Ranger Archive

Thread: A Simple Poll on the Million Monkeys Idea

AgonThalia
Fri Apr 02, 2004 10:52 am
#14

C

I would like to see this done, it seems such a simple change that can be implemented.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Calculus_Entropy
Fri Apr 02, 2004 12:59 pm
#15

So is this the proposal you want to post? Also, am I supposed to be the one to post it (didn't we decide that was best)?


Just a basic thought of the sort of post to make:


Dear [insert profession name here]:


The current availability of organic resources is very limited. This has led to crafters needing to offer insane amounts of money for resources they need to produce the best goods. As it stands now, a combat oriented character with Novice Scout is able to harvest more than a Master Ranger. This isbecause they can kill creatures much faster and the harvesting bonus gained at Master Ranger only allows a player to harvest about twice as much as a Novice Scout [ed note: This really needs to be tested better before we send something like this out. Is there anyone who can easily test this? I've been having a lot of trouble getting together with a Novice Scout on my server]. This means that the person who would like to sell you resources on a more regular basis (and is therefore likely to have invested more skill points into a Scout related profession) is unable to provide you with the resources you need.


The Ranger [and Scout--let us know if the scouts want to join us on this, Delta] [community /communities][is / are] asking for your help. We realize that developer time is extremely limited and are therefore only asking for minor changes at the present time. To this end, we would like to know if your community is willing to support us in a push to increase the effectiveness of the harvesting [and trapping] skill mod[s] to help us supply you with the resources you need. This is not a solution to the problem but it should help until a proper pass of the Ranger and Scout professions can be performed. [Name] will attempt to follow this thread and answer any questions you might have. Please support us in this push.


Sincerely,

The [Scout and] Ranger Correspondent[s]



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
DeltaXi65
Fri Apr 02, 2004 11:23 pm
#16

Calc,


You can go ahead and throw my name on there.


B



BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Nemo0
Sat Apr 03, 2004 1:19 am
#17






Calculus_Entropy wrote:
So is this the proposal you want to post? Also, am I supposed to be the one to post it (didn't we decide that was best)?

...





The most recent posting of the proposal also had a few bullet points to make things a bit clearer. I've pasted it below with the editorial stuff taken out. Currently it is reading as Ranger only (mainly because we haven't really asked the scout community about it and it is more of a Ranger change anyway although I'm happy to have them join us if they want). The bullets were added because several people mentioned that it would be nice to have a bit more specific information given. Bullets seemed the most straightforward way to do that.








Dear [insert profession name here]:


The current availability of organic resources is very limited. This has led to crafters needing to offer insane amounts of money for resources they need to produce the best goods. As it stands now, a combat oriented character with Novice Scout is able to harvest more than a Master Ranger. This isbecause they can kill creatures much faster and the harvesting bonus gained at Master Ranger only allows a player to harvest about twice as much as a Novice Scout. This means that the person who would like to sell you resources on a more regular basis (and is therefore likely to have invested more skill points into a Scout related profession) is unable to provide you with the resources you need.


The Ranger community is asking for your help. We realize that developer time is extremely limited and are therefore only asking for minor changes at the present time. To this end, we would like to know if your community is willing to support us in a push to increase the effectiveness of the harvesting and trapping skill mods to help us supply you with the resources you need. This is not a solution to the problem but it should help until a proper pass of the Ranger and Scout professions can be performed. [Name] will attempt to follow this thread and answer any questions you might have. Please support us in this push.


The following points attempt to summarize the situation as it stands:


  • Crafters need high quality resources to continue their businesses. Because of a lack of resources, crafters are forced to pay enormous amounts of money for these resources.
  • The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.
  • Currently, a Master Ranger gets about twice the resources of a Novice Scout (with a 125 skill point cost difference).
  • Currently, a Master Ranger gets about 30% more resources than a Master Scout (with a 63 skill point cost difference).
  • Spending skill points in Scout and Ranger means that the Scout or Ranger can not spend those points on combat skills.
  • Someone that spends most of their skill points on combat skills and relatively few on a Scouting related profession can harvest much more than a dedicated Scout or Ranger because they can kill larger creatures much more easily.
  • Trapping skills are designed to assist the Ranger or Scout in killing their prey. Some of the traps do provide useful effects but they hit very rarely on any target for which most Scouts or Rangers would need them for.
  • If the effectiveness of the Trapping and Creature Harvesting skill mods was increased then Scouts and Rangers would be better able to supply crafters with the resources they need.
  • Such a change should be easy and quick to implement as it only requires changing the way the skill mod is checked. As the Creature Harvesting skill mod only appears to apply when attempting to harvest a creature, this should be easy to change. As the Trapping skill mod only appears to apply when throwing a trap at a creature in combat, this should also be easy to change.
  • Given the extra supply provided by such an increase, it is likely that crafters would no longer need to offer such high bounties on organic resources in order to get what they want.
  • Such a solution is only a partial fix. Scouts and Rangers will still have many problems but these changes should help increase the general supply of resources and help to mitigate the inflation present in most servers' economies.


