Ranger Archive
Thread: Foraged Items
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.
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!!!@#
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.
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).
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!!!)
I maintain that this is impossible, hence my stance. Just sayin'.
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.
So Owen, let's see your 'pick food up off the ground and eat it' revamp ideas