Ranger Archive

Thread: Rangers should be able to harvest higher quality hides

BeornTurok
Mon Aug 11, 2003 5:40 pm
#1

having a higher harvesting skill should raise the quality of your hides. this would make rangers more sought after by artisans. i am a hunt master and i still get Overall Quality hides under 100 and as a novice scout i would ocassionally get OQ hides close to 1000. this should not be so random. if i went to all the trouble of becoming a master ranger i should be much better at harvesting than a novice scout. a few couple hides per harvest really isnt much of a reward but having chefs, architects, and armorsmiths coming to you because your harvests are the best on the planet would be.


Waylander on Eclipse

XRXTypeO
Tue Aug 12, 2003 4:20 am
#2

this is really impossible to pull off



the resources are static items, you cant have nabooian avian meat-aro have differing stats, plus id hate it, since they wouldnt stack



for everyone who is thinkign this, id suggest askign the devs to let us maybe see the resource types instead, so we dont have to go flying around killing 3-9 mobs per planet to figure out what resource shifting has done to our critters..




XRX
master ranger
master CH
Typeoxrx
master doctor
2100 combat med
Shorty
2000 squad leader
1130 pistoleer
Razjek
Tue Aug 12, 2003 9:54 am
#3

Nothing is imposible. May be hard, but not impossible.
What if you had a Ranger mission terminal that spawned rare high quality mounds for the missions.

I understand that additional loot tables could be a problem. So use a solution that does not involve the problem.

Give the Ranger easier access to the already in the game better loot tables.
Zip_Moonblast
Tue Aug 12, 2003 10:30 am
#4

I would have to respectfully disagree with this, even as a ranger myself. I believe our main advantages over "mere" scouts should be quantity harvested, information gleaned from "examine", and ability to harvest from more dangerous creatures than our combat skills might allow, by means of deadfall-type traps.


Increased quantities we already have, in theory, though I've seen reports that it may be buggy.


Examine information at high levels of Field Bioscience need first off to tell us something about BONES (totally absent currently), and then also tell us the specific resource name currently associated with that animal, e.g., not just "avian bones" but "Dulywop Avian Bones".


I posted some ideas about combat-free harvesting of resources through the use of deadfall-type traps in a thread started by DukeHondo: http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=3055.



Lower skill scouts already will be harvesting fewer resources than we do. I think it fair to let them make use of the occasional resource shift wherein some easy creature is randomly given a high quality hide, meat, or bone, and make some money off of selling those scavenger rat bones (or whatever it is) on the bazaar. If I were just starting out, I would be dismayed to find that not only do I get very small harvests but that only rangers can harvest anything that's actually worth selling to crafters.

BeornTurok
Tue Aug 12, 2003 11:54 am
#5

the quality of hides already vary. i have several stacks of tatooinian leather/scaley/wooly/bristley. what im suggesting is that the randomness in quality be removed and or atleast scaled for higher creature harvesting skill.as for a younger scout being dismayed, he would then have something to look forward to.lowlevel weapon and armor crafters cant make the best weapons right away but that doesnt stop them from aspiring to to become masters. a Hunt Master is the master of harvesting. why should his hides be the same quality as a novice scout. In the real world it takes skill to remove the hide and to strip an animal of its meat. a hunter with many years of experience will produce a much higher quality harvest from a kill than would a boyscout or some guy on his first hunt (which would be a novice scout in game terms). most people agree that the Ranger has very little that sets us apart from a scout. most of our skills are no better than a master scouts and the few that are are marginally better or have little effect in our environment. this would be a way to actually set the Ranger above the scout and it makes sense in the star wars universe. it wouldnt be that difficult to introduce as it would just require some checks on the harvesters skill level along the same lines as the ones that crafters get .
XRXTypeO
Tue Aug 12, 2003 11:42 pm
#6

no they dont vary..hehe



what you are seeing is a simple artifact of, resource shifts **edit**f *ALL* resources, not just inorganics, i have 3 or 4 nabooian leathery hides, if you look real close, they have different names for the type in their info..sometimes(rarely) youll find 2 types of a (leather/wooly/scaley/bristley)hide on a planet, i think that is a bug, becuase when it happened to me..the uber mob had cruddy leathery hide, and the newb mob had uber hide..



this stuffseems random btw, theres nothing preventing gnorts form having the best hide/meat/bone in the game that ive noticed yet.




XRX
master ranger
master CH
Typeoxrx
master doctor
2100 combat med
Shorty
2000 squad leader
1130 pistoleer
Pyradius
Wed Aug 13, 2003 2:03 am
#7

You have to keep in mind, allowing us to have our own "special" resources would bog down the database. Remember the friggin "melon" nerf? Imagine if they had to put in twice the amount of resources they have now. Ones with ranger bonuses and ones for everyone else (scouts). I personally think the advanced planets should just have quality bonuses applied to their resources. They are more difficult to hunt on, and by our nature of harvesting more than scouts we'd still be better off.




Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
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