Ranger Archive
Thread: Organics Revamp- the Idea to End Mr. SuperScout- Please Read and Comment
Calculus_Entropy wrote:
Remember, there is a large databsae issue here. Every different set of stats for a resource needs a database entry. If there are 4 sets of stats possible for a specific type of resrouce, there will be four database entries. Multiply that be the number of animal resource types, and you get a big number. Now, remember that resources shift every couple of days/weeks, and the databse gets out of control pretty quickly. This reason is why the recycle kits always give the same (crappy) stats, instead of a range of stats.
I would love to see the day where being a better harvester gives you better stats on resources, but I can see why it probably will never happen.
I guess you are right on that one, and the game is already complicated enough for newer players, and I guess I wouldn't want to ask for this kind of revamp. Guess I will go check the stickies and read up on some of those. But what are we going to do while we wait? No Pdart... /sigh Gonna miss him.
Failure percentage which increases to 100% success at Master Scout, or 75% at Hunting 4.
I can repeat this all day until you comment on it ![]()
BioEngine wrote:
Failure percentage which increases to 100% success at Master Scout, or 75% at Hunting 4.
I can repeat this all day until you comment on it
Hehe, sorry Bio. didnt see that. This would be awesome too- no one masters scout unless they want to go ranger. And no playing around with the database, just a simple dice roll. I... like it! Yaya!
frankenstienmonster wrote:
pykescylla wrote:
HOWEVER, if what you are suggesting is that the game stop spawning harvested organics and basically let the ranger create the resource, well that's more interesting. Basically, a master ranger would kill a huurton and produce Dant wooly that is 900+ across the board while a novice scout would produce something in the double digits.
Well, then the elite crafters would only want master rangers harvesting for them so that definitely makes the master badge a moneymaker. I get the feeling though that this would be very difficult to implement in the current resource and crafting system. It still sounds like I would only be able to use the hide harvested by one individual ranger at a time, meaning that another master ranger would have generated a completely different type of hide. I think you all will get hats before they could pull something like this off.
Not if they did it like they do in surveying. the higher you go in surveying the character is able to extract better and more quantities than characters lower on the survey skill tree.
For example:
character A has 0004 in his artisan skill tree.
Character B has 4000 in his artisan skill tree.
Character A is able to find and extract better quality and quanity of rescources that he/she surveys for. Now Character B can build mre items but is not able to find those rescources as good as Character A.
Why cant they do this for Ranger. The higher we go in the profession the better the quality and quanity the harvested items get. This does not stop the Novices from finding the same quality but does make it more difficult. As for the quantity they Scout or the Novice Ranger just has to kill more creatures.
This should be easy to do as the coding is already in the game just in a different proffesion.
This is not how artisan works, sorry. someone with no artisan at all can drop a harvester anywhere and see the whole list of what can be harvested and what the concentrations are at that location. Someone with 0004 can just see out farther. A novice artisan can /sample at that location and get the same exact resource as anyone else.
As calc said, when a new resource shifts in, it gets a database entry and players just get incremental amounts of that same serial number.
Most we would WANT from this is for there to be at-most 2 types of each resource in a spawn and rangers get the better of the two.
I was in the multiple resources bandwagon before, but I'd rather support the devs working on ANY part of the outdoorsman proposals rather than anything in this realm.
frankenstienmonster wrote:
pykescylla wrote:
HOWEVER, if what you are suggesting is that the game stop spawning harvested organics and basically let the ranger create the resource, well that's more interesting. Basically, a master ranger would kill a huurton and produce Dant wooly that is 900+ across the board while a novice scout would produce something in the double digits.
Well, then the elite crafters would only want master rangers harvesting for them so that definitely makes the master badge a moneymaker. I get the feeling though that this would be very difficult to implement in the current resource and crafting system. It still sounds like I would only be able to use the hide harvested by one individual ranger at a time, meaning that another master ranger would have generated a completely different type of hide. I think you all will get hats before they could pull something like this off.
Not if they did it like they do in surveying. the higher you go in surveying the character is able to extract better and more quantities than characters lower on the survey skill tree.
For example:
character A has 0004 in his artisan skill tree.
Character B has 4000 in his artisan skill tree.
Character A is able to find and extract better quality and quanity of rescources that he/she surveys for. Now Character B can build mre items but is not able to find those rescources as good as Character A.
Why cant they do this for Ranger. The higher we go in the profession the better the quality and quanity the harvested items get. This does not stop the Novices from finding the same quality but does make it more difficult. As for the quantity they Scout or the Novice Ranger just has to kill more creatures.
This should be easy to do as the coding is already in the game just in a different proffesion.
I'm not quite sure where you're going with this one. The two characters still extract the same quality of resource, and nothing stops a novice artisan finding and extracting off an 80% resource spot in exactly the same way a master artisan does.
The resource they extract is exactly the same, same stats across the board, only the quantity per attempt is different.
And, [throws lifeline to BioEngine] the only other thing that's changing here is the % chance for a successful find. You get a LOT more failed to finds at baby survey skills than you do way up there in the uber dizzy heights of Surveying IV
To the OP, and JB's backwards version of the same idea, introducing different resource types dependent on the template of the character who harvested them would work if we had the sort of resource system they use in something like WoW where there's just 'hide', and depending on your skills as skinner you can hervest better quality 'hide' related resources such as 'mangled hide' 'hide pieces' 'light hide' 'medium hide' etc. These of course can be combined into a better grade 'hide' resource if you have enough of them, but the huge difference is that WoW resources don't shift. They have no stats. It's one size fits all.
As Calc said, adding different resources would create database issues that'd just get insane. There's major issues about stacking a hunt groups resource, etc. Even adding another field to the database that recorded the 'grade' of resource based on the skill of the harvester would create db issues and to be honest the less poking about in there they do the safer we all are.
Still, was a good idea and worth pushing out for us to poke at like some weird pinjata (sp?)