Ranger Archive

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

Calculus_Entropy
Sat Jan 22, 2005 8:26 pm
#40






Owen-Lars wrote:

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.






I don't understand why you want to take other profs skills away from them? Remember the creature sampling tool that almost made it into the game?



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
DaveG
Sat Jan 22, 2005 9:01 pm
#41






Calculus_Entropy wrote:

Why? Why make us into Medics?





Becaues I think of ranger as the most self sufficent profession out there (not withstanding TKM or Jedi, from a certain point of view!), we're meant to be masters of nature. So I want to be able to use my environment to do some of what other people would rely on medics for.




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
GrigsOnia
Sat Jan 22, 2005 9:48 pm
#42

I dont think throwing out foraging is a good idea. I like the idea of improving it, especially Owen's ideas. This would make the skill useful, and if it can be made useful, its not a waste of time. Plus, this is an existing skill, so improving it will be much easier then adding a whole new skill.



Grigs Onia

Ranger is a lifestyle, long may it endure!
12/25/03-11/15/05
Nemo0
Sun Jan 23, 2005 1:29 am
#43

Another thing with Owen's multifaceted forage idea: make sure that you can't do factory runs. Factory runs of the stuff (and the ability to keep the stuff well stocked) can be the realm of the crafting professions/medical professions. It might even be worth trying to get some sort of decay time on the stuff but that's likely to be difficult to code. It might even be fun to have some of the stuff go bad after a while (i.e. have the opposite effect).



Lythender Nirou
Crazy Bothan


SeanBlader
Sun Jan 23, 2005 10:51 am
#44

What about the idea of having multiple use items, so you forage a root from the ground. You can eat it raw and it helps something, youcan apply it to a wound and have it help there, you can use it in a trap as a lubricating component or organic, then on the other hand you could give it to a BE, Doctor, or Chef and have it do something really neat, or have it be useless. It'd be a little cookie like that which would make foraging interesting.


Just make sure you wear your gloves, it'd suck if you foraged up a hole in the ground and a Rawl came out and bit you, or maybe you foraged a poisonous spike of some sort, it could go into a trap, or to a CM. Poisonous berries could also fit into that role. You'd know really fast when you clicked the eat button if it was the wrong thing do to.


Also, foods should be made to have more effect, as well as the lack of food. How about you eat a root that increases your resistance to poisons and diseases but also leaves a really aweful taste in your mouth that's distracting, maybe decreasing your attack rate or accuracy for a few minutes. You could pick up a weed or a root on Yavin that would increase your resistance to dehydration on Tatooine. That's the kind of Ranger trick that would make foraging useful, interesting, and add value to being a long term knowledgable Ranger.




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JeCy
Sun Jan 23, 2005 1:47 pm
#45


.

Message Edited by JeCy on 01-27-2005 01:39 PM

NlMH
Sun Jan 23, 2005 1:50 pm
#46

Speaking of 'Bait', I don't know if anyone else mentioned this but you can now sell bait to the Junk Dealers. For what you get, it's not really worth the time and effort but I thought it was pretty funny, although it's not really funny considering that they are implying that bait is crap, which it is.



"Dogs have masters. Cats have staff" -Anonymous
Phenix1050
Sun Jan 23, 2005 2:13 pm
#47






Dinonio wrote:

what if we'd be able to forage parts for our camo kits?


so you'd need meat, hide, and a foraged item or something like that







Ugh. No. Think about it-- right now, you can run factory crates of camo kits, which is a god-send. Imagine having to forage 100 of the same item just to get a crate. No thanks,man. I like the potential for foraging, but making our current crafting more complicated just to give us an excuse to forage is NOT a good idea, in my opinion. Perhaps an item that you COULD add, but wouldn't NEED it. I don't want to be forced to forage, I just want to have it as a good, useable skill.


As I said, my way of looking at the world is KISS-- keep it simple, silly. I don't want to make any part of our skills MORE complicated. Being able to forage for items that are usefull is a great idea-- but foraging for items just so you can do exactly what you can do now wouldn't give a new purpose to foraging, it'd just make crafting camo harder, which means it'd be used even less.




