Ranger Archive
Thread: Poll: For or against automated organics harvesting?
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Chickenlad
Thu Oct 21, 2004 11:10 pm
#92
Zapper_Weisman wrote:
I would personally think that their harvesting abilites as they currently are would be the tease. How much more incentive to become a ranger do they need than being able toharvest more in a hunt PLUS what they would get from traps? Knowing that rangers have multiple harvesting abilities and a scout does not would be more of an incentive to me than having some limited 'teaser' use. Its like mask scent/camo... Most people consider camo to be better, so a mask scent reliant scout would be more inclined to go Ranger because camo kits are just better than sticking with MS, BE clothes and jawa beer. If Master scout got, say, the naboo camo kit and a few mods, he wouldnt be able to use it to its full effectiveness and would definately find MS better, so he'd probably just stick with scout.
Chickenlad wrote:
I respect your opinion, however, I feel that master scouts should also have a small input and use as well, a "tease" if you will, of what could be should they choose ranger as a profession.
Just as marksman/brawler have less powerful weapon certifications in the initial stages than those who choose to later specialize in an advanced combat form later, so too should scouts enjoy low power certification of organic harvesting equipment (or whatever it is).
I was saying that if automated harvesting goes in for rangers, it should go in in a lesser, much lesser, form for scouts as well. It wasn't strictly about harvesting.
DaveG
Fri Oct 22, 2004 1:03 am
#94
Sympathies to the scouts, however I think if this thing were to come into being, and since it would potentially be so powerful (if you set multiples of it) it should be something that you have to work hard for. You'd work hard for it by working your way upto a high level ranger branch.
DoctorDe
Fri Oct 22, 2004 4:09 am
#95
Perhaps it could be set up so that you get small increases in harvesting (say +1 or +2) per box in a tree ( or could be spread over ALL trees) BUT you get the ability to actually place them at Master.
Nemo0
Fri Oct 22, 2004 2:52 pm
#96
I'd much rather see an increase to a Ranger's harvest amounts. If a Master Ranger could harvest 10 times as much per kill, this wouldn't be as much of anissue.
I don't like the harvester idea mainlybecause it promotes AFK play. I don't like the idea of Ranger becoming an AFK profession (plop down the harvesters, come back in a few hours and get resources). This game was not meant to be played AFK (crafters were meant to have 100 item limits on factories, there used to be more restrictions on harvesters, etc). I don't think the Devs should implement something that will push to more AFK playing.
The solution is easy. Increase our harvest amounts and you promote players to be at the keyboard (especially once the recursive macros disappear). If they give us a tool that lets us play AFK (and lead to TONS of Ranger alts for the skill)then I can only imagine what will happen to Ranger.
Harvesters I would be happy with are going to be quite hard to implement. I feel that development time is much better off spent on other skills (like useful Stealth). But the economy could really use some extra organics. The easy solution is to just increase our harvesting.
Rhyeal
Fri Oct 22, 2004 3:10 pm
#97
I am all for fish traps...and ground traps. A fish net that sat in a river...like a mesh type of thing would look cool. It would catch up to 20 fish, non-fileted, and then it would stop.
Typho
Fri Oct 22, 2004 6:09 pm
#98
I for it on a limited basis. Probably would like to see fish traps/harvestors only. I think it takes away from the Ranger profession to be able to harvest other animals without being there.
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