Ranger Archive

Thread: Harvesting Levels, a fix is needed.

stevenc413
Mon Mar 08, 2004 12:12 pm
#14






valubo wrote:
An entire elite profession, just to get 30% more yield is not in keeping with other professions. Does a Teras Kasi Master only do 30% more damage than a Master Brawler?





Great point!
BaneShee
Mon Mar 08, 2004 4:48 pm
#15


DFH wrote:


Increasing the amount of resources we harvest per kill means putting more resources into the economy. That is potentially game-breaking.


Your assuming that the schematics are balanced at this point and I dont think thats a correct assumption to make. The end result of increasing harvesting levels will bring overall prices down which will benefiteveryone in the long run.
GoldMemberBria
Mon Mar 08, 2004 5:36 pm
#16


Look, to me, ranger harvesting is the "signature" skill for rangers. 100% difference between master scout and master ranger? pffft, that's nothing. Not near enough. How much better gun can a master weaponsmith make as compared to a master artisan? How much better armor can a master armorsmith make then a master artisan? How much better pet can an MCH use vs a non-CH? How much more effective is a MBH then a master marksman. Try 10x-100x.

Message Edited by GoldMemberBria on 03-08-2004 04:51 PM



Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic


GoldMemberBria
Mon Mar 08, 2004 5:40 pm
#17





Full agreement here. Rangers are the "tacticians" of hunting. We are discriminating hunters. We're not like those idiots who flock in droves to Dathmir screaming "RANCOR HUNTING GROUP PST!!!" and then go randomly mashing buttons for an hour, randomly harvesting and dumping everything on the bazar at 3cr/u. We hunt for a purpose. If our "bonus" for being rangers is simply that we can hunt a specific creature for its bone, and then oh by the way, happen to get some crappy hide and meatalong with it, well, that's not much of a bonus imho. If I wanted themeat and hide, I'd go hunt something that actually had some of a quality I wanted. Not just crappy byproducts.


Personally though, what I really wish is that we were just all-around more effective hunters. Better at killing animals, better at finding animals. Even if we got no harvesting bonus at all, but were REAL effective in these other two areas (which I think we should be) I'd be happy.


Give us traps that work. I'm not talking temporarily putting some little state on a pack of wild animals so that they kill you in 10 sec instead of 5. I'm talking traps where it stops them dead in their tracks. I'm talking walk up and slit their throats dead in their tracks. And with all our hunting xp I'd think we'd be able to kill animals better with the weapons that we use. I'm not talking +5 to-hit better, I'm talking one shot through the brain and it's dead better.





EdieBauer wrote:

If I am hunting for contract, I am usually hunting a specific type of resource... say dath carnivore meat. The resources are high, that is why someone wants it. Typically the other resources on that mob are grind quality. So in most cases, I don't want it. I would rather harvest 2x as much of the meat and not be able to harvest anything else.




Message Edited by GoldMemberBria on 03-08-2004 04:48 PM



Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic


Squidwalker
Mon Mar 08, 2004 5:56 pm
#18

sounds great to me JB.


And since you brought up TN, how about a push for the thing I have been trying to say since I got ranger.


Don't make running TN stop at +50. How much you gain TN stays as it is now for both scout and ranger. But the change from Running to Crawling doesn't happen until say +70. That way, rangers run just a bit faster then master scouts, and can crawl a bit faster. As opposed to not running any faster, and crawling a lot faster. Cause as you said JB, I don't use crawl at all. Only ones that might use it is Ranger Rifleman. Total waiste of points.





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
DFH
Mon Mar 08, 2004 7:19 pm
#19

Your assuming that the schematics are balanced at this point and I dont think thats a correct assumption to make.

We may infer that the devs are happy with resource requirements because they have not been raised or lowered.

Whether or not that makes advanced goods available in quantities the players would like is immaterial. To swipe a line from Scott Adams, what the players want is top-quality crafted goods for free. That would make everyone happy, for about a week -- and then they'd notice the game would be totally uninteresting.



-- Venture, Corbantis
4040 Ranger 4414 Creature Handler 4132 Rifleman
Eklectrick
Mon Mar 08, 2004 7:52 pm
#20



DFH wrote:
Agreed that harvesting multiple resource types per kill would be nice, but it's not enough to close the gap and it's not even really necessary.

I've said this before and I'll say it again: fixing harvesting levels is probably not feasible and even it is it won't save the profession.

Increasing the amount of resources we harvest per kill means putting more resources into the economy. That is potentially game-breaking. Same for increasing the number of types of resources harvested per kill. Schematics have resource requirements based on expected availability of those resources. Making more resources available means items made by those schematics become easier to get. People don't like to hear this but we're not supposed to have medicines made with advanced components using OQ 900+ herbivore meat all the time, or enhancement packs made with OQ 900+ avian meat, or petstim C's that use gobs of Dathomir Insect Meat, etc. If the devs increase schematic requirements to compensate for increased Ranger harvests, nothing really changes except all the numbers get bigger -- like adding a zero to the end of pinball scores because 1,000,000 points is flashier than 100,000. That in itself is a disruption in game balance and should not be done just so Rangers can feel better about getting bigger harvests than Scouts.

