Ranger Archive

Thread: Time to rock the old boat. I say remove foraging!

Owen-Lars
Sat Jan 22, 2005 7:31 am
#27

Nemo Wrote:


"Personally, I'd like to see some sort of trap enhancements obtainable through foraging"







I like this idea alot. Kind if opens the doors to lots of other possible enhancment areas too.


After you posted that i was thinking along the lines of a enhancment slot in the crafting window where you could put a foraged item to gain a certain bonus.


Basically i think there are 3 areas that forage can interact with, these are:







Buffs & Items


Foraged items in their raw unprocessed form can provide the ranger with small temp buffs that can be used during combat or infact any other time. However these bonuses are weak and are not intended to be purly used in their raw form. Where they realy shine is when they are used as components in powerfull self buff items. The idea is that foraged items when mixed with creature looted items and other foraged items create very powerfull and usefull effects. Below is just small selection of what could be used:


Gumglak Serum

Requires:

- 1x Gumglak Root

- 1x Simoseo Resin

- 2x Magla Fruit

- 2x Generic Poison Gland (see loot revamp document)

- 1x Foraged Rain Water

- 10x Insect Meat

Effect:

Dispells 120 poison effect from ranger


Antlak Solution

Requires:

- 1x Antlak Leaf

- 1x Simoseo Resin

- 1x Kashmal Seed

- 1x Disease Sack

- 1x Foraged Rain Water

- 25x Carnivore Meat

Effect:

Dispells 15 disease effect from the ranger


Endorian Sumi

Requires:

- 1x Foraged Rain Water

- 1x Kashmal Seed

- 1x Magla fruit

- 1x Poison Gland

- 5x Endorian Insect Meat

Effect:


Increases poison resistances by 50, lasts for 1 hour,5 charges, can only be applied to the ranger.


Falmak Tipclaw

Requires:

- 1x Foraged Rain Water

- 1x Simoseo Resis

- 1x Disease Sack

- 5x Yavanian Carnivor Meat

- 5x Yavanian Avian Bone

Effect:

Increases disease resistances by 25, lasts for 1 hour. 5 charges, can only be applied to to the ranger.


Other such buff items could have effects such as: (btw, HoT means Heal over Time)

- Melee Defense (Meditative Herbal Tea)

- Burst Run Recovery (Lactic Neutraliser)

- Bleed Recovery (Makeshift Bandage)

- State Immunity/Cure (Mind Snappers)

- BF HoT (Theraputic Chewing Root)


If you are reading these please remember that these are Ranger only items, can only be used by rangers, crafted by rangers and therefore only support the rangers survival specialities rather than replace medic or doctor importance or functionality.







Traps:


With traps, as stated above there is an option in the crafting process that allows you to add an enhancer to increase a various trap trait. Although not all foraged items can be used as trap enhancers, a selection of them would give these effects and will clearly represent this upon examining:


  • Effect Duration Increase

  • Increased Chance To Stick (yes i want to trap large beasts)

  • Increased Charges

  • Faster Speed (like have to wait 50% less time before you can perform another move)

  • Reduced HAM Special Cost

Only 1 enhacment is allowed per trap so you have to make a choice what area you increase.






Camps:


Camp interaction with foraged items work in a similar way to traps although this time they give camp benefits to anyone who happens to be inside the camp perimeter. When camps get thier revamp (possibly into the modular aproach) there should be an optionalcamp fire enancement slot.This slot can be filled with any of the buffs oritems you make from foragedparts. The idea is that you can put certain items in the fire and the burning of such items distributes its effects (ill be it a dilluted form) between the members of the camp. Below is a small list of how they would effect the camp:


Gumglak Serum: Dispells 5 poison effect from any player in the camp every 5 seconds.


Antlak Solution: Dispells 3 disease effect from any player in the camp every 5 seconds.


Endrian Sumi: Gives all players in the camp a 30 minute 10 poison resist buff.


Falmak Tipclaw: Gives all players in camp a 30 minute10 disease resist buff



Anyone these are just some scribings of a dreaming ranger hehe. I hope they help toget my take on the concept of foragingacross.





THORTAC BALCOR
The Lost Ranger
RANGER
Vorpaks
Sat Jan 22, 2005 7:32 am
#28


JeCy wrote:
preach it man... ranger is about survival and being on your wits.. How many of these whelps go out and hunt for a week strait in the wilds of yavin or endor and not come back to civization once.. no mind buffs, no doc buffs, no groups, no missions terminals, no freinds no bf heal, no nothing..... Just you, and the great unknown. and then come back with 150k of a haul.. get a clue before you go takling about taking away the DEFINING tree in ranger

/rant=OFF

Je'Cy





If Foraging defines Ranger I'm not doing it right I guess.

