Ranger Archive
Thread: Organics Revamp- the Idea to End Mr. SuperScout- Please Read and Comment
Eszra wrote:
So depending on the group, there would be different stacks of hide - all with the same name? So on a vendor, it wouldn't be enough to look at the name to know how good or bad a stack of hides/bones/meat is.
It would make things way to complicated.
This is my concern as well. I don't think anything like this would, or could ever happen because of having to completely reprogram the way organics are dropped, named, and have their stats assigned.
So lets say you've got a group of 6 rangers all grouped together going after Tatooine Wooly Hide. They are going to work together to get a large stack of wooly hide to sell to a local armorsmith, and split the cost.
Ranger #1 only has Novice Ranger
Ranger #2 has 0-0-1-0 Ranger
Ranger #3 has 0-0-2-0 Ranger
Ranger #4 has 0-0-3-0 Ranger
Ranger #5 has 0-0-4-0 Ranger
Ranger #6 has Master Ranger
They together, go out and kill Banthas for an hour, harvisting all they can, and end up with 100k hide total. The problem, is that this 100k of hide, that is sitting in 6 different stacks, cannot be stacked together, because each Rangers' stacks are different stats of the same current shift.
Unfortunately scouts have almost the exact same problems as rangers, in fact it's even worse for them. A fully templated combat character at CL80 won't be able to use any of their traps against the creatures they are killing. There's also the bigger issue that the requirements from scout for other elite professions is, for the most part, totally unrelated to what they do and doesn't give them any benefits. However, if you take any other novice profession you'll find that the requirements are more like stepping stones, building on their skills that they'll need for their chosen elite profession with each box. Armoursmiths might be the only people who can make money from crafting armour but at least the requirements from artisan give them a +100 skill mod for armour customization, along with the other basic crafting skill mods and even the certs to make bone armour. Then take let's say a creature handldler. Their requirements give them +40 terrain negotiation, +70 mask scent, +45 creature harvesting, +40 creature knowledge (probably would help but doesn't work anyway), +5 trapping, +5 camping, +10 creature-to-hit bonus. Now is any of that relevant or even helpful to a creature handler?
So I'm in no way suggesting that the SuperScouts should be making money from harvesting, but once we take that away what will be left for them from scout? In reality it's just the ability to run up hills and take the risk of using maskscent. The SuperScout role is probably the only thing that justifies the scout prerequisites for most people. The only way around it that I can see is to bring more aspects of their professions into scout along with a harvesting revamp (and I really have no idea how that could be done).
-Hebi (darn, where's that zabrak smiley
Oreet wrote:
Eszra wrote:
So depending on the group, there would be different stacks of hide - all with the same name? So on a vendor, it wouldn't be enough to look at the name to know how good or bad a stack of hides/bones/meat is.It would make things way to complicated.
This is my concern as well. I don't think anything like this would, or could ever happen because of having to completely reprogram the way organics are dropped, named, and have their stats assigned.
So lets say you've got a group of 6 rangers all grouped together going after Tatooine Wooly Hide. They are going to work together to get a large stack of wooly hide to sell to a local armorsmith, and split the cost.
Ranger #1 only has Novice Ranger
Ranger #2 has 0-0-1-0 Ranger
Ranger #3 has 0-0-2-0 Ranger
Ranger #4 has 0-0-3-0 Ranger
Ranger #5 has 0-0-4-0 Ranger
Ranger #6 has Master RangerThey together, go out and kill Banthas for an hour, harvisting all they can, and end up with 100k hide total. The problem, is that this 100k of hide, that is sitting in 6 different stacks, cannot be stacked together, because each Rangers' stacks are different stats of the same current shift.
From the end user point of view, this is the main problem with the idea. You'd basically be generating a huge number of new and unique resources. And since we need identical components for factory schematics, it would be tough on the crafters to manage all these different types of organics
HOWEVER, if what you are suggesting is that the game stop spawning harvested organics and basically let the ranger create the resource, well that's more interesting. Basically, a master ranger would kill a huurton and produce Dant wooly that is 900+ across the board while a novice scout would produce something in the double digits.
Well, then the elite crafters would only want master rangers harvesting for them so that definitely makes the master badge a moneymaker. I get the feeling though that this would be very difficult to implement in the current resource and crafting system. It still sounds like I would only be able to use the hide harvested by one individual ranger at a time, meaning that another master ranger would have generated a completely different type of hide. I think you all will get hats before they could pull something like this off.
... and this would lock us into a PvE hunter role. Not that I have anything against that (in fact, it's my prefered play type), but I want the option to due more if I want to.
I've stated it before in other threads, but what I want is something more akin to Davy Crokett, primarily the mountin man, hunting type, but more than capable of leading troops if he had to, even though it wasn't his primary job (well, not at first anyway, but since this isn't a history leason.....
Eszra wrote:
So depending on the group, there would be different stacks of hide - all with the same name? So on a vendor, it wouldn't be enough to look at the name to know how good or bad a stack of hides/bones/meat is.
