Ranger Archive
Thread: Oye...harvesting again...
Calculus_Entropy wrote:
As far as the Jedi thread is concerned,I don't think the devs will cater to the poster. He can't seem to control himself (i.e. he can't think) and he hasn't put forth a positive arguement. I will monitor this thread and if it looks like it is getting out of hand, I will ask TH about it.
Nice one Calculus and your right he doesn't seem to have much of a brain, butas you no doubt know (monitor thread statement) one voice can turn to many and when themasses shout someone usually jumps.
Grand job your doing by the way forgot to congrat you on the position, the ammount of discussion kicked off on the ranger pro board recently regarding changes to the profession has made me dig my heels in and keep my master tag until something is done about our skills.. I have considered dropping master a few times in the past couple of months or so but this has really given me 'a new hope' and I am ready to continue thefight with you guys for a revamp..
That Jedi thread really did get my back up , I almost started smacking my monitor and spitting tea at people in frustration, which isn't good when your in work..
Everyone has hit all the reasons quite nicely, so I will just say ditto.
There is one more problem that we fall behind in, due to time. Resources from low-yield droppers messing up the time needed elsewhere. I can't get Uber Wooley of Corellia if a shift for insect is happening Yavin as well. The armoursmith is going to loose.Therefor, I would also like to add a "trap-harvestor" that would be like a beaver trap of some type. I'm still formulating how to do this but I do know a few things...
- Not a harvestor. I want a device that ONLY leaves a waypoint. (or a flag?). No footprint in the world and does not get in the way of other "deeded" items.
- Can be crafted by us like any other trap or camp.
- collection of the resources should not be "harvestor like". An idea I had was set the trap and leave it (get a wp). Come back and within 5m a menu pops up with the critters it caught and you harvest each one in turn (from this menu). Exp for harvesting would apply.
Still a work in progress but maybe this will stir up some ideas.
Travin64068 wrote:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=43290
I don't know how much it helps out the Rangers, but I started a thread in the Doctor forums about a request to increase the harvest amounts for Rangers. So far I have seen nothing but positive feedback from all Doctors. I would also assume that we could aquire simular support from Chefs and BEs.
The mainargument we have is that after the BE and Chef revamps in the last few months, the demand for large sums of meat have increased. Therewas oneRanger onSunrunnerthat said he was so far behind on orders for meat that he thought he would never catch up. I believe that a Master Ranger should be able to harvest at least twice what a Master Scout can. Plus we should let SoE know that we don't want them to just nerf the Scout so we are twice as good.
- Ivoe
Have a look here. We're trying to get this done but it just seems to keep getting delayed
. Although we now have an example of how it might work.
Message Edited by Calculus_Entropy on 04-05-2004 11:29 PM
Here is a very simple reason as to why it needs to be done.
Demand so outpaces supply that it has led tohighly inflated prices for harvestable organics resulting in an economy that is out of balance.
The devs said that they wanted to fix the economy. Well increasing meat pulls so avian meat doesn't sell for 100 cpu is a good place to start (and a good way to give lower level docs who don't have millions of credits a chance to get some meat without having to hunt it on their own)
Do you really need another reason other than that?
Message Edited by atimes on 04-05-2004 04:11 PM
Well, here's a clear argument. Let TH tryto defend Ranger against this post in the jedi thread mentioned earlier:
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=331381
And if TH cannot reason against what's being said there then DEVs gotta fix harvesting right away, no questions asked. Or face a complete removal of Ranger profession (however said it might be) as that post suggests.
Ok
What: Increased harvest ability (reference previous posts with more details)
Why: Increasing the ease of accumulating larger qtys or resources, resources will be more plentiful for experienced and noob crafters alike, and prices could be lowered, helping the overall economics of the game for all level of income players.
Fiahow Imai
oops... didnt see your post Atimes, I agree with your argument
Fiahow