Ranger Archive
Thread: Harvesting Changes New Thread (Flamers beware, you will not be tolerated).
The numbers (testdata) are there, the fact that we know that the current group-mods we give to our group end up with unacceptable results is known.
What we now need instead of discussing this to death with not a single new point (see the locked thread for reference
- Are our concerns even valid in their opinion
- if so, which of the already named options to adress those concerns will be picked if any
- if none of our possible solutions will be used, which will be used
Before this I do not see a point in further discussing this matter tbh.
- My suggestion:
- That a group harvest % increase be tied to your creature harvesting modifier.
- Maintain the 64m rule to discourage solo grouping.
- Not dependent on the profession you are grouped with.
- It would encourage investing skill points in the hunting/harvesting lines to fully take advantage of the maximum amount you can harvest, no matter who you are grouped with.
- Would encourage grouping, across the board, to increase your normal harvesting amount.
- Would increase the supply of creature organics.
- If not dependent on who you are grouped with, a grouped 0040 ranger might be able to outharvest an ungrouped master ranger.
- (But at the same time (on the good side), a master ranger doesn't have to find another master ranger to group with. His "maximum" harvest ability ungrouped, will simply be increased by allowing anyone to group with him).
- Good:
- Bad:
Message Edited by frightwig on 02-22-2005 10:19 AM
Granted, if the current changes go live a dabbler will get a few units more than MR in a group, but they have to find a MR first and be close to him. Personally I do not see any of the changes such that would bring about a huge influx of new Master Rangers therefore Masters will remain a rarity.
Also the incentive to group is indeed a big one even without any rangers nowhere to be seen - 20% may be enough to get a few more scouts to find people to group with. This is fine with me.
A few more dabblers might emerge, since it may make sense to transform a scout to a 0040 ranger, but I doubt that there will be too many of these. Flesh business has never been appealing to large crowds, it is not as 'exiting' as killing NPC's and getting loot from them.
What brought me back from my negative feelings was the following:
1. I can group with my wife/alt and her being an MS soon (and probably a dabbler ranger too to reap the benefits of the change) I can get the full benefit. Now I can take her with me and not think that I am faster alone, even though we always pile the resources we get.
2. I can now group with my friends and not be penalized in harvesting, infact I will get a bonus! So what if my friend gets a bigger bonus, mayhap he has more to learn from me than I have from him. Or if that friend does not have harvesting skills, I still get a bonus to hunt with him.
3. If this is a contest of 'Who harvests the most', I still have the skill I have amassed during the 7 months as a Master Ranger so far (yeah, I am a fledgling, sp?), therefore I will have an edge over anyone who has not harvested millions and millions of units already in the past.
4. I always welcome almost any kind of change - in reality I like changes. I just got lost in the feeling that it was unfair to give more harvest to a dabbler than to a true Master when harvesting grouped - I got over it. In fact I think they may fix it for live, if they don't it is not such a biggie.
What it boils down to is that when I ask myself: Will it still be fun to play a ranger after the change? I can honestly say that, yup it will probably be more fun than before since group penalty is gone. The impact to economy will be interesting to see and also other effects this modification may have. Any change makes life more interesting than a status quo that lasts forever. It is not like we could get exitement from the storyline of the game and the events that are arranged by SOE.
I have used hunting to fund my habits quickly and efficiently, but with this change I may reconsider and do it for fun too or maybe have more fun doing it. At least there is not a single reason not to give it a try. I will have to experience this change first hand for a few months and then I know how it turned out.
BR/~~L
Calculus_Entropy wrote:Having said that, remember that Tiggs said this change is NOT for Rangers (it is for the entire harvesting community) when making your posts.
When looking at that specific part again I end up with the following btw.:
Go back to the intial 20% for everyone version, without an old core ranger issues resolved (higher creature harvest skillmod has not a big enough effect on actually harvested amounts) - which won't be with this publish as we see from that line - the bonus we can give to a group would need to be reduced so much that it's not worth putting any dev time on it.
So, just ditch the skillbox based bonuses to groups *for now* (and get back to them at a later point where the above named old issue can be addressed too), case closed :-).
While I do understand that people are all excited to finally see patchnotes containing the word "Ranger" or even the words "Master Ranger", there is no way to put in *decent* harvestbonuses we can give to a group without enabling others in our group to outharvest us as long as the general issue around the creature harvesting skillmod is not adressed.
Message Edited by darmokVtS on 02-22-2005 04:17 PM
frightwig wrote:My suggestion:
- That a group harvest increase be tied to your creature harvesting modifier.
- Maintain the 64m rule to discourage solo grouping.
- Not dependent on the profession you are grouped with.
Good:
- It would encourage investing skill points in the hunting/harvesting lines to fully take advantage of the maximum amount you can harvest, no matter who you are grouped with.
- Would encourage grouping, across the board, to increase your normal harvesting amount.
Bad:
- If not dependent on who you are grouped with, a grouped 0040 ranger might be able to outharvest an ungrouped master ranger.
- (But at the same time (on the good side), a master ranger doesn't have to find another master ranger to group with. His "maximum" harvest ability ungrouped, will simply be increased by allowing anyone to group with him).
First: Holy Cow! You guys sure made a mess!
Second: I like this idea, or some form of it. What I think we all agree is harvesting ability should scale up according to the one with the highest ability, but not make somone harvest better then the one with the highest ability, that is clear. Only problem now is an algorythm that will do this correctly. It is obvious now that this is not the case with the current one proposed on TC.
At this point, it may be a dev issue to come up with one that they can live with in the code. I'm not sure we can really contribute anything other then suggest what the new algorythm would look like.
Idea # 1: Just let the ranger have his own bonus. I'm a programmer, this is really the easiest to deal with solution. Now, what you might have to do is alter the actual % value around till the devs are comfortable with the new volume produced. imho, however, there is not near enough volume, even by an order of magnitude, in the market. I feel the markets are really THAT starved of animal resources. 200cr/u anyone???? I don't see the problem with 40%.
Idea # 2: Differential Enhancement. This is going to take a complex formula to do, but each harvestor gets a proprtional boost with the lowest guy getting the best enhancement to a lower boost for the next highest, none or a fixed boost for the highest. The formula would be such that you cannot possible have a boost that surpasses the actual yield that the highest harvestor gets. I have an idea how this would look like, but I need to push around some numbers first (might take a day or 2). Basically, you get a boost that will get you cloaser to the highest harvestors ability but not over.
- Beef up the harvesting rate of a Master Ranger significantly- such that it's 20-25%% more than an 0040 Ranger
- Remove the harvesting Penalty
- Add a 5% bonus to anyone in range of a Master Scout
- add a 10% bonus to when within 64m of a novicer Ranger
- add a 20% bonus when withing 64m of a Master Ranger
I feel that this is what is best for the harvesting community. Because in my system, a Master Ranger would only be able to be out-harvested by a grouped Master Ranger, meaning there is still room for solo play, which is good. You still encourage grouping, but there isn't as large a relative penalty to non-groupers. I also think that this addresses the main concerns that caused the developers to look at this. It encourages grouping and gets more resources into the community. This system would help the entire harvesting community, since they'd be getting somewhere between 40 and 60% more than they do now. But making people able to harvest 80% more than they can now when in a group is kinda silly. That's a HUGE amount of organics.
I realize this is supposed to be for the entire harvesting community, but I look at it like this: the Elite profession should ALWAYS be more in demand. When you're looking for someone to heal you, a Novice Medic can do it and a novice doctor can do it, but it's always going to be better to go out with a Master Doctor. The same should hold true in any aspect of the game. If you're going out, finding a master of some profession should always help you.