Ranger Archive
Thread: Rangers should be able to harvest higher quality hides
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
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..
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.
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.
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.
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.