Ranger Archive

Thread: Flesh eating plants oh my!!

Keiner
Mon Nov 03, 2003 8:12 am
#1

The first part (harvest based on levels)sounds like an interesting idea, I'm sure there'd be lots of whining, but it could helpus out inthe market. So rangers would be the only ones getting the good Yavin hides or whatever...


The second part (deadly traps) is a little more in depth. I think that would require a lot of work to implement things like that. Not to say that they wouldn't be interesting! But I don't know if they would go through all that just for us. The ideasmight have to be scaled down, and maybe made non-fatal.. given the relative rarity of rangers,I could see a lot of people getting angry that they can be killed for just running around the wilderness and hitting a deadly trap with no warning. But I'm sure there's ways we could take your ideas and work with them... hmmm... Let me think about that....


Harvestingplants sounds like a nice idea! Rangers are all about the wild.. not just animals in the wild!





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RIP Keiner Macht'fr 8/1/2003 - 4/18/2006
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RIP Bri'zhee Khan 1/20/2004 - 12/10/2005
RIP Keino Mahhk 11/10/2004 - 12/11/2005

oh yeah, and "alot" is not a word...
AgonThalia
Mon Nov 03, 2003 8:24 am
#2

Great Idea...

I am not sure about the harvesting levels, (I still want to harvest more than 1 resource) but an assortment of flora harvesting is a great idea.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

ThanatosPrime
Mon Nov 03, 2003 12:18 pm
#3

The idea of harvesting more as you gain xp appeals to me.... rather than only being able to harvest certain CL animals...


I like the idea of environmental dangers as well....


but the idea about being able to harvest more than on resource per kill should be a given for master ranger...


what self respecting ranger would kill an animal and then only take its bone? while leaving good meat and hides to rot?




Bladerunner Bloodmoon
Master Smuggler/Master Creature Handler

Hypnos Bloodmoon
Combat Medic/Master Swordsman

?????? Jedi Initiate
NRaas
Mon Nov 03, 2003 12:28 pm
#4

"The idea of harvesting more as you gain xp appeals to me"


You mean essentially the way it is now? Where a player gets a higher bonus for each skill level.


"but the idea about being able to harvest more than on resource per kill should be a given for master ranger"


Many Rangers agree with you on this one. That would be a primo bonus, and would definitely improve the amount of harvest taken by the upper echelon.





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Gage_BlackDawn
Mon Nov 03, 2003 1:58 pm
#5

First id like to say that I really enjoy being a ranger, however I must admit that at times I feel like im left with out any true purpose in my profession, having said that here is what I think could be changed/added to help


I think we can all agree that a ranger is a elite profession based on scout, however when you look at other elite professions, such as armoursmith, weaponsmith or any elite profession that has a product, (and lets face it hides/bones are our products) they do not have to compete with the lower half of their profession.


Being a ranger we have to compete to sell hides/bones with Bounty hunters, Squad leaders, Creature Handlers and Bio Engineers all because they have to obtain the tree of scout, and as such they have our skill of harvesting.( and thats not evenincluding dabblers)So while we have to compete to sell our products with several other professions, others only have to compete with their own profession



So what I was thinking that could solve this would be to use a system similar to the CH system, meaning using the creature’s level to determine if you can harvest that creature or not


Such As:


Novice scouts could only harvest level 5 and below and as they progress they gain the skill to harvest higher creatures, this would leave the really high level creatures to the ranger profession, thus helping to separate us from scouts



Additionally id like to see environment dangers that only a Master Ranger can spot and warn his group of the danger by using some command to do so, thus allowing the group to be able to target the danger or avoid the danger if it cant be killed ( such as Quick sand)


Such as:


1.Flesh eating plants and other harmful plants


2.Quick sand


3.Hugh pits used as traps by local natives( in which you can fall to your death)


Stuff along those lines, this environment danger should not even be target able by anyone not a Master Ranger so that they would be totally unaware of them and thus would need us Rangers to guide them.


However if there’s a group of players and lets say a flesh eating plant grabs one of them, that plant would then become target able, but not before, prior to any attack they should just appear to be part of the landscape. The danger would still be there and non rangers would be unaware until the strike happened


Also rangers could harvest some exoctic plants for poisons or harvest other items from plants to be used



just my 2 cents, oh and BTW i really want those hunting lodges




www.Clanwarriors.com
Firaxes
Mon Nov 03, 2003 2:02 pm
#6

Harvesting more resources at Master Ranger sounds good to me as well. Gives more reason to get there for right now(while I am still going to get master ranger and where the tag with pride!) there doesnt' seem like much reason to specially since the Trap section is lacking but they said they are going to change it up anyhow.



I like the idea of enviromental hazards as well. They said there are sulphur pools on Lok those would be nasty. Disease in the Agrilat Swamp. The lava/hot steam on lok would be nasty if it affected. Exposure on a cold enviroment like if they ever add Hoth? Quicksand was a good suggestion.



While not necisarily having to be on the civilized planets of Naboo or Corellia. Tat and the adventure planets should have many perils. This is as everything, an opinion.




Instead of taking away from a class lets add more to others. This means more options and more power. Instead of taking away from the game lets give.
NRaas
Mon Nov 03, 2003 2:10 pm
#7

"The lava/hot steam on lok would be nasty if it affected."


