Ranger Archive

Thread: Oye...harvesting again...

JBMat
Thu Apr 01, 2004 5:06 am
#14

Without reading any other posts -


1. Spawn lairs have decreased due to the player cities and server overload. Go out in the wilderness and you see nothing for days, making it harder to find creatures to harvest.


2. We spent how many skill points to be marginally better than a Master Scout. A Master Armorsmith makes much better items than a Novice... as a Master of an Elite profession, we should be getting significantly more than we are now.


3. While hologrinding will soon cease, many people dropped scout when the need for camps passed in the past pub. Less people are harvesting, driving prices up for raw and finished goods. If you want to see the economies stabilize where noobs can afford stuff, let us harvest more and drop our prices. Time is money, if I spend 4 hours getting 4k of meat, it will cost more than if I spend 2 hours getting the same amount of meat. Then I could spend the other 2 hours actually "gaming" instead of working.


4. Finally, no one wants a free ride. We just want to be better at harvesting than the game allows us to be. If you figure the time and countless creatures we have slain to get to be Masters, then figure we probably get the least amount of benefits as an elite class, many Rangers are saying screw this and leaving the profession. Do a count, how many Master Rangers are there? I am willing to bet there are more Jedi than Master Rangers.


JB


Calculus_Entropy
Thu Apr 01, 2004 8:17 am
#15

As Rancorrider pointed out, we have done this before, in the Top 5 thread. I wanted to get a thread put together that TH could reference that had clear, consie arguements. As I said, I will write up a short letter addressing our concerns and attach ths thread to it. By doing this, I hope to get it looked at prior to the Top 5 requests (these will probably take a loooooong time to look at). Lets please stick to why we want more harvesting in this thread. All other concerns can be placed in the Top 5 threads or a new thread can be started. That being said, this is great stuff guys! I have confidence that we can make a valid arguement that will be looked at (no promises, tho). Sorry for the redundancy, but I am not sure we have such a good list of WHY we should have the change (not even the Top 5 harvesting thread).



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
GTOfire
Thu Apr 01, 2004 9:35 am
#16

Mainly to increase our efficiency as a hunter. It's unfortunately a multi-variable function, which includes all our various skills and a new one in the form of creature combat we're discussing. If everything were improved greatly, we wouldn't actually need more harvesting to reach the same efficiency over time. And if our harvesting is greatly increased, we'd get less creature combat bonusses (assuming we'd get any at all of course) and less other areas of usefulness in order to reach our desired efficiency.


I guess the reason is to make aMaster Ranger (who is, according to the dev vision, an excellent hunter) more efficient at hunting then a Master Scout, all other skills used to support the hunting cause. If you would want to rack up the most organics in the same amount of time, you would be much better off without any Ranger then with (let alone master), and that means our main vision can be reached through means that don't include us at all.


that's a reason for MORE, but not for MORE KINDS.


I'd say more kinds would be great for us personally, we could hunt for high quality meat for chefs, harvest a lesser amount of hides for our armour-smith grinding friend and get a small amount of bone for our own trap-camp-creation purposes.

It would do little to benefit the economy or other professions too much I guess, consider it a bonus for our peace and quiet over the past months while our profession didn't get any dev love



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GoldMemberBria
Thu Apr 01, 2004 1:48 pm
#17



I my mind is simply a matter of skill points spent vs benefit.


Compare us to CH. They are the closest comparison to us since we are both derived from scout. We require more skill points invested, yet they are better in PVP, they are better in PVE, and have more skill points to spend on other things, making them better in every conceivable way. And of course this benefit is easily seen by players, thus the huge disparity in the number of CH vs the number of rangers.


Take a look at the skill progressions. Compare the power of a non-CH to a master CH. A Master CH wields an animal that is roughly 10x more powerful then a non-CH. Compare *any* master of an advanced profession with the effectiveness of their pre-requisit novice profession(e.g. master pistoleer with marksman, ormaster bounty hunter with master marksman)and the increase in professiency is at *least* 10x. Now compare ranger with master scout. 30% increase in harvest??? are you NUTS??? I think they must have left a couple of zeros off the end of that, that's all I can figure.


If a master CH would only wield a 30% better creature then a non-CH (CL 13?) there would be no CH's, period.

Message Edited by GoldMemberBria on 04-01-2004 10:51 AM



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ImpSlave
Thu Apr 01, 2004 3:17 pm
#18

I have no additional insights to add, all those who have posted have pointed out the glaring obvious problem - I used over 60 points to harvest only 30% more than a Master Scout. I just want to add my voice to the need to have this changed.



