Ranger Archive
Thread: Making a Trap Master a Master of Traps
Ackis wrote:
It's how the system works.
Some traps would work better with high OQ stuff, others might work better with SR or UT. The crafting system is designed around qualities. Hide might be more tough, so its stronger. Stuff like that.
The quality of resources is far more easier to deal with than specific types... ie: dath insect meat.
Master Ranger/Master Rifleman
Eclipse Server
Either way is a possibility. My complaint is that I don't want to have to worry about resource quality. I actually do like the idea behind experimentation. But, currently, it would almost be single line experimentation only. Which then sort of gets pointless. Experimentation in itself is not a bad thing. I just don't want to have to turn into a crafter who cares about resource quality. And adding experimentation begins to push that approach. Plus, I couldn't get 14 experimentation points in trapping (like I have in camo
). Although, splitting it into frontiering and trapping would probably mean that trap experimentation would come from camping skill whereas trap success would come from trapping skill. Eh, if the system were put in with experimentation, I would probably just live with it. I just remember my time doing Combat Medic and actually having to care about resources. It got annoying.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
Master Ranger/Master Rifleman
Eclipse Server