Ranger Archive

Thread: Foraged Items

Goldear
Sun Jul 17, 2005 10:17 am
#1

I spent some time healing in my camp last night, and decided to see what /forage does these days. Here arethe results. Not all the items there are if memory serves me right, I didn't get a newbie melon and I was on Tatooine.


ko-do fruit- 4:30mins; Health(H) = +49; Action Regen(AR) = +50


etost'ew - 4:30 mins; AR = +49; Mind Regen(MR) = +50


schule nef - 4:30 mins; H = +49; AR = +50


Jar Foraged Berries - 4:30 mins; AR = +49; MR = +50


Foraged Grubs - 4:30 mins; H = +49; AR = +50


Alever Tweth'pek - 4:30 mins; HR = +49; MR = +50


Foraged Fungus - 4:30 mins; HR = +49; MR = +50


My comments;

- Why all 430 mins.?It's auseless time period makecloser to 10 mins.

- several of them do the exact same thing. Was it so hard to be creative??

- The "boost" these items give you, sorry it's almost laughable.


They were the same before CU, but I think preCU they had at least their own specs..this is nothing but cookie cutter itemsand put different names on the cookies.

Example of things we have, that in my opinion, don't work worth a pinch of you know what.

A skill that if done right, could be a lot of fun, great and useful things to find. I'm sure we can all come upwith useful foods, all it takes is imagination. I M A G I N A T I O N.


I can't help but think that no effort was put into this /forage skill, no effort by programmers what so ever.






Regards,
Webber
Master Ranger
Dune Sea Rangers Inc.
Tatooine
Dyrwen
Sun Jul 17, 2005 11:06 am
#2

Yeah, it sucks. I guess if we were allowed to find better foods we'd be supposedly competing with the Chefs, since a few of us might just spend the day /foraging and sell it for cash. But how we'd do that with one item per forage is beyond me..

We could certainly use some actual perk to foraging, seeing as it isn't worth anything nowadays when I can spend 75k on a crate of Brandy with 6 uses in each of the 25 bottles and be setup for the next month, rather than spend 2 seconds foraging and find nothing near the same potential in the ground.

If anything it'd be nice to actually find something "exotic" loot-wise on occasion, so that we could at least be tempted to try and forage for something worthwhile.




000000000000000000Dyrwen Sy-X
000000000000000000
00000000000000000
0
Imperial Master Ranger.
000000000000000000Meat Manager
000000000000000000Hide Heretic.
000000000000000000Bone Busybody.
000000000000000000
00000000000000000
0General PAC Man
000000000000000000Penny Arcade Clan
000000000000000000

Goldear
Sun Jul 17, 2005 11:13 am
#3

I forgot to meantion the amount of the "buff" +49 ??!! nope...not 50...that might unbalance the game!!!



Regards,
Webber
Master Ranger
Dune Sea Rangers Inc.
Tatooine
-Xell-
Sun Jul 17, 2005 11:35 am
#4

It is one point, does it matter?




Rizzazi Z. Cavi
Master Ranger7\/8Master Rifleman
Dirty? You should see me on a bad day
BioEngine
Sun Jul 17, 2005 11:49 am
#5

I still think that forageable items should be able to enhance Chef foods by the bonus they give, and forageable items should be able to be stacked (stacked like searching a lair for eggs, or fish meat. Not stacking the buffs.) We should also be able to use forageable items in "something" that we can make as an optional item. Perhaps being able to attract creatures to a certain area by throwing a "food" trap That will attract any creatures within, say, 30 meters to the area you have thrown the food.



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Stamina
Goldear
Mon Jul 18, 2005 10:57 am
#6


Exactly my point. It's one damm point? +50 hardly does a damm thing, why make it +49??? The idiocy of the /forage skill is what I'd like to bring forward and lack of planning and imagination of developers who worked on it. They even screwed it up worse at CU time.


If you could stack them, maybe you could eat a enough to make something happen.


I see someone in my minds eye, sitting working on something like this for rangers...it just boggles my mind. 2 or 3 of them do exactly the same thing...each one has a time limit of 4:30 mins,real inventive.


