhile and useful. OK so I'm weird and prefer a challenging game to one where I can stand toe to toe with the biggest and baddest. Tenting does have a use for some of us while trapping seems just a waste of resources for mediocre graphics effects.
BlindTyldak
Fri Jun 11, 2004 12:33 am
#8
I'd actually leave the camping bonus in there though, because it doesn't give you any serious benefit to combat or overpower anyone; if they use a camp without the bonus, they just have to drop one more stim or whatever. Now that I've gotten practice using them though, I think traps are a big help. I can definitely tell the difference when I use them against when I don't. Like today, I went up against four different great plains stalkers (no, no baby). I have almost no combat at all and rely completely on my pets. For the first time ever my pets were actually kind of, sort of on par with something around their own level. And by that I mean my CL 63 BE's gurrek squeezed by with not getting killed, lol.
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