Ranger Archive

Thread: Harvesting Levels, a fix is needed.

BaneShee
Tue Mar 09, 2004 3:36 pm
#40




DFH Wrote:

I've said this before and I'll say it again: fixing harvesting levels is probably not feasible and even it is it won't save the profession.

Increasing the amount of resources we harvest per kill means putting more resources into the economy. That is potentially game-breaking. Same for increasing the number of types of resources harvested per kill. Schematics have resource requirements based on expected availability of those resources.


Sorry, but only the devs have the information needed to make that judgement. They see the Big Picture -- we don't.



Agreed that the devs are the only ones who could even come close to knowing howmuch of an increase in resources the economy can handle but consider this, over the last 3 months we have seen game changes that have drastically increased the demand for organics, namely BE and Chef changes; however we have not seen any increase in harvesting levels. My opinion is that its got to happen because right now the supply cant keep up with the demand.

Message Edited by BaneShee on 03-09-2004 02:37 PM

Eklectrick
Tue Mar 09, 2004 4:56 pm
#41

Consider this. How much more fun would it be to go on a hunting session and see "you have harvested 120 units of Nabooian avian meat. The creature was fat and healthy" when origonaly you would have harvested 100 units under the current system; or using a few ground traps, new ranger specials like /softspot (targeting a creature's weak point), and innate abilities like bonuses to defense on creature attacks all of which combined let you take down a mob in one minute where in the current system it takes you three minutes. Both methods allow you to harvest more resources than under the current conditions, but one is just a number change the other makes the act of hunting more effective and fun allowing you to harvest more creatures faster.





Star Wars Galaxies or: How I Learned to Stop Worrying and Love the Jedi.
Fred_Skinner
Wed Mar 10, 2004 1:32 am
#42


I am told that refining (improving resource quality) was in the beta once, but the factors of the database size and other things stripped this down. I doubt that they will (or can) go back to it.


They also used to have farms. I think this was removed for the same reason.


I would not mind if they did bring in farms that they make milk, eggs and Domesticated Meat only. It would produce stats of those from the base planet they was on. This is doable, and would not disturb my "business". It also leaves to us for getting the rest from hunting/trapping. Due to the above reasons, however, I doubt that will happen ether.


If you are selling for 200 Cr/U, good for you! That means I'll be getting your business selling at 20




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


darmokVtS
Wed Mar 10, 2004 7:10 am
#43



GoldMemberBria wrote:
I'd bet you that rangers are responsible for harvesting only 5% or less of the creature resources harvested in the game. That is just wrong. It should be like 75%, otherwise what is the point?




Hard to tell if this is the case, I just can judge from personal experience here which is kinda limited.

Nearly every 'big time'-harvester (as in, harvesting even if it's not about some wooly hide fever filling some insane offers from Armorsmithes) in my PA dabbles a bit in ranger (a varying amount of boxes in tracking) and even tho it's kinda unusual: we have atm one master ranger, one very close to it - should hit it today or tomorrow I guess, one somewhere in early stages of rangering also aiming at that master box and a quite new player that sounded pretty interested in going master ranger even tho I told him what he should (or better should not) expect from it. And no, they don't do this for the holomadness :-).




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
Calculus_Entropy
Wed Mar 10, 2004 8:25 am
#44








DFH wrote:


*an explanation on why you can't change the OQ on a resource* (sorry for the theivery Fred)







You named 2 of my 3 dogs in your example!



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Wed Mar 10, 2004 8:26 am
#45






Maximum_Overload wrote:

Advanced Trapping: Think Combat Medic vs Creatures and you've got the idea.






Interesting....



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Wed Mar 10, 2004 8:28 am
#46






brandedglacier wrote:

If they dont raise ranger harvesting, they could at least lower the other end of the spectrum and drop the amount that scouts can harvest.






Like Fred said, we should never propose chages to other professions in our forum, especially nerfs.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Wed Mar 10, 2004 8:45 am
#47






DFH wrote:
I don't think that more resources on the market will break the game. To be honest, there are basically limitless resources on the server right now. If a couple Master Scouts can go out and harvest 50k meat in a an hour or two, how is that not flooding the market?

Jump on over to the Doctor or BE forums, and listen to the complaints of crafters who can't get enough meat to keep their vendors stocked. From the players' perspective there is definitely a shortage of creature resources. It is simply my contention that this is by design.




It is by design.There are tons of medium quality resources out there.The problem is, no one wants to sell or buy products made from these resources. While we may have 60k stacks of herb meat, the doctors don't like that it 600 OQ and not 900 OQ. By design, there are few high quality resources, while there are unlimited meduim to low quality resources (unlimited because no one uses them). A good example is the only GREAT herb meat on my server right now is on Corellia. Who wants to harvest bunnies all day just to get a stack of 1k (even the highest CL herb meat droppers only give up 30 units at a time) when doctors use it up in at least 6k stacks. Same thing with avian meat which is just as popular as the herb meat. Name high CL creature on any planet that drops more than 30ish units. These are the constrains put on crafting before the game was a game. The devs knew what they were doing, and I think it is good that we won't always have extremely high quality produts out there. That would be more game breaking than if we flooded the market with resources (which I still don't think will happen, people aren't going to buyresources they don't want).




Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
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