Ranger Archive
Thread: Curing, Tanning, Preparing Hides/ Meat/ Bones for selling.
this seems to be the easiest-to-accomplish suggestion i've read. (well, maybe not... but its new exciting and fresh at least)
Complete and absolute genius.
I wish I could contribute more right now, but I'm in a rush. Definitely keep this idea and run with it.
I don't think I have seen this idea yet. AND IT ROCKS.
What a fantastic idea, not sure why we haven't thought of it before. I'm not to sure about it being something that uses experimentation. But that's partly because I don't know anything about and never do it. Not even on my camo kits. I tend to make those out in the field.
It for sure needs to be a based off a skill, that also for sure needs to get higher as you progress in ranger. As JBMat said, this would solve the "why can't rangers get higher quality resources" problem. It would give rangers something unique that is actually useful and makes it so they can make more money then a scout. It also makes for a reward of working higher up into ranger and getting master, because then you maxed out in the skill.
Hides is easy, tanning, and meat is easy, curring. But not sure what we would be doing to bones to improve them, but they should be improvable also with this skill/tool. This would mean rangers, and especially master rangers, could sell the same resource for more money. The better part IMHO is that when there are no good spawns for a resource in need, a ranger can improve them, and mabye enough to make them pretty good after the fact.
And additionally? what if doing this gave a small amount of survival or scout xp. I say survival because that would help with that grind, and since we already get it for crafting camps and traps. /shrug.
What do you say Calculus?
and there are chemical treatments that you can do on them to harden, preserve or even soften to make them a bit more malleable.
Holly Hyperdrive I have not been this excited about something in Ranger, well the game, in a long time.
I just got done reading through ALL of the replies. I do agree with the item naming and DB problem. That could be a hang up for that part of this idea. Here is my suggestions/ideas for that.
If we take out the experimentation part of it, it will be based purely on the skill level of the ranger. Takes a little away from the individual rangers themselves, but.....it can work like this. For example, at skill mod 20 it takes the stats of the resources and raises 5%. At skill mod 50 it raises them 10% at skill mod 70 it raises them 15%, and at skill mod 100(master ranger)it raises them 20%. Then there will only(possibley) be one extra resource type for each type of organic resource out there. The game/program could call them something. Off of someone esles idea, just add something to the orginal name. If it called Widget, call it widget/good for the 5%. widget/better for the 10%, widget/great for the 15% and widget/best for the 20%. You get the idea.
On another idea that someone had about just making a craftable item that can replace individual resources being used. The idea was instead of making armor with 10 hides, you can use 2 tanned hides instead. So my idea off of that is this. At the lower skill mod for the rangers, it will take you more of the resource to get the tanned/curred etc. So for example at skill mod 20 you put in 100 hides you get 20 tanned hides. At skill mod 50 you put in 100 you get 40 tanned. At skill mod 70 you 60 tanned and at skill mod 100 you get 80 tanned. No experimetation, totally based on skill mod. Now to make this even worth it for us and for the crafters, our tanned hides, even at the lowest level, need to produce more then the crafter would need.
What I mean about that, is this. If the crafter needs 10 hides, or 2 tanned hides. The ranger with lowest skill needs to be able to make those 2 tanned hides with less then 10 orginal hides. Otherwise you are not winning anything. Not completely sure this really makes any benefit or not for the crafter. If our tanned hides don't produce any better results for the crafter, they might not care about it. If it costs us to much to tann them and sell, compared to just selling them normal, it wont be worth it for us.
So maybe someone can come up with some great tweaks on these ideas? Keep it rolling gang.
The final straw for me in the Bio-Engineer profession was when I had 3 critical failures in about 2 hours. Each failure was in a final combine after spending 3 days collecting DNA for a few lvl70 pets. They had a crit and I lost all three DNA templates. I looked at my screen with shock and disappointment on how three days of my life had been wasted. The guy bargained down the cost of the pets in exchange of supplying me with loads of meat. I also withstood shock and disappointment from my client who was waiting for his order just to find out that I was dropping BE for my true love: Ranger. After all, we may crit on our crafting, but it is easy to reacquire hide, bone, metal, and polymer.
Knowing what the concept of 'fun' is to the devs, this idea would be implemented into the game in much the way crafting is implemented. With that in mind, I'd rather wait for the server to shift the resources and hunt for it. At least we can rely on the fact that there's no critical failures in harvesting.
I disagree, there needs to be some cost in quantity for quality. Even more so because u can make more money for better quality stuff. And maybe down the line, high quality craftables that require tanned hides etc..
Squidwalker wrote:
What I mean about that, is this. If the crafter needs 10 hides, or 2 tanned hides. The ranger with lowest skill needs to be able to make those 2 tanned hides with less then 10 orginal hides. Otherwise you are not winning anything. Not completely sure this really makes any benefit or not for the crafter. If our tanned hides don't produce any better results for the crafter, they might not care about it. If it costs us to much to tann them and sell, compared to just selling them normal, it wont be worth it for us.
ThGilsRooc wrote:
It sounds like a great idea. Unfortunately, I could just see a ranger throw 20k of wooly hide into said station to get a critical failure. So, instead of improving mediocre hide, the yield would be either very crappy or, worse yet, it would poof.
The final straw for me in the Bio-Engineer profession was when I had 3 critical failures in about 2 hours. Each failure was in a final combine after spending 3 days collecting DNA for a few lvl70 pets. They had a crit and I lost all three DNA templates. I looked at my screen with shock and disappointment on how three days of my life had been wasted. The guy bargained down the cost of the pets in exchange of supplying me with loads of meat. I also withstood shock and disappointment from my client who was waiting for his order just to find out that I was dropping BE for my true love: Ranger. After all, we may crit on our crafting, but it is easy to reacquire hide, bone, metal, and polymer.
Knowing what the concept of 'fun' is to the devs, this idea would be implemented into the game in much the way crafting is implemented. With that in mind, I'd rather wait for the server to shift the resources and hunt for it. At least we can rely on the fact that there's no critical failures in harvesting.
Crit failures are a part of the game, its inevitable, Ive had crit failures as a master ranger on a basic camp kit...
I dont worry about it, and I cant change it. I just hope for better luck next time. Weve all heard the horror stories of crafting critical errors, but thats not going to stop me from doing it.
Also, think about this, if you are working on high quality resources, the crit failure chance is lower anyway. The only time crit failure would really affect you is if you are trying to make crappy hide into decent hide.