Ranger Archive
Thread: Official Notes from TH (not many, but a start)
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
I'm not changing professions. I'm not interested in non-Ranger archetypes for a primary character.
My partner is planning to quit the game in May. I will be joining her.
So basically, TH is saying he isn't aware of the Ranger profession's problems, and hasn't bothered to read any of the long-standing threads that attempt to compile and even solve those problems.
I don't know how much more clearly the problem with Rangers can be spelled out. Nraas did a superb job of it, and Calc's efforts have been just as admirable but it seems that all this work is simply being ignored.
TH has asked for a clear and concise reasoning and justification...I think that the justification and eventual support of the crafting professions will show that there is a reason for the harvesting boost.
Ok...here goes.
Using the Ancient Bull Rancor as a model for my data, it has the following characteristics.
Creature Level: 98
Average HAM: 20,000 to 25,000
Average Harvesting Rates for a Novice Scout: 125 units of resources.
Average Harvesting Rates for a Master Ranger: 250 units of resources.
Now For the Character Statistics
Harvesting
Novice Scout: +15
Hunting I: +5
Hunting II: +10
Hunting III: +5
Hunting IV: +10
Master Scout: +5
Total: +50 Harvesting
Novice Ranger: +5
Tracking I: +5
Tracking II: +10
Tracking III: +10
Tracking IV: +10
Master Ranger: +10
Total for Ranger: +50
Cumulative Total: +100
From some of my research in harvesting rates, the number of units harvested is not actually based on the +to harvesting numbers.
For example, we all know that Master Rangers harvest 2x the amount that Novice Scouts do, however, according to the modifiers, a Novice Scout should only harvest 15% of what a Master Ranger is able to harvest. The base amount of resources pulled from an ancient bull rancor from a Novice Scout averages at 125 units.
Using other data from other creatures, I have found that the base harvesting amounts is roughly equivalent to (Creature Level x 1.5 = Base # of units harvested). From that base number, the harvesting modifiers come into play.
If at +15 harvesting skill, the Novice Scout harvests the base number of resources.
From this point on, +15 in harvesting skill doubles the amount of resources harvested.
Then at +30, the Scout with Hunting II should be able to harvest 2x the base number of hides.
at +60 The Ranger should havest 3x
at +90 The Ranger should harvest 4x
at +100 The Ranger should harvest a little less than 5x
This, as we all know, does not actually happen in the game.
Master Scout +50 Harvesting Skill
Novice Ranger: Leave at +5
Tracking I: Change +5 to +10
Trapping I: Add +5
Tracking II: Leave at +15
Trapping II: Add +5
Tracking III: Leave at +15
Trapping III: Add +5
Tracking IV: Leave at +15
Trapping IV: Add +5
Master Ranger
Add +20 Creature Harvesting
This would total up to +150 Creature Harvesting skill from the base amount of resources harvested from the creature.
Remember, if +15 harvesting is the base amount for any resource off of an animal.
The Master Ranger would harvest 10x the amount of resources from an animal (an increase of 900%)
In the future, when we can harvest all 3 resources from the corpse of an animal, then, when we choose to do that, the modifier remains as it is, except that we have +300% increase from Novice Scout per item.
Heres an example.
Ancient Bull Rancor:
Novice Scout: 150 Units Averaged
Master Ranger: 1500 Units Averaged (its a huge beast)
When all three resources are pulled off of the critter at the Master Ranger level:
Meat: 500 units
Bone: 500 units
Hide: 500 units
I hope that this is clear and concise enough. Please check my math and correct any errors that you see. The data that I have given are averages and not exact figures.
AgonThalia wrote:
...
From some of my research in harvesting rates, the number of units harvested is not actually based on the +to harvesting numbers.
For example, we all know that Master Rangers harvest 2x the amount that Novice Scouts do, however, according to the modifiers, a Novice Scout should only harvest 15% of what a Master Ranger is able to harvest. The base amount of resources pulled from an ancient bull rancor from a Novice Scout averages at 125 units.
...
