Ranger Archive
Thread: Top Issue #5
NRaas wrote:
- Request for the ability to harvest multiple resources off a single corpse (up to all 3 resources at Master Ranger)
I really like these 4 ideas. They would help balance the class alot. Keep up the great work!
- Request for poison components to be harvested off poisonous creatures.
- These items could then be applied to existing weapons to produce a Damage Over Time effect.
- Request to add rare loot to creatures that only Rangers can find.
- Schematics that create Teeth necklaces, Trophy Heads, Hide Rugs, Skulls have been suggested
- Request for Creature Harvesters in for the form of traps
- The concept is to supplement the income of Rangers who are casual players.
- Most of following items are intended to reduce the impact of these harvesters on the economy
- Work like Mineral harvesters.
- Possibly have a large footprint like large harvesters, to keep from having large farms of them around hot spots.
- A small hopper, perhaps 2000-4000, to ensure that they are not completely unbalancing.
- Schematic is available at a high level in Trapping, perhaps Trapping IV or Master Ranger
- Harvester would take up a number of lots per trap (perhaps 5-6) to ensure balance
- Players would use a crafted tool to locate animal migration trails, much like the Survey system
maybe a bigger hopper, im not sure..maxing at 10k?with a specrate of 8 thats 8000 a day at 100% or so i think?
this would allow a single ranger to supply a single doctor reliably also
but ANY sort of offline harvesting will at least put us closer to on par with artisans(supply/demand:number of items that use organics vs non organics)
sorry i missed the vote thread
my last 0.02, adding this may or may not create a glut of organics, it would depend on if people stopped forming organic farming groups that focus on one type, and just went out to hunt instead while harvesting the specific using this.. not sure which way most of the rangers would swing...
I idea behind the small hopper size and a low spec rate is to keep the hunting in trapping.
If we could just go place massive Creature Harvesters that would do all the work for us there is not much incentive to actually go hunt "manually"
With a slow enoughspec rate, it should take a full day to fill a 2000 unit hopper. That way you couldn't just place a trap and leave it for days on end the way mining tools work.
It requires us to go "clean" our trapsand "bait and set" them again each day or waste maintainance on an unproductive (read; full) trap.
This also helps limit the amount of traps you will have out at a given time as it would take up alot of time checking 5-10 traps every day.
Another great job N'Raas!..
But maybe the "surveying" could be done with an ability and not a tool? I don't see why we would need a device to locate migration patterns unless we are tagging and tracking herds...
Other than that everything looks good
I would prefer higher amounts harvested when we kill the creature.. I hate the idea of creature harvestors 100%. It's bad enough we got city folk putting up those eyesores all over the place, but now we'll be doing it too?Plus I think it will drive down the costs of resources and make those fatcat crafters fatter.
I like our harvests being the only pure resource collected with actual play time. I hate creature harvestor idea.
With the devs having such a knee jerk reaction to cut our harvests (though not intended to be at 50% like it was) for fear of saturating the market, why are they going to give us access to more? I just don't see it happening.
We certainly do not get a high enough percentage over scouts. I like the poison and rare loot ideas.
Another that I strongly disagree with is the resources based on the difficulty of the planet!!!!! What are you guys thinking?!?!Do we want every ranger just to hang out Lok and Dat because that's where the better resources are? Where's the fun of exploring the galaxy finding the perfect resource any ANY planet. You'll be hurting the working Scout because they can't hunt on Lok and you'll becreating a skill based class rift. Besides, I like hanging at home on Tat if there's a good resource going on. Much cheaper for me while that harvest is in season by cutting the travel costs.
Most of this list is good - I have to agree with Japh, though on the higher quality point. Putting on my Scout hat, it would a real detriment to the up and coming Scouts to not be able to sell any of their hides because they can't survive on any of the higher end planets. I think that the current system for the quality is, unfortunately, the only one that is really fair.
B
"But maybe the "surveying" could be done with an ability and not a tool?"
The one problem is visualizing that information.That is why a survey like tool was suggested.
"If these Creature Harvesters are in place, with they use up our current land lots?"
Yes, the intention is they will use lots.
To restrict items that go into the game space, the developers require lots on all structures.
Otherwise we are bound to have someone who sets up 1000s of these traps, and force the server to a grinding halt. ![]()
"I have to agree with Japh, though on the higher quality point."
Yes that item is a controversial one indeed.
The suggestion could be rewrittento thatof having a greater chance of higher quality resources on the more advanced planets.
That way the starter planets would still get their fair share of higher quality material, but it would be more prevalent on the Advanced worlds.
How do that work for everyone?
Can we get bonuses to the amount of fish meatfilleted from a fish?
"Can we get bonuses to the amount of fish meatfilleted from a fish?"
I have heard this suggestion before. I will note it. ![]()
I presume it would be based on the harvesting skill mod.