I have to say I agree with the chuck foraging thing - why ask for lesser verions of skills other people can provide when we can concentrate on getting unique skills that will be just ours?

If foraging is truely loved and used, let it be beefed up in the Scout line where it will be more useful. Mini-buffs and resists that are inferior to chef foods and Doctor buffs are really useful to the new player who cannot afford these things. Why give a beefed up version to the established players and keep the crappy version for the new ones?

If I was given a choice between beefing up foraging to provide food buffs and resists and such, OR changing the foraging mod into a trophy mod I would totally go for the trophies. One thing that is difficult about all the great ideas that have been brought up on this forum is that there is no way that even half of them can be realistically implemented - both for developer time reasons and because there is just TOO MANY IDEAS. If Foraging has to go to make room for something cooler I say chuck it. I used forage as a Scout and found it useless. I would have used it more did it have the benefits listed above. As an established Ranger I will always go for the more efficient versions anyway.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Ehope
Sat Jan 22, 2005 9:21 am
#29








Buffs & Items


Foraged items in their raw unprocessed form can provide the ranger with small temp buffs that can be used during combat or infact any other time. However these bonuses are weak and are not intended to be purly used in their raw form. Where they realy shine is when they are used as components in powerfull self buff items. The idea is that foraged items when mixed with creature looted items and other foraged items create very powerfull and usefull effects. Below is just small selection of what could be used:


Gumglak Serum

Requires:

- 1x Gumglak Root

- 1x Simoseo Resin

- 2x Magla Fruit

- 2x Generic Poison Gland (see loot revamp document)

- 1x Foraged Rain Water

- 10x Insect Meat

Effect:

Dispells 120 poison effect from ranger


Antlak Solution

Requires:

- 1x Antlak Leaf

- 1x Simoseo Resin

- 1x Kashmal Seed

- 1x Disease Sack

- 1x Foraged Rain Water

- 25x Carnivore Meat

Effect:

Dispells 15 disease effect from the ranger


Endorian Sumi

Requires:

- 1x Foraged Rain Water

- 1x Kashmal Seed

- 1x Magla fruit

- 1x Poison Gland

- 5x Endorian Insect Meat

Effect:


Increases poison resistances by 50, lasts for 1 hour,5 charges, can only be applied to the ranger.


Falmak Tipclaw

Requires:

- 1x Foraged Rain Water

- 1x Simoseo Resis

- 1x Disease Sack

- 5x Yavanian Carnivor Meat

- 5x Yavanian Avian Bone

Effect:

Increases disease resistances by 25, lasts for 1 hour. 5 charges, can only be applied to to the ranger.


Other such buff items could have effects such as: (btw, HoT means Heal over Time)

- Melee Defense (Meditative Herbal Tea)

- Burst Run Recovery (Lactic Neutraliser)

- Bleed Recovery (Makeshift Bandage)

- State Immunity/Cure (Mind Snappers)

- BF HoT (Theraputic Chewing Root)


If you are reading these please remember that these are Ranger only items, can only be used by rangers, crafted by rangers and therefore only support the rangers survival specialities rather than replace medic or doctor importance or functionality.







Traps:


With traps, as stated above there is an option in the crafting process that allows you to add an enhancer to increase a various trap trait. Although not all foraged items can be used as trap enhancers, a selection of them would give these effects and will clearly represent this upon examining:


  • Effect Duration Increase

  • Increased Chance To Stick (yes i want to trap large beasts)

  • Increased Charges

  • Faster Speed (like have to wait 50% less time before you can perform another move)

  • Reduced HAM Special Cost

Only 1 enhacment is allowed per trap so you have to make a choice what area you increase.







Camps:


Camp interaction with foraged items work in a similar way to traps although this time they give camp benefits to anyone who happens to be inside the camp perimeter. When camps get thier revamp (possibly into the modular aproach) there should be an optionalcamp fire enancement slot.This slot can be filled with any of the buffs oritems you make from foragedparts. The idea is that you can put certain items in the fire and the burning of such items distributes its effects (ill be it a dilluted form) between the members of the camp. Below is a small list of how they would effect the camp:


Gumglak Serum: Dispells 5 poison effect from any player in the camp every 5 seconds.


Antlak Solution: Dispells 3 disease effect from any player in the camp every 5 seconds.


Endrian Sumi: Gives all players in the camp a 30 minute 10 poison resist buff.


