Ranger Archive
Thread: Please support this idea for bringing back bio-farms which benefit Scouts/Rangers (link inside)
ok, let me put it to you this way...
I am undercutting my compition now as it is. I know if I keep doing this folks will come to ME instead of the a$$hats that will do what you think all of us do. Let me increase my harvest and I will crush them, and they will learn the hard way that they can't get away with it. Without that increase I won't cover enough merchants and the "fair" price will only get to a few of you. I have a "business model" ready to put this into place already and it is startingto flourish even under current conditions. I have too many customers and not enough productto give them adiquate service.
You can still get margin with a lower price per unitif you increase volume per unit w/o increasing cost, thank you very much. The rest will work itself out, given folks like me are out there. They learn to do what I do or will find them selves hearing "no thanks, Fred sells that cheaper, I'll just wait for him to have a stack". It won't be if I can't get that stack to everyone... then you have to deal with a$$hat and not me.
I'm not even going to answer all of your points again kin because frankly this is getting out of hand and is useless.
You basically summarize saying that if schematics used less resources then everything would be fixed and the rainbow faeries would prance the land, annihilating all rasps and making the world safe and happy.
Yet again kinslaughterer comes into affect. (You ARE a ranger right? *hint hint*) So it would seem good, crafters require less resources so then the rangers can spread more around right? Wrong. First of all it would take SOE forever to rebalance all the schematics, and I'm not saying because they're lazy or whatever, it just simply would. And I'm sure that it wouldn't happen between the next 2 publishes, or more. Barring that, if everything used less resources there would be two kinds of crafters. First would be the nice crafter who makes a LOT of product for cheaper, and then there would be the guys like there are now .. hoarding the high quality stuff and selling it for as much as they can. Essentially this would make a lot of lower quality stuff available on the market, but cheaper means more sold. And most players that have played for a while are rich and WANT the best quality stuff. (+390 brandy for 25k a crate? yeah but this is +410 and its only 175k, I'm getting it.. etc)
The outcome would still be the same. The high quality hounds would still be offering 100+cpu and be making more money then the guys making a little less quality things.
Increasing the amount we harvest would actually generate more resources (err duh). You said you know like 7 rangers that hunt for you .. if they're your friends suddenly they're harvesting 10x more stuff for you at a cheaper price. Instead of the same amount they're harvesting now, having to choose between selling to you, or the guy in theed saying "100cpu for lok avian! PST!"
Plus it would be so much easier and faster for SOE to go "oh, more harvesting! *deletes harvest multiplier in line of code, inserts higher one*"
Finally the harvester idea still sucks. People would only dabble into the points they needed to do it, effectively killing ranger. Can't you see that all these people with second accounts would simply get those points tacked onto their master doc money making char and not even have to pay for organics anymore? Prepare for the era of the 100k buff. They can't do it now because 1) they're too lazy to spend the time hunting 2) they don't have enough points left to put into a combat profession.
Bleh.
In the first large paragraph I meant that a bunch of lower quality cheaper product flooding the market wouldn't decrease the demand, it would just continue the trend of people paying insane amounts for the slightly better stuff.
At least with us harvesting more stuff for everyone then everyone would get a crack at making "the best."
Not the since-launch crafter who has a warehouse filled with rare out of shift resources.
I wrote this not knowing if someone had already suggested the idea. I feel there is a need for farms and that it should be rangers that benefit seeing as how they need to master scout and are basically worthless except for holo grinding. Maybe this will bring some value back to Rangers.
Dear Galaxies,
I had an idea that I thought might make the ranger profession a little more popular. I decided to fill out a CSR first then post my idea on the forums so that I'm sure to get credit for the idea if its used. I'm not looking for reward, but maybe a little mention if the idea is a good one. For all I know the idea has probably been offered before so bare with me if you've heard this.
My idea is simple. Based on the constant need for animal organics and the incredible rarity of good harvests I was thinking that Rangers should be able to set up a farm of sorts in order to grow and harvest a particular type of animal. A requirement to set up the farm could be a certain number of eggs from the lair of the creature that is attempting to be farmed, enough food (meat or vegatable) to sustain it, and enough credits to maintain it. In all regards it is nothing more than a harvester. The eggs is the act of physically finding the resource. The food could be considered power while the maintenance is standard no matter what kind of harvester you are using. Of course Artisans could build the farms which would give them yet something else to build and provide rangers with a way to provide themselves with a stable income.
As it is Rangers are sorely overlooked as a good profession. I believe that a master hunter should be able to place the farm, and only on a planet where the creature attempting to be harvested is indeginous to. In other words you wouldn't be able to farm a peko peko on Corellia but you could on Naboo. To maintain rarity of meat and keep the value of it high, just keep the extraction rate of the farm low, afterall animals need time to grow.
Another benefit is that when the resource changes, so will the animal inside the farm. Much of the code required is probably already in place with few adjustments. And this will provide a means for rangers to make money without constantly having to hunt creatures, provide crafters with meat/bone/hides/milk on a constant basis, and shift the economy a little more and give something else for people to spend money on.
I'll go ahead and post this on the forum. Hopefully you'll find the idea as pleasing as I did.
Please see pages 1-4 on why this isn't a good idea and hope this drops off the front page before JB notices ![]()