Agreed. The first time I visited the Lok Volcano, I wondered whether I would get toasted by the terrain.


I was quite disappointed when I could walk through the caldera without so much as a scratch.





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Gage_BlackDawn
Mon Nov 03, 2003 3:52 pm
#8

as it is right now a novice scout does have to work a bit harder to get the same amount of hide/bones that a master ranger can, however all that is pointless once those hide/bones hit the market.


when you have as many professions as their are that can harvest the same things, regardless of how long it takes them, the market becomes flooded with hide/bones, and then those rangers who depend on thier harvest for income have tocompete with extremly low prices on hide/bones becasue of the other professions who only sell as a side income, and thus dont really care about anything other than undercutting us rangers to make that minor profit



another aspect of this is that while we rangers can harvest more per kill, we dont have alot of points left to spend on combat, and as such we will not be able to kill creatures as fast as say one of the elite combat classes with only novice scout. so when its all said and done, we may harvest more per kill, but they can kill more and much faster. this in itself causes those elite combat/novice scout dabblers to harvest at a muchfaster rate.



by making it so that harvesting is dependent on your skill level VS the creatures skill level.( IE: like the CH system, but only for harvesting) you then begin to seperate the novice scouts from the master rangers. a novice scout would still be able to collect harvests, but not high end harvest, and a master ranger could then have a market in which is more intune with the rest of the professions


what im proposing dosent change how much you can harvest, only if you can or not.




www.Clanwarriors.com
BlakkStar
Tue Nov 04, 2003 11:15 am
#9

Peace


I dont know about u, but i leveled scout xp thru harvesting from creatures that i could not kill myself. I think the lesser amount is penalty enough for non-master rangers. Our situation however could improve if we could harvest all or at least two of the resources and/or got a greater harvest yield to boot. I mainly want more harvest. I should be harvesting at least 50% more than someone with Hunt 2.




Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
KiloCharlie7
Tue Nov 04, 2003 11:49 pm
#10

Rather than having so much of an issue with how much more we should harvest. The thing I see is that there's only one given resource for each resource type per planet at any given resource shift (i.e. onetype ofherbivore meat, onetype foanimal bones, onetype of insect meat, ect.). Why not make it so that the resources gathered by Scouts is one type and the resources gathered by Rangers is another? The Ranger resources would naturally bebe a much higher quality than the onesgathered by Scouts. I'm not sure how well it could be implemented but I assume it could be done so that the Scout resource attributesare only base attributes to the Ranger resources. Limit Scout resource attributesto a maxvariable ofup to750 andRanger resources could have +250 to all the existing attributes.This would represent the Rangers ability to more effectively harvest the resource and maintain the quality. This would also open the market for Rangers, Scout resources would still be plentiful & quite useful to lower skilled crafters who could make use of them. The higher lvl crafters would want to seek out Ranger gathered resources as they would be better quality and serve them better in their given profession.



Akiyuki: Master Artisan/ Novice Tailor/Novice Armorsmith/TKM

There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the force. (The Jedi Code)
PithrenDarkstar
Wed Nov 05, 2003 2:30 pm
#11

I personally think that, if we prevented scouts from harvesting higher CL creatures, ranger resources would be worth too much. Think about it, most other resources come from artisan, and can be surveyed perfectly even at novice. The market would be very unbalanced if organic animal resources were so dependant on rangers.



- Pithren Ðarkstar
¤ Master Ranger ¤
  • in memory of NRaas, Ranger Correspondent

xevious999
Thu Nov 06, 2003 10:00 am
#12

I would like to see an increase in resource quality as you move up in Ranger skills. Say, a 10% bonus to harvested hide stats (OQ, UT, etc) at lvl 1, up to maybe 30% at Master. Theoretically, an experienced Ranger knows better how to harvest, and therefore gets better resources than the average Joe.
Gorgoth-GOC
Thu Nov 06, 2003 10:48 am
#13

This competition for organic resources is an issue in theory, but in practice, I just don't really see it as a problem. On Bria at least, demand always outstrips supply for high quality organics. We started a loose group of rangers for hunting and supplying organics, and we make TONS of money, more than we could have ever hoped. In three nights of 2 hour hunts,about 6 of usgathered over 100K of high quality Endor Wooly for armorsmiths who were paying 30CPU for it. We made over three million credits...about 1/2 a mil apiece for three relatively short and very fun hunts. Who else could provide armorsmiths with 30K stacks of resource in 2 hours. And requests like this are stacking up, we can't keep up with them. Group up...sure it's annoying that you only get 2/3 of the harvest, but when 6-10 rangers each get 2/3 of the harvest, that's a ton of resource.


Maybe the gap between what we can harvest and what scouts can harvest should be wider, but really the answer is multiple harvests per creature for masters. So many master rangers drop camping and trapping becase there really isn't much benefit in master, and that would certainly help.


As for environmental dangers, that would be GREAT. Only problem I see is the generally difficulty the clients and servers have telling how far apart things really are (I notice this a ton as melee, but everyone notices somewhat). Imagine how pissed everyone would be if you get burned by lava that looks like it's 20M away, or if you suddenly warped into a lava pit! Unless they can resolve some client/server issues related to distance calculations, this would be very tough to implement.


My two cents...




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