Falmak Tipclaw: Gives all players in camp a 30 minute10 disease resist buff



Anyone these are just some scribings of a dreaming ranger hehe. I hope they help toget my take on the concept of foragingacross.







THAT is a work of art. MyMaster Rangerhas been sleeping and dreaming of a future like the one above. I became a Ranger for 2 reasons. The first was to be able to wander hostile environments without killing the inhabitants. The second was to be able to live off the land using my skills and knowlege of the world around me. My hope was that as a MR I would be totally self-sufficient, able to live in the wilderness till the need for social interaction lured me back to civilization.


It's pretty amazing that with only the teachings of 3 Pistoleer blocks, I can remain alive in a hostile environment. Yes, I am one of those Rangers that also carries the title Master Creature Handler. I am not an efficient killer, I am a Ranger. My creature companions, fed with the foods I forage, often give their lives as a distraction while I run the other way.


I was nicknamed Bait Lady early on. I never liked the title but I would hate to lose the skill.



NlMH
Sat Jan 22, 2005 9:40 am
#30






Dariane_Kamutsovy wrote:





NlMH wrote:


As a MR and a MCH, I find Foraging to be essential in keeping my pets healthy but more than that, it does add to the play experience of simulated outdoorsman behavior.




As fellow MR/MCH i completely disagree here. To keep my pets alive, i use the special petstimpacks from the BE or foodbuffs from a Chef.. These are way more usefull then anything foraged yourself.


Which, being a MR sounds really stupid to me, so that imho (and lots of others Foraging is borked).




While pet stims are certainly more effective in healing damage,they are also expensive and I only use them when my pet is near death. Foraged food will completely heal wounds sans mind at no cost to me. To use Chef's Food Buffs on pets is just a waste, not to mention, Chef food isn't cheap either. I use BE pets and I do use pet stims, so I'm not against BE's by any means. I'm just more thrifty. I also use Chef foods but where they work best, namely me: milk, brandy, canope and steak. Would you feed your real pets any of these things (well, Canope perhaps but how many people have that in their cupboards?)

Message Edited by NlMH on 01-22-2005 11:44 AM



"Dogs have masters. Cats have staff" -Anonymous
Phenix1050
Sat Jan 22, 2005 2:58 pm
#31

no one even touched my multi-purpose herb idea. damn you all. I suppose I have to go back and do what Owen did-- actually flesh the idea out with examples. Damn you all.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Owen-Lars
Sat Jan 22, 2005 3:57 pm
#32

Hehe its all good Phen, you got your point across very well, we have very similar outlooks on what should happen.



THORTAC BALCOR
The Lost Ranger
RANGER
Calculus_Entropy
Sat Jan 22, 2005 4:15 pm
#33






JeCy wrote:

preach it man... ranger is about survival and being on your wits.. How many of these whelps go out and hunt for a week strait in the wilds of yavin or endor and not come back to civization once.. no mind buffs, no doc buffs, no groups, no missions terminals, no freinds no bf heal, no nothing..... Just you, and the great unknown. and then come back with 150k of a haul.. get a clue before you go takling about taking away the DEFINING tree in ranger


/rant=OFF


Je'Cy







I will never let Ranger become a profession that is defined by bending over and picking crap up off the ground. That is NOT a Ranger. You say that you want a Ranger that can be alone in the wilds and have no concerns? If we make the inherent skills I outlined, we will have just that. Make no mistake though, the devs will never make a profession that doesn't have to have any interaction with anyone else.


So, tell me how Ranger is defined by foraging?





Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Owen-Lars
Sat Jan 22, 2005 6:20 pm
#34

The concept of foraging to me brings up ideas of using the wilderness as a tool, going in with nothing and coming out with something. The skill in its current doesnt live up to this, i agree, but that isnt to say it wont, the potential is still there.


Obviously everyone's perception of ranger differs, but to me, as ive said in a few posts, the Ex-SAS guy on uk tv that goes out into some of the most hostile environments on earth with nothing but clothing, has dozens of trained military units chasing him down and manages to not only survive, but evade capture and complete a mission. Thats my idea of what a ranger is.


Foraging fits into this as it allows us to go in with nothing and make do with what we have around us. In a game sense this could mean making items from things you find lying around, enhancing the innate skills we have and basically using the environment to better ourselves.


There are many ways to achieve what my ideal ranger would be, but foraging is a key part of that.


I supose we would have to see what the devs are interested in doing but on a personal leveli dont in any way want to see us banish this skill simply because the current set up is bad, it has far too much potential.