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Rancorrider4
Thu Apr 01, 2004 3:29 pm
#19

"Sorry for the redundancy, but I am not sure we have such a good list of WHY we should have the change (not even the Top 5 harvesting thread). "






I just spent 20 minutes cutting and pasting a piece of every post in this thread for one reply Calc, and it was eaten by the stupid forums. I have to go so I can't redo it all, but this WHOLE THREAD is why's and whats. If this is not what you and the Dev's are looking for, then what is??


Respectfully,



nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Nemo0
Thu Apr 01, 2004 3:33 pm
#20






Rancorrider4 wrote:

"Sorry for the redundancy, but I am not sure we have such a good list of WHY we should have the change (not even the Top 5 harvesting thread). "






I just spent 20 minutes cutting and pasting a piece of every post in this thread for one reply Calc, and it was eaten by the stupid forums. I have to go so I can't redo it all, but this WHOLE THREAD is why's and whats. If this is not what you and the Dev's are looking for, then what is??


Respectfully,







Ouch. I find that CTRL-A, CTRL-C is a very useful key combination to use before posting. Then, if the forum eats your thread, just do CTRL-V.


Lythender Nirou
Master Ranger/Master Rifleman
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Lythender Nirou
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Calculus_Entropy
Thu Apr 01, 2004 3:51 pm
#21

I will reference both thisthread and the Focus on Harvesting Top 5 thread when I present this to TH. The Top 5 version of this thread really doesn't address the why's (why should we get what we want) or the how's (how should it be implemented) that well. It focuses more on the what's (we want a bigger harvesting mod). We needed a thread with a hair more focus. This is it.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Rancorrider4
Thu Apr 01, 2004 8:03 pm
#22

Hrmmm...not sure on the "how to implement it" part Calc. No offense but isn't that a Dev job?


I would agree that maybe this thread focuses a little more on the why's. There's some good stuff in this thread to refer to from everyone.


Thanks for keeping this up for us sir.


Respectfully,





nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Calculus_Entropy
Thu Apr 01, 2004 9:18 pm
#23

As far as "how to implement it" I mean:


We want a harvesting mod increase. In the past it has been suggested we get quite a hefty increase, but it could be spread over two trees to make it harder to make an *ahem* uber harvester without usning many skill points (run-on-o-rama).


Another example would be:


We want to spawn lairs. It is widely known the command would be /track. Do we want /track to give us a list or critters to choose from to spawn, or would we rather it force all the spawns in a 500m radius.


Those are examples of what I meant by implementation. Implement may not be the best work, but I think you get my meaning now? Sorry for the vagueness.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
JimmyGreendox
Fri Apr 02, 2004 12:31 am
#24

I thought the basic "whys" were:


1.Due to the fact thatelite professions should be, well, elite compared to their novice classes. Ranger should be able to harvest much more as a TKA can uses their unarmed skill better than a 4 0 0 0 Brawler. The Ranger profession is inconsistent with all other elite professions in that onlya30% harvesting bonus results from mastering it.


2. Due to the fact that organic/harvestable resources are in such a huge demand with eleven (is that right) professions and there are now enough scout based hunters to fill all the needs. This results in a higher price for these resources (Avian meat for 175 cpu, Carnivore meat for 50 cpu, and that's just from the Corbantis Galaxy Trade Forum).


As for the "How's":


1. Let's use the devs system. Instead of a skill mod of 100 Creature harvesting at Master Ranger, make the skill mod 400 (this is a guess) and uneffected by the 125 skill cap. If they want, put an extra25 in the top box of the rest of the trees and the remainder in Master Ranger.





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BountyBlunter
Fri Apr 02, 2004 3:25 am
#25






Jalen-COMIA wrote:

Rangers are supposed to be the players that are relied upon for the organic resources. The masters of the wild.

Ranger is not a combat profession





This is the same as my opinion..now let me just drift off to something only perhaps semi-related.


I know I read someones post about this thread in the Jedi pro board , but seeing as you guys are talking about harvesting improvements for rangers and I can't remember who it was I'll just feed you the link myself.


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=327081&page=1


Complete..... Joke.....


If any Devs listen to that thread (and/or enough whines from the Jedi and wannabe's)and implement it in the Jedi profession you can wave goodbye to rangers for good I think because the Jedi want to steal the only real benefit to our elite profession as it stands right now at this moment , and it looks like alot of them are saying its a good idea..


Props to whoever made me look for that on the Jedipro-board , you just mademe burst several blood vessels in my brain and a few veins in my forehead... It needed to be read to be believed.







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tehedin
Fri Apr 02, 2004 3:38 am
#26

I just wanted to point out an oversight on your guys' part


I do believe rangers should gain better harvesting mods but these bonuses should be spread out on the ranger tree instead of just the tracking line to prevent the dabblers from gaining most of the proposed bonuses.


For example I saw a thread a few weeks ago where a ranger was talking about his BH friend being able to hunt more effectively than him with just the tracking line. Obviously this isnt news to most people but examples never hurt :-/



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