Sincerely,

Calculus_Entropy

Ranger Correspondent






This leaves only the name of the profession it is being posted to and the name of the person to follow the thread needing to be changed (I think). And the idea was to have you post it and get someone else to follow it up (following 10 threads is a bit much to force on anyone).


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server



Lythender Nirou
Crazy Bothan


Calculus_Entropy
Sat Apr 03, 2004 1:30 am
#18

I didn't think the one I posted was the right one. I will post this in a little while.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Nemo0
Sat Apr 03, 2004 9:47 am
#19






DeltaXi65 wrote:

Calc,


You can go ahead and throw my name on there.


B







I believe that means we want the following version:






Dear [insert profession name here]:


The current availability of organic resources is very limited. This has led to crafters needing to offer insane amounts of money for resources they need to produce the best goods. As it stands now, a combat oriented character with Novice Scout is able to harvest more than a Master Ranger. This isbecause they can kill creatures much faster and the harvesting bonus gained at Master Ranger only allows a player to harvest about twice as much as a Novice Scout. This means that the person who would like to sell you resources on a more regular basis (and is therefore likely to have invested more skill points into a Scout related profession) is unable to provide you with the resources you need.


The Ranger and Scout communitiesare asking for your help. We realize that developer time is extremely limited and are therefore only asking for minor changes at the present time. To this end, we would like to know if your community is willing to support us in a push to increase the effectiveness of the harvesting and trapping skill mods to help us supply you with the resources you need. This is not a solution to the problem but it should help until a proper pass of the Ranger and Scout professions can be performed. [Name] will attempt to follow this thread and answer any questions you might have. Please support us in this push.


The following points attempt to summarize the situation as it stands:


  • Crafters need high quality resources to continue their businesses. Because of a lack of resources, crafters are forced to pay enormous amounts of money for these resources.
  • The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.
  • Currently, a Master Ranger gets about twice the resources of a Novice Scout (with a 125 skill point cost difference).
  • Currently, a Master Ranger gets about 30% more resources than a Master Scout (with a 63 skill point cost difference).
  • Spending skill points in Scout and Ranger means that the Scout or Ranger can not spend those points on combat skills.
  • Someone that spends most of their skill points on combat skills and relatively few on a Scouting related profession can harvest much more than a dedicated Scout or Ranger because they can kill larger creatures much more easily.
  • Trapping skills are designed to assist the Ranger or Scout in killing their prey. Some of the traps do provide useful effects but they hit very rarely on any target for which most Scouts or Rangers would need them for.
  • If the effectiveness of the Trapping and Creature Harvesting skill mods was increased then Scouts and Rangers would be better able to supply crafters with the resources they need.
  • Such a change should be easy and quick to implement as it only requires changing the way the skill mod is checked. As the Creature Harvesting skill mod only appears to apply when attempting to harvest a creature, this should be easy to change. As the Trapping skill mod only appears to apply when throwing a trap at a creature in combat, this should also be easy to change.
  • Given the extra supply provided by such an increase, it is likely that crafters would no longer need to offer such high bounties on organic resources in order to get what they want.
  • Such a solution is only a partial fix. Scouts and Rangers will still have many problems but these changes should help increase the general supply of resources and help to mitigate the inflation present in most servers' economies.


Sincerely,

Calculus_Entropy and DeltaXi65

The Ranger and Scout Correspondents






Still needs the profession name and the name of the person following up to be added. Signature is currently in alphabetical order, do it in whatever way you feel works best. I think everything else is right but do look through to make sure. The parts that need changing are easily found by looking for:

[insert profession name here]

and

[Name]

Let's hope this works.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server



Lythender Nirou
Crazy Bothan


777erc
Sat Apr 03, 2004 10:44 am
#20

im wondering if we should drop the push on trapping and just focus on harvesting. Since a better trapping skill wont do us much good until we get more and better traps. Fixing the harvesting skill will be a simple changing of numbers for the devs. (i think?) if we are trying to get them to change these numbers soon we should not encumberour wishwith a change to trapping skill.



Narrec Plac
Chilastra
Pistoleer, Fencer, CH
Nemo0
Sat Apr 03, 2004 10:48 am
#21






777erc wrote:
im wondering if we should drop the push on trapping and just focus on harvesting. Since a better trapping skill wont do us much good until we get more and better traps. Fixing the harvesting skill will be a simple changing of numbers for the devs. (i think?) if we are trying to get them to change these numbers soon we should not encumberour wishwith a change to trapping skill.







As it is, both should be a very minor change. We are not asking for new traps or anything like that. We just want to be able to trap the stuff we are trying to hunt. As it is now, throwing a trap is more likely to get me killed than it is to help me. That is not the way it should be. If I could be 99% sure that my trap would hit that rancor, I'd use them. As it is, throwing a trap at a rancor usually means that the rancor will get a chance to whack me before I kill it.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


777erc
Sat Apr 03, 2004 10:57 am
#22



Ah, i see your point Nemo0. Sorry its been so long since ive used traps (after i finished the line)that i have forgotten that problem.



Narrec Plac
Chilastra
Pistoleer, Fencer, CH
Calculus_Entropy
Tue Apr 06, 2004 7:47 am
#23

bump



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