It would make things way to complicated.
Ok, I hoped I didnt have to go into the details of the system, but only a few things would have to be augmented... You retain the original name, but then there is a "variant". This includes a name and number- So lets take a resource, base drop for OQ of 500. Name is.. Fiver. Then you get five different "variants". Each one, starting with say... variant oopgloop is just a base 100 down from original stats. So lets say the spawn Fiver has the following....
oopgloop
mooproop
roopgoop
ewpoop
and moufpoop
(lol) Anyways, they are each variants, all with the OQ being within a range of 100. So now you get it like this....
oopgloop - 500 and below
mooproop - 400 and below
roopgoop - 300 and below
ewpoop - 200 and below
moufpoop - 100 and below
That way, even with a 1000 OQ base drop, there will only be a max of ten variants.
Finally, after each variants name is a number. That number is EXACTLY how much the stats are below the base of the variant. oopgloop is anything above 400 and below 500, so oopgloop-10 is 490.
OK, so it is ALOT changed. I know it is dumb, but really I am just throwing things out. It is very complicated, and vendor search may be hell, but really, it's pretty much a classification lesson- Kingdom Phylum Class sort of thing. If anyone would have a better way of doing it so that crafters could still be able to say "I need this <weird name> hide" , please just throw it out.
Oreet wrote:
Eszra wrote:
So depending on the group, there would be different stacks of hide - all with the same name? So on a vendor, it wouldn't be enough to look at the name to know how good or bad a stack of hides/bones/meat is.
It would make things way to complicated.
This is my concern as well. I don't think anything like this would, or could ever happen because of having to completely reprogram the way organics are dropped, named, and have their stats assigned.
So lets say you've got a group of 6 rangers all grouped together going after Tatooine Wooly Hide. They are going to work together to get a large stack of wooly hide to sell to a local armorsmith, and split the cost.
Ranger #1 only has Novice Ranger
Ranger #2 has 0-0-1-0 Ranger
Ranger #3 has 0-0-2-0 Ranger
Ranger #4 has 0-0-3-0 Ranger
Ranger #5 has 0-0-4-0 Ranger
Ranger #6 has Master Ranger
They together, go out and kill Banthas for an hour, harvisting all they can, and end up with 100k hide total. The problem, is that this 100k of hide, that is sitting in 6 different stacks, cannot be stacked together, because each Rangers' stacks are different stats of the same current shift.
Well, would make crafters only want master ranger stuffat least
Phenix1050 wrote:
I've said it before and I'll say it again.
Harvesting should not be our focus. It limits us from the rest of the game. Focusing on harvesting as our main skill will only make us seem more creature-oriented, which is the opposite of what I think we should be looking for.
This idea has come up before and every time, I see it, I think "man...that'd probably be really tough to implement. Plus, it's not really fair to crafters. Some of them have some scout so they can see what the quality of the stuff is, etc. If we're the only ones pulling the best stuff, the organics market goes kaput and we'll see a buncha people respecing to Ranger. FOTM all over again, which isn't good for anyone.
We need, in my opinion, to get away from the "Rangers are the best harvestors" mindset, because you can't harvest NPCs. Harvesting has no part in the GCW. It's very narrow, very creature-centric. It just seems to me that this change would only increase our role as mobile harvestors...and that's just not what I want to be.
Mind you, this isn't a flame, I'm just trying to explain why I wouldn't really like this idea to be implemented.
But if we aren't hunters... what are we? I, personally, dont think anything is ever going to change the devs idea that we are critter only. Think about it- our profession, ranger, is riduclously focused. Rifleman can shoot anything. Smugglers can shoto anything. Squad Leaders can shoto anything. Our is the only profession like it- smuggler is clearly a combat/crafter hybrid, BH is clearly combat, As is clearly crafter... but what the hell is a ranger?
What I am saying is that if we get revamped like a lot of people are hoping,we are going to end up with some ugly, FOTM profession that everyne hates because it isn't anything like it used to be. I am assuming, like I said in the original post, that we are never ever ever going to get a revamp. Our role is always going to be hunters, and if thats the role I am stuck in then I damn well and not going to see some group ofl33t bounty hunters or bored rifleman do it better than me. This is the only way to make sure that no matter how much more they harvest we will always be better. People are not going to switch to ranger just to harvest organics, but if we get all the cool stuff that everyone's hoping for, what do we really think is going to happen?
I dunno what I am saying Phen, but what is the revamp you are hopign for? I mean, you have to be specific- if you dont want to be a critter huntert han what do you want to be?
Ok, backwards sorta.
What if the shift of resource has a certain set of stats.
Novice scouts harvest at those stats. Novice rangers get a 10% boost to all stats. Master Rangers get a 25% boost to the stats. No numbers go over 1000 obviously.
We could take a mediocre resource and turn it into something decent. A good harvest in a very good and a great into something truly awesome.
When we go to sell, we inform the sellers what we have and why it is better than Joe Novice's. A win win situation all around, and it penalizes no one, but rewards those investing the SPs.
JB