Anyways, thats my take on things, oh and please dont rant guys hehe, its a discussion forum not an argument forum



THORTAC BALCOR
The Lost Ranger
RANGER
Calculus_Entropy
Sat Jan 22, 2005 6:44 pm
#35

Keep in mind, dev time spent on foraging (and redundant skill that other professions can to better) is time not spent on newer and greater things. Though that can be said about camps, camps aren't redundant.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Owen-Lars
Sat Jan 22, 2005 6:55 pm
#36

It can be said about all the ranger skills realy. We have 4 tiers, Wayfaring, Frontiering, Hunting (i refuse to call this line tracking, BAH bring back hunt master) and Trapping.The tiersSHOULD make us master wayfarers, frontiersmen, hunters and trappers,but they dont.


We have a wayfaring line but the closest we get towayfaring, exploration or pathfinding is crawling fast.

We have frontiering which gives you greatvissions of being a true survival expert. Wrong, we can construct eloborate eye candy woot!.

We are suposed to be hunt masters but we can actually 'hunt'justharvest.

We are suposed to be master trackers yet all we get is a measly skill that realises around 1% of its potential.

We are suposed to be master trappers but all we do is launch expensive fireworks that are supsed to tickle the creature to death. What military would beenvious of ourtraps?


Basicallythe profession is THE MOSTunderrealised(potential wise) profession in swg. If revamping theforage system cant work then it will have to go and bereplaced by another survival system, butwe need a BIG revamp, not a little polish here and there.


Bill said it earlier, If all it will be is foraging for bait then it has to go, but if it can be made into something great then lets go for it.



THORTAC BALCOR
The Lost Ranger
RANGER
DaveG
Sat Jan 22, 2005 7:16 pm
#37






Calculus_Entropy wrote:

I think that when we have our revamp, we ask that foraging be removed instead of beefed up. It is a relic from beta that should not have made it into the live game (at least that is my understanding..I have not Dev quote, so this is not an official statement). It has been suggested the we should be able to forage various items to help us in the field:



  1. Mini-food buffs: People think we should find foods that give mini buffs (lower power and less duration) similar to Chef foods. My response is, we have Chef foods, so why do we need crappy versions of them?

  2. Resist Buffs: People think we should be able to forage foods that give us defense vs. creature derived poisons and diseases. I think these should be inherent skills that allow us to avoid damage from poison and disease.

  3. Healing Herbs, etc: Herbs that allow us to heal ourselves? Bring a medic.

So, who here is with me? Feel free to argue for either side (I may have to clarify my points/reasoning).







I think the opposite, I'd like to see one whole branch of ranger devoted to herbalism, to bring a useful crafting dimension to the profession. We'd need forage for that.



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
Calculus_Entropy
Sat Jan 22, 2005 7:32 pm
#38






DaveG wrote:





Calculus_Entropy wrote:

I think that when we have our revamp, we ask that foraging be removed instead of beefed up. It is a relic from beta that should not have made it into the live game (at least that is my understanding..I have not Dev quote, so this is not an official statement). It has been suggested the we should be able to forage various items to help us in the field:



  1. Mini-food buffs: People think we should find foods that give mini buffs (lower power and less duration) similar to Chef foods. My response is, we have Chef foods, so why do we need crappy versions of them?

  2. Resist Buffs: People think we should be able to forage foods that give us defense vs. creature derived poisons and diseases. I think these should be inherent skills that allow us to avoid damage from poison and disease.

  3. Healing Herbs, etc: Herbs that allow us to heal ourselves? Bring a medic.

So, who here is with me? Feel free to argue for either side (I may have to clarify my points/reasoning).







I think the opposite, I'd like to see one whole branch of ranger devoted to herbalism, to bring a useful crafting dimension to the profession. We'd need forage for that.



Why? Why make us into Medics?




Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Owen-Lars
Sat Jan 22, 2005 7:42 pm
#39

I not too keen on making us herbalists but i get where you're coming from.


Id like a more active role though, finding items and making items from foraged components, that sort of thing. I dont want to become a full time crafter, nor spend all my time looking for certain bits but i do want to be able to stop after being poisoned, crack out a camp, make a cup of tea (PGtips) and create something to help me recover from the poison effect from the things i can forage around me.


I should be naturally resistive to poisons, but i also should be able to increase this resistiveness by eating a certain item. I should be able to cure poisons if i get poisoned by finding a certain plant, harvesting it's berries and combinding them with other items to make a cure. Stuff like that.



THORTAC BALCOR
The Lost Ranger
RANGER
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