Ranger Archive
Thread: Harvesting costs
RE: HAM cost for harvesting
It would be (IMO) pointless since all it would do is add a few more seconds to the recovery time between bouts. Which would be insignificant, so why bother. Or it would be noticable amount of HAM and just add more time downtime with little gain. Now it could be nice to have the option of being careful, thus taking more time to get more and/or better quality materials.
RE: Harvesting Tools.
Supposedly our Harvest skill is that ability. Though It could be nice to have optional tools that we could use to increase our yields.
For the most part, don't change the base way. But add more ways for the Ranger to invest in getting better yields.
-gustavef
LastEE wrote:Well, since every scout is going to get to take 60% of their normal share after the patch (and how many don't have scout just for the terrain negotiation alone), a group of3 lowbie scouts is still going to fare much better than a Master Ranger, so this gives us a little, albeit minor, edge over them and an actual reason to become Ranger besides a neat looking camp that won't even heal Battle Fatigue and a couple of wortless traps.
LastEE, with all the cool stuff coming for rangers (you might want to read the dev response because it doesn't sound like you know about what's pending), there's plenty of reason to join the ranks.
Deciding which pose to use to harvest corpses would not, in my opinion, do anything to make gameplay more enjoyable. Sometimes, realism is a drag.
NRaas, #1 ROFL but yea that was my thought too. #2 yup, agreed.
Delta, LMAO, agreed, still ROFLing, there are ohter things that need to be taken care of first, still ROFL'ing I can barely type.
Davidjp, Excellent modification suggestions.
Gustavef, key word there has just became "option". From yours and others feedback, and some of my orginal thinking... I'll get to that.
ok, ok... more suggestions and/or modifications(for the next list, Delta.. it's not that pressing yet). OPTIONAL: If you are a Ranger (and only at-least novice Ranger) and type /harvest (nothing after, just /harvest) and you don't have a knife in-hand, you get the out-of-range error like trying to do a mindshot with no weapon equipped
or survey without having used a survey tool since logging-in.
You may be forced to kneeling by the command, and it would have a definatecycle time just like sampling and associated action and mind costs. The amount of cost and how often you sample is based on your harvesting skillmod.
The template would be an almost exact copy of the sampling routine, except that the resource sampled is hide/meat/bone. The "amount" and radius of each of the resources in the area is dictated by how many creatures there are in the area that your group has killed, and being inside a camp provices a skillmod bonus and faster regen of said skills (and having an entertainer helps keep your mind going longer and a medic can keep your action up). Now each sample cycle should get you one of each of the resources of each critter in the area. If there are scouts in the group, each one of them gets a chance to harvest one of the critters at 60%, and if they take a harvest, there is 40% less in the area from the critter that was harvested for you to get to harvest from. You should be able to get all the hide/meat/bone in the areawhether you have permission to it or not, after-all that ninja-harvesting scout left a lot of scraps around. It might even be a survey tool that shows all of the available hide, meat, and bone in the area and you can switch.
The more time you spend "sampling" the more of that resource you get, and you get the option to switch around. I beleive this would definaltey be an optional bonus for those who are more willing to spend the needed time. Of course, if a group wants to burst through killing 100 baz natches' then good for them when theyharvest away 60% each, while you patiently harvest away all the leftover scraps and they might still get a lot more of that resource in the same amount of time. This might even be a way for a "passive" ranger to make a living but the amount of scoutxp you get from each cycle might be severely reduced over how much scoutxp you would have gotten from the same amount of hide if you had done "/harvest hide"
If you setup a HTFB and sample-away while your group kills-away in the area, you should be completely protected by the HTFB from the critters, unless one of the critters is agroed on a member of your group AND they cross the fence, then all is fair game to the critters, but if that critter is killed, the others that weren't agroed on anyone still can't cross. Of course, the HTFB had better not disband while you're warningshotting the critter out. But also, if you don't drop the HTFB on top of where the lair had been, you won't be on the highest concentration either (decreasing concentration sphere around each critter... find the most corpses for the highest concentration).
"LastEE, with all the cool stuff coming for rangers (you might want to read the dev response because it doesn't sound like you know about what's pending), there's plenty of reason to join the ranks."
Believe me, I've been following... and lovingit... But I see no reason to say "that's enough, thanks. Ranger is done, don't do any more" as this game will need to continue to grow and evolve. I just want to get a head-start on the next round, whenever that may come and maybe we'll have a well though-out proposal on the next list that the devscan say "This is perfect, thanks. We love you Rangers, you'reat the top of our list...keep up the good work."
