Ranger Archive
Thread: harvesting: a matter of quality (something i would like into the ranger revamp)
dang... sorry for multiple posting this is the right post anyway..
I'll chime in on this one:
I agree completely with the spirit of your post, but I'm not sure this is something that will get any serious attention. With all of the talk of the other classes/templates that can easily outharvest us in terms of higher kill rates, it does seem that for most "resource gatherers" it's much more a question of quantity than quality. Personally, and while I acknowledge that if I were a Ranger solely for the harvesting bonuses and to gather meat for docs that I would be better served with novice scout plus superhero hunter type, I actually like hunting and using traps and the many tactics that are discussed in this forum. There should be some credit given for how something is done, as well, which is the idea of your post and it's a very noble one. And, currently, that satisfaction in "doing the job right" is one of the few things we do have going for us.
Not to mention there is a good bit of logic in what you say: An inexperienced crafter produces goods of a lesser quality, an inexperienced fighter kills with less efficiency, why shouldn't an inexperienced hunter field dress his kill with less quality? The problem, however, is that we don't actually have a product, we only gather it. Thus, our parallel is not with the fighter or the crafter, but rather the surveyor. Because of this, I think our needs would be better addressed with the proposed increase in harvesting a la the million monkeys. There has been some talk in previous posts, however, that propose that we should be able to prepare/tan/cure hides and meat to actually improve their statistics or to make these "prepared" organics into optional or necessary components for crafters' schematics. This sort of goes in the same direction as your idea, is perhaps more realistic, it increases interdependency among the professions, and overall gives us Rangers something unique.
If this system were implemented as described for "improving" meats/hides/bones for use by artisan profs i think this would be of great benefit to the game mechanics as a whole. Would it be difficult to distinguish between 500 individual "improved" pieces of Nabooian Quagldagl Avian Meat in a container? of course it would be.
Instead consider that most folks would be interested in quantities of an "improved" harvest to use in mass production of some end product. if the implementation were to force the issue then i think most would learn to live with it.i mean making the conversion to "improved" is a permanent effect done by some tool that outputs just like any other tool. basically adding this as a "craftable" item type/schematic for rangers in the harvest tree. Of course we wouldnt get experimentation just like in the case of our camps/traps. Ultimately we would have to buy either simple tools or factories from artisans to make these in huge quantities. The output then would not be individual "improved" pieces called Quagldagl Avian meat anymore but Nabooian jerky(chef component), Nabooian feathers(tailor component), Nabooian bonechips(architect component) made in quantities that would not interfere with the original harvest resource identification system.
Hope this makes some sense. i've been trolling the boards since i started with this game during Beta 2.
Lannaliak, Tarquinas-Dantooine-Holocron City
Master Ranger/Scout, Architect 0/4/0/0, Novice Rifleman, Brawler 0/4/0/0
I do agree that we need some added value to our harvest, however I'm not keen on having Rangers fill the entire need for harvested resources... if everyone else is going to harvest, in essence, lower quality resources that's what's going to happen.
We are NOT just human harvesters, well, right now we are, but we shouldn't be. Anything that puts added pressure on Rangers in that respect is a no-go in my book.
I for one am looking forward to the camp and trap changes, if/when they come, hopefully with the GCW changes. As far as harvesting goes there a some very simple changes needed to justify the skill points.
- Let Rangers harvest meat/hide/bone from the same creature as they advance.
- Increse the +harvest modifiers to compensate for the firepower we give up.
- Remove the 'group harvest' penalty for Rangers.
That, together with the +creature to hit and +creature info would justify the 14 skill points.
Harvetsing is only 1/4 of our profession ![]()
who is saying that?
i am not proposing to make all our skills harvest related...
i just think that the current "harvest amount bonus" is ridicolous...
and even giving us a bigger bonus wouldn t make us "unique" for other players...
they won t search for us as you search a medic for buffs and a ch for a pet...
i agere it s just part of our profession but it s the part that relates us to other people with camping..
I am up for this if
1. you have to harvest then it is a craft function to get the improved resource..ie..you have 100k of avain meat. You do your "craft like thing to shift through the meat to find the better" portion of the meat. You come up wih 1-3k of avian that has like 50-100 more in PE OQ or whatever...but..but..BUT the rest is distroyed. so you spent 100k of meat to get 1-3k that is superior. This would not only boost the need for harvesting but would bring other people to us for cycling the meat or reasource...just my idea. Tell me what doc would not love to get 990 990 990 meat out of 890 890 890 meat even if they lose a huge ammount. Just my 2 cents keeping balance in mind.
Love
Glenda
Oculus wrote:
Remove the 'group harvest' penalty for Rangers.