Ranger Archive
Thread: Harvesting Levels, a fix is needed.
KaiRaene wrote:
I think a Master Ranger should be able to harvest 2 resources from every creature. That would make it worth it for 30%.
My concern with only adding the ability to harvest two or all three resouces types is this:
If I am hunting for contract, I am usually hunting a specific type of resource... say dath carnivore meat. The resources are high, that is why someone wants it. Typically the other resources on that mob are grind quality. So in most cases, I don't want it. I would rather harvest 2x as much of the meat and not be able to harvest anything else.
Obviously not everyone is in this boat, or has multiple contracts, but I use "I" because that is my opinion.
KaiRaene wrote:
I think a Master Ranger should be able to harvest 2 resources from every creature. That would make it worth it for 30%.
Why just 2: we have been asking for all 3.
I use up resources making camo and tents, which takes away from this time that I get the targeted stuff. If I can get the targeted stuff AND have grinding stuff available I can offer the grinding stuff a LOT cheaper w/o affecting the amounts I take from the hi-q stuff. I end up neglecting Architects that don't need hi-q as well. Not to mention that I have found creatures with multiple hi-q stuff on them.
EdieBauer wrote:
My concern with only adding the ability to harvest two or all three resouces types is this:
If I am hunting for contract, I am usually hunting a specific type of resource... say dath carnivore meat. The resources are high, that is why someone wants it. Typically the other resources on that mob are grind quality. So in most cases, I don't want it. I would rather harvest 2x as much of the meat and not be able to harvest anything else.
Obviously not everyone is in this boat, or has multiple contracts, but I use "I" because that is my opinion.
I agree that the yield should be higher. An entire elite profession, just to get 30% more yield is not in keeping with other professions. Does a Teras Kasi Master only do 30% more damage than a Master Brawler?
Previous threads have also mentioned that rangers should be able to harvest trophies, like skulls, horns, taxidermy, bear-skin rugs, and other things to use as decorations.
I've said this before and I'll say it again: fixing harvesting levels is probably not feasible and even it is it won't save the profession.
Increasing the amount of resources we harvest per kill means putting more resources into the economy. That is potentially game-breaking. Same for increasing the number of types of resources harvested per kill. Schematics have resource requirements based on expected availability of those resources. Making more resources available means items made by those schematics become easier to get. People don't like to hear this but we're not supposed to have medicines made with advanced components using OQ 900+ herbivore meat all the time, or enhancement packs made with OQ 900+ avian meat, or petstim C's that use gobs of Dathomir Insect Meat, etc. If the devs increase schematic requirements to compensate for increased Ranger harvests, nothing really changes except all the numbers get bigger -- like adding a zero to the end of pinball scores because 1,000,000 points is flashier than 100,000. That in itself is a disruption in game balance and should not be done just so Rangers can feel better about getting bigger harvests than Scouts.
Even if the devs were to decide that increasing Ranger harvests wouldn't endanger the economy...who cares? Resource harvesting is blue collar work. It's the bottom of the economic food chain. We shouldn't be spending the skill points for an elite profession for the privlege of roleplaying the working poor.
We need teeth. The Ranger profession needs real combat ability and real search and evasion ability, all effective against creatures, humanoid mobs and players. The paramilitary functions too many members of this forum are too ready to discard are essential to the long-term viability of the profession.
Fred_Skinner wrote:
I use up resources making camo and tents, which takes away from this time that I get the targeted stuff. If I can get the targeted stuff AND have grinding stuff available I can offer the grinding stuff a LOT cheaper w/o affecting the amounts I take from the hi-q stuff. I end up neglecting Architects that don't need hi-q as well. Not to mention that I have found creatures with multiple hi-q stuff on them.
EdieBauer wrote:
My concern with only adding the ability to harvest two or all three resouces types is this:
If I am hunting for contract, I am usually hunting a specific type of resource... say dath carnivore meat. The resources are high, that is why someone wants it. Typically the other resources on that mob are grind quality. So in most cases, I don't want it. I would rather harvest 2x as much of the meat and not be able to harvest anything else.
Obviously not everyone is in this boat, or has multiple contracts, but I use "I" because that is my opinion.
- The harvesting equation should be reworked to where our Harvest Skill is a straight percentage, and round it up to the nearest integer and maybe even have a low end cap so you'd always get at least 5 units. The creature has 50 potential units of a resource, then 30% gets you 15 units, 50% gets you 25, 60% gives you 30 and 100% gives you 50. No changes in where the creature harvest skills come from.
- Rangers can harvest all 3 resources. Survival II or III gives the ability to harvest 2 resources, and Master Ranger gives the ability to harvest all 3. The first resource is 100% of your harvest skill, the second is 75% and the third is 50% (or some other breakdown.) This would give more reason to climb survival (of course, camps need to beworked on too!)and does make some RP sense as has been stated before. It also gives another reason to get Master Ranger besides the tag, the Dath kit and the few extra skill mods.
As for the paramilitary aspect of ranger. I completely disagree. Ranger needs to be the outdoorsman profession and Commando should be the paramilitary profession. Commandos are largely useless aside from new weapons. Heck, even Bounty Hunters have something that Commandos should have (the jamming of faction terminals. That makes absolute zero sense to me.) The problem is that the devs used the medieval fantasy definition of ranger while the modern and sci fi defintion of ranger means something completely different.