The formula that I happened to find seems to be this: (1.0 + Creature_Harvesting_Mod/100)*Base_Amount. This gives a novice scout 57.5% of the resources of a Master Ranger (or about a 1.74x the Novice Scout for a Master Ranger). It also gives a Master Scout 75% of the resources of a Master Ranger (or 1.33x the Master Scout for a Master Ranger). This holds with everything I've seen of the harvest mods. My recommendation is to change the formula to this: (Creature_Harvesting_Mod/13)*Base_Amount. This means that Novice Scouts will get the same number of resources they currently do but Master Rangers would see an increase proportional to the increase in the mod. Although this might be a bit much if multi harvesting was also put in (we'd be getting 6.667 times the resources of a Novice Scout and the Novice Scout would have 15% of what we get). Changing it to something more like (.55 + Creature_Harvesting_Mod / 25)*Base_Amount would still leave Novice Scouts at the same amount but the increase would only be about 4x (or 25% for the Novice Scout). If you can give me a target value for the % difference between Novice Scout and Master Ranger then I can give you a straight line that connects the two without changing Novice Scout's current rate.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
"The formula that I happened to find seems to be this: (1.0 + Creature_Harvesting_Mod/100)*Base_Amount. This gives a novice scout 57.5% of the resources of a Master Ranger (or about a 1.74x the Novice Scout for a Master Ranger). It also gives a Master Scout 75% of the resources of a Master Ranger (or 1.33x the Master Scout for a Master Ranger). This holds with everything I've seen of the harvest mods. My recommendation is to change the formula to this: (Creature_Harvesting_Mod/13)*Base_Amount. This means that Novice Scouts will get the same number of resources they currently do but Master Rangers would see an increase proportional to the increase in the mod. Although this might be a bit much if multi harvesting was also put in (we'd be getting 6.667 times the resources of a Novice Scout and the Novice Scout would have 15% of what we get). Changing it to something more like (.55 + Creature_Harvesting_Mod / 25)*Base_Amount would still leave Novice Scouts at the same amount but the increase would only be about 4x (or 25% for the Novice Scout). If you can give me a target value for the % difference between Novice Scout and Master Ranger then I can give you a straight line that connects the two without changing Novice Scout's current rate."
ROFL
I am no mathematician, but it looks good to me. I lub you guys. ![]()
I have a simple question for Thunderheart, if someone who is able would be so kind as to pass it up.
I am a paying customer for your service. Every other profession pays the same amount of money as I do. Why then do you feel it is appropriate to snub my requests while attending to everyone else? I sometimes wonder why I pay to play a game that frustrates me so.
WE ARE TIRED OF BEING IGNORED!!
No offense to Calc, but perhaps the avenue for change lay along a different path. Obviously the Correspondent Position (at least in part) is a way for the Devs to have a shut off valve on the professions. With only one person having access to them instead of everyone. I doubt anyone from SOE reads our forums here on a regular basis. Thunderheat Demonstrated it in his comments to Calc. The idea of Cantinas losing their purpose is just stupid. Why can medics heal wounds in our camps? Doesn't that defeat the purpose of cities? Quite Frankly, I am tired of TH's excuses.
As I did not play in August, I would like someone to compile a list of the things that were "in the works"
My intention is to not post, not email, but to write and call not Thunderheart, but the people way above him.
Now a compnay does not have to pay any attention to me as a single customer, and they probably won't. However there are also other very public means outside of their control that lay at my disposal, and now I am mad enough and motivated enough to use them.
We does the burden for change lay on our shoulders? WHy do the ideas have to come from us?
The Developers get paid to DEVELOP the game. Recognize that there is a reason no-one plays a Ranger and DEVELOP a plan to fix it.
In a balanced game there shouldbe a balance of classes. There are more Jedi than Rangers on my server. But oh no there is NOTHING BROKEN in the ranger class.
I apologize for ranting, but manners have gotten our efforts nowhere. I cannot continue to be well mannered and polite when I have ben slapped in the face.
Jalen-COMIA wrote:
One more thing, sorry to double post.
We does the burden for change lay on our shoulders? WHy do the ideas have to come from us?
How else would we (eventually) get what we want? The devs already had control of developing out profession and look where it got us.
The Developers get paid to DEVELOP the game. Recognize that there is a reason no-one plays a Ranger and DEVELOP a plan to fix it.
In a balanced game there shouldbe a balance of classes. There are more Jedi than Rangers on my server. But oh no there is NOTHING BROKEN in the ranger class.
I apologize for ranting, but manners have gotten our efforts nowhere. I cannot continue to be well mannered and polite when I have ben slapped in the face.