Ranger Archive
Thread: Top Issue #4
NRaas I have to say all the ideas you mentioned in the first post make sense to me. Examineing creatures has never been a major issue with me but then again perhaps that is why it's Issue #4 instead of #1 ![]()
I would however like to mention one of my pet peves with this game in regards to resources harvested from creatures since it was mentioned in posts before this one.
Why in gods name do resource qualities and types change on MOBS the same way as surveyed resources do?
I honestly cannot see any point to this other than it was easier to leave the programing in since they are all resources than it would be to take it out.
A wort is a wort is a wort, why for gods sake should the qualities of it's hide change every few days? I understand the basic concept for in-ground resources was so that certain areas would not become permanent "Harvester camps" for people looking for the best quality resources and shutting out anyone who hadent managed to get a harvester in that area but honestly I don't see that concept being able to be applied to creatures at all.
Perhaps because I was not in the game durring Beta there is another motivation behind this? Anyone want to enlighten me here? Because honestly to me the quality of the organic resources a creature has should be almost solely controled by how tough that creature is to kill, or perhaps the rareity of that creature or how difficult it is to get to where that creature is.
Any other opinions on this?
No I have to say I agree with the justification behind that but honestly I don't belive the resource qualities should change so drasticly as different types of minerals and flora do.
Perhaps a better idea from my point of view would be to make the creature resources more specific to certain creatures.
For instance take a Bantha with Wooly Hide. So for variety sake we'll say it has 3-5 different types of hide, now for the justification of this being a bad year for the poor Banthas we'll say their toughness is low right now...on the order of lets say in the 600-700 range. To me that's as low as it should ever go. If it's a good year for Banthas then the toughness should be in the 900 range somewhere, but it should always be a high toughness resource simply because of the very nature of the creature.
Or in another example let's comepare Rill and Syck's. Both have <or should have, correct me if i'm wrong but i'm not playing the game right now and it's been a while since I wanted hide from a Rill or a Syck.
> Scaley hide. So we'll say both are haveing a good season now. I would imagine Rill hide as being in the400-600 range and the Syck being in the 700-800 range. Simply because a Syck is known as being a tougher creature than a Rill, and of course there are tougher creatures out there on Tatooine than a Syck with scaley hide but this is just a rough example.
The issue for me isI don't have a problem with their being variety in the quality of resources you get from creatures but I just wish it wasent SO drastic as it is with inorganic resources. Inorganic resources have a justifciation for being so varied up and down the scale of their qualities, simply based on where the resource developed, what kinds of conditions it's under, and the fact that each resource is unique in and of itself, but creature organic resources are tied to specific creatures for the most part so I feel that the permanent qualities of the creatures should have a bit more of an impact on the most likely qualities of resources obtained from it.
- Several Rangers believe it determines the minimum distance a creature will attack. Other believe it determines Trap effectiveness. "
As a CH, I'm pretty sure ferocity determines how likely a creature is to break off an attack and run. I see this with my pets a lot.. low ferocity pets will run almost as soon as they start taking damage, and high ferocity pets willstay in and take a lot more damage before running. I've done several comparisons, you can take a few pets that are roughly equal except for ferocity, and the lower ferocity one will run much sooner.
Of course, I could just be guessing.. ![]()
Good ideas, I'd love to see some of these implemented!
"As a CH, I'm pretty sure ferocity determines how likely a creature is to break off an attack and run."
Yet another reason why the developers should tell us what it does affect. ![]()
XRXTypeO wrote:
hehe, better would be to just show resource name i think, not all its stats, i would be afraid of how BIG that window would be showing stats for the resources...
like, on lok the herbivore is vadew for us on lowca right now, in examine it could say, herbivore meat: Vadew
or something
eventually we will all know what stats a name has with it i hope
Put that on an expand tree that defaults closed. That has been suggested for the tracking window already