Ranger Archive
Thread: Poll: For or against automated organics harvesting?
DaveG wrote:
Or have it collect corpses instead of resource, so we can choose what we want to harvest when we go to collect.
That's what I was getting at in my first post, "Fish nets that catch a number of fish per hour, not just bring in meat, would be good." Especially with the fish because, sometimes you catch empty fish, which sucks, but it's random. You wouldn't just be pulling in chunks of meat, you would have to fillet them. That means you would have to have room in your inventory, as well (fish containers, meat and bait can all take up a lot of room).
It looks like mostof usare OK with a fishing net-type of idea. Here's what I would like:
- Ranger crafted, Ranger placed and Ranger usable ONLY. Not Master Ranger, all Rangers.
- Amount and type of resource harvested determined by skill level (Not Wayfaring or Tracking).
- I would love to see this in the Frontiering branch, fishing already is, but trapping is trapping. A restructure would be great, with a new combat branch, but that's another issue altogether.
- Fishing nets and land traps are temporary. After a number of hours, or resets, they are gone (whether you have emptied them or not).
- Traps can also catch hawtpant wearers! Harvest at your own risk.
- I like the idea of returning to corpses, rather than resources.
- An /areatrack at the time of trap deployment would give an idea of the types of corpses you will pull. No surveying equipment needed.
- There is a chance of not catching anything.
- Traps should be experimental and take an amount of resources similar to the tents.
- Traps should take time to deploy, think of digging a tiger pit.
- Traps should have a catch limit.
- Receive XP for the trap, not the harvest.
- Less resources available per harvest, like the group restriction.
There's more, probably, but it took me a while to remember half of these.
Rangers should have some innate combat skills, but we don't. This shouldn't be a way to replace combat, only to make it easier for those who don't want to fight. Trappers of old weren't necessarily hunters. They set up traps and checked them regularly, they carried guns to finish off their prey, if still alive, and to protect themselves. They didn't normally go looking for big game, that's someone else. Of course, I think we should be both of them.
DaveG wrote:I'm probably alone on what I'm about to say. I'd personally be against the fishing net idea purely because I have never found any value in fishing, and I have never found being a fisherman particularly ranger-ish, at least not in the ranger I am.
But Chefs and Bes DO see tha value in fishing
Message Edited by DaveG on 10-19-2004 03:57 PM
Zapper_Weisman wrote:Why not just making placing and/or crafting it a Master Ranger thing?
Almagill wrote:
Going back to the worries about dabblers and sploiters, what if the schematic to make came in one line but cert to use was in another?
Largely because the dev's seem to have an aversion to granting any useful skills at master level. Trickling it in through a career ladder 'hooks' people into the profession, whereas a huge leap up to Master to get access to a tool makes them go "naaah" and wander off to do something else.
Almagill wrote:
Largely because the dev's seem to have an aversion to granting any useful skills at master level. Trickling it in through a career ladder 'hooks' people into the profession, whereas a huge leap up to Master to get access to a tool makes them go "naaah" and wander off to do something else.
Message Edited by DaveG on 10-19-2004 04:16 PM