Hardly in competition with a chef, so I"m not sure what that worry would be there if they boosted the stats a bit.


Actually made /forage something we used. I never touched mine in almost 6 months, and got curious about what they had done since CU with it, so I checked it out last Saturday. Another borked skill!!!@#





Regards,
Webber
Master Ranger
Dune Sea Rangers Inc.
Tatooine
Teero
Mon Jul 18, 2005 11:14 am
#7

also take note of the EXTREMELY low filling on them though. i think during CU testing the filling was 5.




and i'm still trying ot find that ellusive foraged Wedding Cake.





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Goldear
Mon Jul 18, 2005 11:51 am
#8


I started checking /forage out because I had a lot of wounds and wanted to see if it would speed up the process like in the preCU days, while I sat in my camp.../afk. I don't think having eaten something helps speed your healing in a camp or a med centre anymore.

After I got over my disgust at how useless the items still were, I looked at the "filling". One bar on the bargraph and got disgusted again. The food is barely noticable!!

Must be the snack food of SWG, is all I can come up with.



Regards,
Webber
Master Ranger
Dune Sea Rangers Inc.
Tatooine
Carason
Mon Jul 18, 2005 11:55 am
#9


Warning: Random thought of the day here...


I think it would be fun if we would be able to take some of these foraged items, combine them with eggs and milk we got while searching lairs and milking critters, add in some harvested meat, maybe some bone or hide (for texture), cook it over our campfire (actually a use for camps), and create a ranger-unique type food buff. Possibly adding some harvesting bonuses, health/action/mind points or regen, accuracy vs. creature, or something. Nothing that would eliminate the need for chef-created foods, but possibly something that stacks with them. I'll go out on a limb and name this Ranger Pie.


By the way... I do like the idea of being able to use foraged items in trap creation... just add things like "metal scraps" for wire-mesh, "bantha poodoo" for stink bomb, etc to the list of foragable items, create a trap "enhancement" slot, and let us slightly improve the duration/effectiveness/stack sizeof our traps (assuming they actually work at some point).







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Almagill
Mon Jul 18, 2005 1:25 pm
#10



Calculus_Entropy wrote:
*ponders re-starting his 'remove foraging from the game' campaign*

/halo




Harumph.

To be honest I'm in almost in the 'make it work or take it away' camp myself, but I have to keep reminding myself that, if they take it away, it's gone.

If they increased the effects of the foods to the point where they were useful, but not so useful as to be a threat to the chef foods, that'd be a start.

ISTR at the start of CU you could stack foods, and of course, with forage foods having low filling, you could scarf a LOT down. Of course, the stacking got changed a while back because [waves vaguely] some people were overdoing it a bit and running around with mad stats whish was, of course, seen as being unfair or unbalancing (though it wasn't something that we couldn't all have done, but, meh).

The over-simplification of the forage food stats I think is probably a hang-over from the devs trying to make database sizes as small as possible again. Let's face it, you're foraging a default object with a different skin on. It's not really a different food, it's just a target object. (A less charitable view would be that somebody had started working on foraged foods and then either lost interest or was shifted to other tasks).

Remember also that foraged foods could be used as mini-buffs for pets, pre CU, and they used to help get your pets stats back up a bit after a hard fight.

So, probably more value to be had from getting them working 'properly' than just going 'oh this is so broke, toss it'.




(oooooh, now if you could throw forged items.... food riot!!!)



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Calculus_Entropy
Mon Jul 18, 2005 1:30 pm
#11






Almagill wrote:

If they increased the effects of the foods to the point where they were useful, but not so useful as to be a threat to the chef foods, that'd be a start.




I maintain that this is impossible, hence my stance. Just sayin'.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Owen-Lars
Mon Jul 18, 2005 1:31 pm
#12

If they were none tradable then its all good. Keep them lower than chef foods and none tradable.



THORTAC BALCOR
The Lost Ranger
RANGER
Calculus_Entropy
Mon Jul 18, 2005 1:33 pm
#13

*snaps fingers*

So Owen, let's see your 'pick food up off the ground and eat it' revamp ideas .



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
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