Ranger Archive

Thread: Reason why there the bazaar is flooded with Hide/Bone/Meat

Razjek
Fri Aug 15, 2003 12:54 am
#14

I do not think having the Ranger harvest more materials is a good solution. It may be the easiest to implement but the more materials you acquire per attempt the cheaper you can sell and make a good profit. This will just end up nerfing scouts into having a harder time selling things than we had. I do not remember getting rich with the current situation so nerfing seems like something to avoid to me.

I do like the idea of Rangers harvesting better quality though. This would be harder to implement but would improve the market profit for Rangers over a scout, which it should have been that way anyways.

The problem with any change is that somebody will throw in a nerf to either counter the improvement or because of bad analysis/vision.
Shadespawn
Fri Aug 15, 2003 5:11 am
#15

I agree with this also.. There should be a Limit on what a scout can harvest..


Weigh it against the Con or Creature level of the mob.. some formula or harvesting number that allows higher level mobs to be harvested.. This doesnt seem to be that hard to code.. its a simple blocking of the harvest ability if you fail the Value check against your harvesting skill.





~Thump
Master Ranger/Sniper/Cantina Owner
Knight of the Holy Cross Defenders (HCD)
Visit Thump's Dirtnap Tavern in the Town of Citadel
SE of Kaadara, Naboo,Bria
Type /Waypoint 5961 5419
Gelondil
Fri Aug 15, 2003 5:58 am
#16

Funny, I was thinking about this just a few minutes ago, so I'd like to add my 2 cents...


I think you underestimated the number of people supplying resources in the bazaar.

SUPPLY
People who need to harvest:
- Rangers
- Bounty Hunters
- Creature Handlers
- Rangers
- Squad Leaders
- Bio Engineers
- Rangers
- Everybody that wants Terrain Navigation
- Everybody that wants Mask Scent
There are also the people who just like to do a little of everything. Harvesting is an easy reward for a 100 credit skill.
All-in-all, I'd guess that almost every combat-trained player in the game can (and will) harvest their kills. If nothing else to get a little something extra from the creatures their mission directed them to kill.


DEMAND
There are very few classes that need harvestable resources, and the only class that uses them in any significant quantity is Armorsmiths. Chefs and Tailors are also dependant on scouts too, but currently neither of them has near the demand that armorsmiths have.


FIXING IT
Actually, I think they implemented a very good change towards reducing the supply when they reduced the difficulty of factional missions. The more non-animal missions that players are taking, the less players harvest. The less players harvest, the less overstocked the bazaar is.

Increase the Demand:
- Fix problems with the Chef class and increase the value of food.
- Fix the problems with Tailoring to increase the value of tailored clothes.
- Add HQ Harvestables. It shouldn't be too hard for certain creatures to have a chance of giving up rarer resources. Lair bosses, or the particularly tough variants (Bulls, Queens, Defenders, et all) for example. In the end, it needs only be one type per planet per resource class (Quality Nabooing Wooly Hide)
- More recipes that require cloth/bone. Actually, I think they should add an "Artist" class to make decorative things like statues (bone), or tapestries (hide), or other visually appealing stuff.

Fewer hides harvested by Scouts:
- Failure check based on the challenge level and harvesting skill. Failure still yields experience, but no hides.
- Creature Level check: Players cannot harvest from creatures who's levels are greater than their harvesting skill. (currently 15 at Novicet, 40 at hunting IV) This would be most valuable against big creatures, as only skilled hunters or rangers could harvest them.

Fix Rangers:
- Currently, harvesting is one of the few things Rangers excel at. We wouldn't worry so much about bazaar overstock if we had more things to do to keep up busy.



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Onevan - Rodian - Master Ranger (CH, & Pistoleer) - Kettemoor
Elon - Human - Master Doctor (CM, Pistoleer) - Scylla
Gelondil - Mon Cal - Master Merchant, Master Artisan (Shipwright, Architect) - Bloodfin
Resa - Zabrak - Master Image Designer (Commando, TK) - Valcyn
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