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.
Calculus_Entropy
Sun Jan 23, 2005 2:39 pm
#48






JeCy wrote:

Everyone is way to hung up on the bent over and foraging.. that is not what at all what i ment by saying the tree defines ranger..


What i mean is that tree can be expanded slightly to effect, all the stuff owen was talking about.. LIke the resist buff in camping, or assembling certain foraged items to get rid of poison..


I still say we get all those services from other profs, so why take them from them (or let's give them creature harvesting to make up for us taking their skill).


This is no way makes, docs, chefs or oher profs usless, it expandes on the way you think about the game..Rangers are like said already ment to survive weeks at a time in the wilds with nothing but wit and knowlege. By giving us ways to cure disease, poison, short boosts in stats, or skill techs definatly fits into the ranger profile


I think that enough people could be drawn to such a powerful profession it could affect other professions (affect, not negate). The devs have tried thier hardest to not make one uber solo profession, and the abilities the most people want forage to have would make a pretty uber solo profession.


Yea tons of rangers are nothing but doc buffed mission grinders and yea every tree other than harvest is meaningless.. But i could care less what those people have to say about it.. Ill say it again they havent a clue what being a ranger is. I honestly would really like to know how many of you can not do one mission, not contact another person, not be part doc.. and go survive for a week and pull in 100k of a harvest.. Is that a challenge.?? you bet your ass it is. then when you do.. come back and talk to me how there doesnt need to be some mods like Owen talked about.


This whole paragraph has me flabergasted! First of all, what studies have you run to say that tons of Rangers are mission grinders? AndI know plenty of Rangers that use all trees of the profession. They may not make you uber, and the certainly need beefed up, but all trees in the profession are useful to a point. So, tell me, why does the ability to collect 100k of a resource without help make you a Ranger? If myself and my friends can do it in half the time, we can go out and do other stuff. I am a Ranger to the bone andI will never spend all of my time solo trying to get a 100k stack of resource. So,I must be one of the grinders you talk about so disparagingly.


You keep it up man,, if the types of stuff you want and are talking to get implemeted,, id be tempted to go master Ranger ! Even my novice scout/imp/stormie is more ranger than 90% of um wearing master tag..


So, if the profession becomes uber, you will take the time to master it? That sounds like the mission grinders way of thinking.









Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Sun Jan 23, 2005 2:43 pm
#49






Dinonio wrote:

what if we'd be able to forage parts for our camo kits?


so you'd need meat, hide, and a foraged item or something like that






If you were able to forage the existing components for our camo kits, you could make an AFK resource harvester. If you added a new component that we needed for our kits and could only forage, you make more work for the devs thatthey really don't need. The way we make kits is perfect for how useful they are (pretty useful, to be honest).



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Sun Jan 23, 2005 2:46 pm
#50






KardenTyrell wrote:
How about foraging low stomache filling foods that enhance Stats like accuracy, defence resistence
Scavenging for items, that you can find loot as well...as if you're on a treasurehunt





This idea infringes on other professions less than any other suggestion I have seen, but if we can already loot it, why forage it? I suppose I can see the merit in this, but it still a weak reason to keep foraging in the game.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
KardenTyrell
Sun Jan 23, 2005 2:48 pm
#51



Calculus_Entropy wrote:


KardenTyrell wrote:
How about foraging low stomache filling foods that enhance Stats like accuracy, defence resistence
Scavenging for items, that you can find loot as well...as if you're on a treasurehunt


This idea infringes on other professions less than any other suggestion I have seen, but if we can already loot it, why forage it? I suppose I can see the merit in this, but it still a weak reason to keep foraging in the game.





Looting requires combat specificly, I think you rangers would like to be able to explore different parts of the wilds and areas....each place finding a different type of item?



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[|Arresting hawtpants members for a living|]
SickSix
Sun Jan 23, 2005 3:22 pm
#52

I still want to know why foraging doesn not grant any XP?????????? No matter what they do to it, it better grant survival XP after the Ranger Revamp!!!



SickSix
MASTER INVISI-PUSS
HadesNNHellriders
You're supposed to sit here
and die while I poison you.

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