That would be an incredible change! Unfortunately I think is probably quite a bit much to ask for. To have a new skill with an algorithm to check all the corpses within a certain distance from the ranger and get the varying amounts of resources off each corpse taking into account how many people have harvested how many resources seems like it would be hard to program. If we are assembling a “we wish we could havebut understand we will probably never will” list, yes I would put this on it. But I believe that we might someday actually be able to get less elaborate versions of this like the ones that have been suggested in this thread already. (Using tools, posture, camps and so forth to get better quality harvests and possibly a new skill that allows us to spend more time and energy per carcass to get more resources) Not sure if asking for something this complicated is a good idea is all I am thinking. Might make the devs just *sigh* and ignore the request because it seems so radical.
It would be very cool though!
LastEE wrote:I just want to get a head-start on the next round, whenever that may come and maybe we'll have a well though-out proposal ....
I guess what I'm saying is that I don't think this is a well thought-out proposal. I just don't see how it would make the game any more fun to intitute: stop, change posture, equip knife, harvest, harvest, harvest, harvest, stand, run, stop, change posture, harvest, harvest, harvest, harvest, stand, equip rifle, run.
If it's mandatory, you've made my gaming experience much less fun. If it's optional, all you've done is added one more opportunity to reward xp grinders over people who want to get out, explore and fight.
I don't know about you, but my toon's back is just about breaking under the weight of all the hide and bone he's carrying around. I don't need an extra 10 units a creature to complete my gaming experience.
And as for creating a complete list for the next round... How about we wait the several months we're likely to wait for the first round to roll out completely, then play with those changes for a while and see what we need to have in addition before trotting out solutions to things that aren't broken.
"I guess what I'm saying is that I don't think this is a well thought-out proposal."
- so help flush it out or don't respond please.
"I just don't see how it would make the game any more fun to intitute"
- sorry that you don't agree, if it's a tradeoff I can make for gathering more/all of the resources froma critter, then I'm all for it, and it makes a lot more sense to me from a roleplaying standpoint and that's why I'm here.
"If it's optional, all you've done is added one more opportunity to reward xp grinders over people who want to get out, explore and fight."
- of course it's optional. So offer some constructive suggestions to prevent exploitation rather than shoot it down outright, please. Possible suggestions: Must be targeting the critter, must be within 10m of critter, only get a cap of x amount of resources from the critter, only get 1/10 the total xp from "/harvest" as if you did "/harvest hide". There, I've solved several problems with my last post (that have already been pointed out as somewhat flawed even if a cool idea) and made it a lot more fun for those of us who have already made master (And there was no need to *grind* harvesting, it came way too fast anyway).
"my toon's back is just about breaking under the weight of all the hide and bone he's carrying around"
- not mine, I get rid of everything I harvest at the earliest possible convenience unless it's for a specail order, and I still can't afford a large house (not that I'd want one, just pointing outthat I'm not exactly getting rich). By the time I reach Dantooine, I usually don't have much left from my recent trip to Lok.
LastEE wrote:sorry that you don't agree, if it's a tradeoff I can make for gathering more/all of the resources froma critter, then I'm all for it, and it makes a lot more sense to me from a roleplaying standpoint and that's why I'm here.
I enjoy role-playing too, but role-playing is about imagination, not game mechanics. If you're so bothered by the lack of realistic harvesting in the game, use your imagination and the tools available to you to bring more "realism" to the event ....
/emote approaches the snorbal as he pulls out his harvesting knife
/emote kneels before the carcass
/kneel
/emote slices into the tough hide
/emote peels the hide away from the snorbal's carcass
/emote folds the hide into his pack and moves to the next carcass.
Your idea forces me to play in your style, which isn't right. I'm not going to pass up an opportunity to harvest more resources when that's my main way of making credits, but I don't want to be forced into a time sink because it suits your hard-core role-playing style.
UGH.... my post keeps timing out ... this is the third try to respond. .... Ill copy and past this one....
Forget REALISM.
How real is it to be able to carry enough resources to build a fleet of harvesters? Or, 20 tent kits complete with crafting machines and lamps, and what not? or 2 or 3 or # of sets of armor/weapons/bombs/ robots/
and that is not even considering the massive amounts in my backpack.
So, Realism is pretty much out of the equation.
What would be cool is if, as in fishing, you got the whole animal and had to harvest it as you said, or have the ability to take it to a butcher shop and get all three resources from the animal.
that would be cool.
I agree that there should be a HAM cost that decreases as you get higher up the tree, but I think it shold be free for Master rangers or darn near it. There also should be knives like somebody nmentioned earlier.
to the people dogging him out for making these suggestions, why put somebody down for offering conten to gameplay. it would be nice if rangers were needed to be the ones harvesting because we could do it with little or no downtime and we could be guaranteed to get more skins.. some of us are playing the game on the way to the endgame, not just running to get there and find out there isnt one.
The knife thing for harvesting just sounds like a temporary nerf. So my skill at harvesting gets lowered, but as soon as I buy that nice knife I am back atop the harvesting skill?
If harvesting quantity is left as is but a change is made so that you can harvest more with a good knife, well you are introducing more materials in the environment than you have now, not sure this is good either.