Ranger Archive
Thread: Harvesting Problem
Fodder650 wrote:
Well in the woods having clean fresh minty breath would give your position away faster then anything. So you drink the beer to give your breath that nutty natural smell. I mean heck its made with wooly hide after all. So its going to make you smell more gamey and nutty. See the logic?
Aolas wrote:
Something I've been wondering and trying to find but have yet to do so. Is there an 'area harvest' command that I can use instead of clicking each corpse and hitting my /loot; /harvest resource; macro?
Nope.
Fodder650 wrote:
Well lets just let this runaway train of logic keep on going shall we? So we are all running around drunk on brandy right? Not just a little but enough brandy that we cant drink anymore. And what do we do naturally? Grab the keys to our bikes, landspeeders and AV-21's and drive around!
I MAINTAIN THAT TREE JUMPED IN FRONT OF ME. IT WAS NOT THERE WHEN I STARTED.
Thank god this game doesn't have collision damage, or every time I went to Yavin, I'd have to buy swoops by the crate.
I'm going to have to disagree with you Calc. The cancelled organics survey tool from TC1/2 proved that creature resources have %-based harvesting modifiers like all other resources. The %-density inside a building is 0% so you get the basic 1 unit. The no-camping effect is just a nice side effect.
Calculus_Entropy wrote:
Draedon wrote:
Not sure if it's related or not, but I was hunting on Yav a couple nights ago and went in to Woolamander Palace and the Woolamanders inside only harvested out 1 unit of hide (while woolamanders outsider averaged around 51).
Had the same issue with Klikniks inside Blue Leaf Temple.
That is by design so people don't camp the caves to be able to get unlimited harvests of good resources.
Calculus_Entropy wrote:
Draedon wrote:
Not sure if it's related or not, but I was hunting on Yav a couple nights ago and went in to Woolamander Palace and the Woolamanders inside only harvested out 1 unit of hide (while woolamanders outsider averaged around 51).
Had the same issue with Klikniks inside Blue Leaf Temple.
Maybe that's a longstanding issue...got me. Was the first time I ever hunted either place.
Draedon D'Aerton
Swordsman/Ranger Extraordinaire (well, in my mind, anyway)
Mayor of Safe Haven, Dantooine (Gorath)
Official Pool Boy of Trieste Aluve', Sugar Mama of Safe Haven
That is by design so people don't camp the caves to be able to get unlimited harvests of good resources.
Well given that the klikniks inside the Blue leaf temple spawns once every 70 minutes I don't think it is that big a deal. However you can pull them out in the open and thus get to have full credit for them harvesting wise.
Calculus_Entropy wrote:
Washell wrote:
I'm going to have to disagree with you Calc. The cancelled organics survey tool from TC1/2 proved that creature resources have %-based harvesting modifiers like all other resources. The %-density inside a building is 0% so you get the basic 1 unit. The no-camping effect is just a nice side effect.
Calculus_Entropy wrote:
Draedon wrote:
Not sure if it's related or not, but I was hunting on Yav a couple nights ago and went in to Woolamander Palace and the Woolamanders inside only harvested out 1 unit of hide (while woolamanders outsider averaged around 51).
Had the same issue with Klikniks inside Blue Leaf Temple.
That is by design so people don't camp the caves to be able to get unlimited harvests of good resources.
We agree to disagree then. I thought it used to be possible to harvest in caves, but I may be wrong.
You did use to be able to harvest from creatures inside lairs for their normal amounts. In fact, I believe it was us rangers who spoke out to have that changed in the first place. Why? Because someone with novice scout could endlessly farm inside a cave making harvesting mods totally meaningless(even more so than it is now).
As a result, the devs manually placed a restriction on all creatures that spawn in caves/dungeons/etc so that you could only harvest 1 unit.
Now, it is very possible that the way they did that was to manually set the % density *to* 0% inside a building. But, regardless of how they did it, the change was specifically made by the devs due to the entire scout professions harvesting abilities being made worthless by the ability to farm resources from within dungeons.
Message Edited by SolrFlare on 09-07-2004 04:28 PM
SolrFlare wrote:
Now, it is very possible that the way they did that was to manually set the % density *to* 0% inside a building. But, regardless of how they did it, the change was specifically made by the devs due to the entire scout professions harvesting abilities being made worthless by the ability to farm resources from within dungeons.
Message Edited by SolrFlare on 09-07-2004 04:28 PM