Even if the devs were to decide that increasing Ranger harvests wouldn't endanger the economy...who cares? Resource harvesting is blue collar work. It's the bottom of the economic food chain. We shouldn't be spending the skill points for an elite profession for the privlege of roleplaying the working poor.

We need teeth. The Ranger profession needs real combat ability and real search and evasion ability, all effective against creatures, humanoid mobs and players. The paramilitary functions too many members of this forum are too ready to discard are essential to the long-term viability of the profession.




DFH is on to something here, increasing our numbers will prolly decrease the price. And JB does have a point that getting 30% more than a master scout is hardly worth the skill points. A master scout with skills dedicated to combat can take down the mobs twice as fast as I can at master ranger with no medic skills and pistoleer. But maybe increasing the gap between what I harvest and what the master scout harvests isn't the answer. How about we give rangers the ability to take down mobs just as fast or faster than any master scout with any other combat profession.

Allowing multiple harvests rather than increasing the numbers will prolly not break the economy. As it was already stated, in most cases, the creatures with the best meat will give average to low quality hide which will be sold on the bazaar for newbs and grinders. I don't think that there are that many more rangers compared to master scouts and artisans with scout skills that any increase a ranger gets will make that much of a difference.

So to sum up; allow multiple resource harvesting and give rangers the skills and abilities to take down creatures faster because they are rangers, not because they are ranger/rifleman or ranger/combatflavoroftheweek.





Star Wars Galaxies or: How I Learned to Stop Worrying and Love the Jedi.
Calculus_Entropy
Mon Mar 08, 2004 9:01 pm
#21

I don't think that more resources on the market will break the game. To be honest, there are basically limitless resources on the server right now. If a couple Master Scouts can go out and harvest 50k meat in a an hour or two, how is that not flooding the market? Maybe if we can harvest more of a resource, or multiple resources, then we should have a higher group penalty? That may offset the increase in harvest a little.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
BaneShee
Mon Mar 08, 2004 9:15 pm
#22


Whether or not that makes advanced goods available in quantities the players would like is immaterial. To swipe a line from Scott Adams, what the players want is top-quality crafted goods for free. That would make everyone happy, for about a week -- and then they'd notice the game would be totally uninteresting.



Obviously if the Devs increased the harvesting levels too much then it could indeed wreck the economy but from my very simplistic observations It appears to me that the harvesting levels could be increased another 20 to 30 % without that happening. Of course the key question here is how long after the increase in lower cost resources will it take before the trickle down will occur. In real world theory prices for finished goods should drop but this isn't exactly a real world.
brandedglacier
Mon Mar 08, 2004 9:22 pm
#23

If they dont raise ranger harvesting, they could at least lower the other end of the spectrum and drop the amount that scouts can harvest.



-----------------------
Cerstian Rowen - Ranger/TKA - Kettemoor

Rangers offering directions?

"Take a left out of the spaceport, then go up. *looks at compass, tilts head, squints eyes* Yup. Up. Then go north a bit. Hang a right at the mission terminal and....you'll be as lost as I am"
-Ehope
Veebrose
Mon Mar 08, 2004 9:34 pm
#24

How about Rangers getting a bonus to the OQ of the resource? Say a bonus of 50 points at Novice ranger and then another 50 at Master ranger. This would reflect the rangers ability to harvest superior resources. A change in the levels of OQ would enable Rangers to harvest a higher quality product than other professions making ranger harvested resources more in demand. Choosing OQ as the stat to increase works because it is used for all calculations in crafting.


Any thoughts?


Eklectrick
Mon Mar 08, 2004 9:43 pm
#25



Veebrose wrote:

How about Rangers getting a bonus to the OQ of the resource? Say a bonus of 50 points at Novice ranger and then another 50 at Master ranger. This would reflect the rangers ability to harvest superior resources. A change in the levels of OQ would enable Rangers to harvest a higher quality product than other professions making ranger harvested resources more in demand. Choosing OQ as the stat to increase works because it is used for all calculations in crafting.

Any thoughts?






I don't think that the resource stats can work like that. in other words, the quality of a resource is set by what type it is on the server, to add a variable that increases a stat depending on who harvested it would be very hard to code.

If rangers had the skills and tools necessary to take down a mob quicker this wouldn't be so much of an issue. I say make rangers better hunters, not better harvesters.





Star Wars Galaxies or: How I Learned to Stop Worrying and Love the Jedi.
KaiRaene
Mon Mar 08, 2004 9:45 pm
#26

Its rare that any creature has 2 resources that are worth harvesting. Usually one if you find that good resource shift. Having 2 would allow for picking up the choice resource and a secondary resource of lesser quality to use for traps,camps,cheap grinding resourcesand what not. If you were able to harvest all 3 even at 30 percent the market would be flooded with all kinds of resources that arent useful to anyone. I say 2 is more than efficient.



New home of SWG Rangers!

"Ranger isnt a profession. Its a lifestyle for sure. But upon the desert plains of Tattooine that wandering hermit you see was once a proud Ranger. It may not be a profession anymore but the lifestyle can never be lost, changed or deleted. "




Page 2 of 4