Ranger Archive
Thread: Camp nerf? (Ranger)
Maybe a bug in your case?
imppilot421:
"did u guys also notice camps cost more?"
- Yes, the resources required for each of the camps was increased in the last big patch.
- I beleive It was an attempt to reduce the number of resources the amateur scouts (the ones who don't rely on selling resources for all their income) were selling on the bazaar.
- Now they must use more of their own supply of resources rather than selling it to others.
NRaas wrote:
imppilot421:
"did u guys also notice camps cost more?"
- Yes, the resources required for each of the camps was increased in the last big patch.
- I beleive It was an attempt to reduce the number of resources the amateur scouts (the ones who don't rely on selling resources for all their income) were selling on the bazaar.
- Now they must use more of their own supply of resources rather than selling it to others.
If it was an attempt to reduce the number of resources the amateur scouts sold, why did they change the costs of the field bases? I wasperfectly content using polymer and steel to make the camps. I am not happy about using lots of bone and hide. In fact, the only time I will make a base is at the request of a medic who needs the crafting station. For wound healing, if I'm expected to make a camp it will be a basic camp kit.
"why did they change the costs of the field bases?"
- Yes that change confused me as well. ![]()
- I was quite content having to use metal and plastic to create the field bases. ![]()
- But... I do remember some Rangersposting about the inorganic requirements, so perhaps that was taken to heart when it came time to adjust the camp requirements. ![]()
Field bases still require metal. Plus I can't imagine making crafting stations out of hides, maybe on Macguyver...
I still don't understand the people wanting to forage for the flora parts to camo kits. I have medical forage which allows me to forage for flora and there are so many kinds of flora and the amounts foraged are so small that it just isn't worthwhile to me. I'm happy to go to an artisan for the flora.
NRaas wrote:
"why did they change the costs of the field bases?"
- Yes that change confused me as well
- I was quite content having to use metal and plastic to create the field bases.
- But... I do remember some Rangersposting about the inorganic requirements, so perhaps that was taken to heart when it came time to adjust the camp requirements.
P.S. When will I get the ability to quote messages including their smileys?
"I still don't understand the people wanting to forage for the flora parts to camo kits."
- The caveat behind this idea is that the developers increase the stack size that forage commands retrieve in one attempt.
- I don't see that happening though, as the medical community has been asking for an increase since the beginning of time and still haven't received it. ![]()
I wouldn't suggest that we use a Medical Forage type ability. I would suggestthat theychange the floral slot to require one semi-rare, non-stackable floral item. Not15 or so units of the current planetary flora.
Making the item non-stackable would make it hard for people to stock up on these items, making it more prudent to forage for the component on a kit-by-kit basis.
This method would probably make it impossible to mass-produce the camo kits in a factory though. I could live with that if the kits if it made the kit components more logical, as long as the camouflage was made more reliable.
Alternately, if Rangers had some limited ability to survey and sample flora at Novice Artisan level, that would make logical sense as well.
I am already and Artisan and a Surveyor, so don't think I am advocating this becuase I don't want to rely on outside help or save myself skill points. I enjoy being a prospector and I make great money doing it, but I am more in favor of having the components make sense... And requiring Rangers to buy thier branches and twigs and grass from Artisans when they have a perfectly reasonable, yet underusefull, ability makes no sense to me!
"This method would probably make it impossible to mass-produce the camo kits in a factory though."
- Hmmm... I enjoy the flexibility that factory production offers. I can produce them while I'm asleep, and then use the fruit of my "labor" whenever I choose.
- As well, crates are more compact... Much better than having a pile of camo kits laying around in my already cramped inventory. ![]()
- Making camo kits reliant on an item that can only be foraged would become a bane I'm sure.
- If they were to change the camo kit requirements to any planet specific flora, then you could use a /medicalforage type ability (with a little bit of time, mind you) to collect enough of one type of flora.
- It is the specific resources that are causing the problem in my mind. I don't see why I have to use one specific resource type to produce these kits. ![]()
- As someone else stated in another post... The point of camo kits is to blend in, so why are forced to use only one flora type? Wouldn't that make us stand out? ![]()