Ranger Archive

Thread: NRaas, what about your pet issue?

Kairo
Sun Sep 21, 2003 9:55 am
#1

Personally, I'd like you to address, forage. If its chosen as a possible solution to the conceal componets issue then I think forage needs to be revamped.


My suggestion is for them to make forage act like /areatrack. So when I /forage, a window comes up asking what I want to forage. The options at Master Ranger would include: Edible, Inedible (given at Novice Ranger), Rare (given at Frontiering IV or master). After choosing either Edible or Inedible, all the options for me to forage would appear on the list (like tracking):



  • Flurry Onion

  • Nectar Blend

then you highlight one and click forage, you then forage for said item. We wouldcontinue to forage until we moved or "foraged-out" the area. They also need to make forageable items stackable, and at Master Ranger we should be able to forage6 items at a time (+1 per Frontiering and +1 at master)


With Inedible, the same would occur except we would forage for all the organic resources (wood, berries, seeds, greens, et cetera)that are in the area. We would not get waypoints or % breakdowns of the quantity. Only resources that are in the area would show up as an option to forage.We could forage up to 5 items.


Rare foraging, we would not actually get a menu option for items, if would work as it is now, either successful or failure. These rare forages would not stack and be planet-specific. They would also be more powerful then current foraged items.


Also, the forage options should appear a quickly as the track window now appears.


You may want to speak with the medic correspondent, as this revamp could be effective for /medicalforage (where they would only get the option of unedibles). You may also wish to speak with the chef correspondent and see if milk and eggs should be added to the forageable items.




Kainite Windsor
Accountant: "Here's your Tax Refund!!!" | Warmaster: "Campaign Finance Reform This!!!" | Urban Planner: "I'll Grant You Some Zoning Rights!!!" Tera Kasi Master: "Don't hurt me!!!"
North Beach, Naboo
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NRaas
Sun Sep 21, 2003 9:58 am
#2

"Personally, I'd like you to address, forage."


Being it is my pet peeve, suggestions regarding what to comment on would be kind of bizarre.


But since you asked, here it is.


----


Pet Peeve: Animal Population


Additional Detail:



  • Many Rangers have noticed a reduction in the number of random (non-mission) spawns when travelling far away from any towns,
  • As many Rangers like to hunt away from civilization, an increase in the dynamic spawn rate beyond the outskirts of town would be appreciated.
  • Similiarly the Advanced Planets no longer feel advanced with the reduced spawn rate
  • On a similiar note regarding /areatrack

    • Would it be possible to have an option to track the Spawn Points (both visible and hidden lairs) of creatures, rather than the creatures themselves?
    • Many spawn points don't spawn creatures until a player passes near it.
    • By tracking the lairs, we could know where to go and wait for new spawn to appear.




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NRaas
Sun Sep 21, 2003 1:12 pm
#3

"I really think this is a great idea on how forage could work."


I agree, more interaction in the foraging process would be excellent.


----


Really now...


It's not like we simply begin looking and a random object jumps into our hand.


We do actually have to actively search for something, don't we?





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Omegaplex
Sun Sep 21, 2003 1:30 pm
#4

Perhaps add "Flora" to that list, for camo kit purposes.


And foragable goods, of course, would need to be stackable, for inventory purposes. ~J




--------------
Trazco, Valcyn Server
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Klif_Hangar
Sun Sep 21, 2003 1:37 pm
#5

omegaplex, I thinkthe "inedible" items were meant to cover the flora needed for camo kits, but I could be wrong.





Dyne Cloudskimmer
Antarian Ranger, Ahazi
NRaas
Sun Sep 21, 2003 1:40 pm
#6

"And foragable goods, of course, would need to be stackable, for inventory purposes"


This was suggested previously.


However... The issue is that only items that have the exact same attributes are stackable.


Each melon or root that you pull using /forage have randomized attributes, making them rather difficult to stack.


Now to allieviate this problem, the idea of pulling larger stacks of items in one use of the skill has been suggested.


I will add thatsuggestion to the /forage requests.





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Klif_Hangar
Mon Sep 22, 2003 12:56 am
#7

NRaas, I agree with your pet peeve issue (like that matters ), and just wanted to say you're doing a great job. However, please don't let Kairo's excellent suggestion fall into oblivion. Even if it doesn't make it as your pet peeve issue this time, please add it to your list of ranger concepts for the next report. I really think this is a great idea on how forage could work. Good job Kairo.






Dyne Cloudskimmer
Antarian Ranger, Ahazi
Kairo
Mon Sep 22, 2003 6:58 am
#8



"Being it is my pet peeve, suggestions regarding what to comment on would be kind of bizarre. "




Oh, it isn't that bizarre! Besides, you can't blame me for trying. Though your pet peeve is valid, too. Just one thing:




"Would it be possible to have an option to track the Spawn Points (both visible and hidden lairs) of creatures, rather than the creatures themselves?



  • "Many spawn points don't spawn creatures until a player passes near it.
  • "By tracking the lairs, we could know where to go and wait for new spawn to appear. "

I'm not sure they would go for this as it can been seen as defeating the point of a dynamic spawn, because this could lead to EQ camping, granted this isn't camping for an item in a dungeon. Just my oberservation, though it would be nice to have as an option if properly implemented.



Kainite Windsor
Accountant: "Here's your Tax Refund!!!" | Warmaster: "Campaign Finance Reform This!!!" | Urban Planner: "I'll Grant You Some Zoning Rights!!!" Tera Kasi Master: "Don't hurt me!!!"
North Beach, Naboo
Starsider
North Beach City Plans


Jai-Bri
Mon Sep 22, 2003 7:25 am
#9

I think forage should have options at all levels (even for scouts), but the options are limited for beginners and increase as your skills increase.


So a scout might be able to forage for food, water, or bait. While a ranger might be able to forage for more specific items.


I'd like to see some creature spawns that aren't tied purely to lairs and locations. I'd like to occasionally encouter a herd of herbivores travelling from one place to another. Or a predetory pack patrolling it's territory. It's amazing how many creatures in this game live inside dead logs.


Maybe that's what the ranger "harvester" trap should look like: a dead log. It seems to be the most popular place for creatuers to hang out in this game.


jb

NRaas
Mon Sep 22, 2003 8:03 am
#10

"I'm not sure they would go for this as it can been seen as defeating the point of a dynamic spawn, because this could lead to EQ camping, granted this isn't camping for an item in a dungeon."


Hmmm...


Spawn Points are equivalent to Lairs... But they also include the Herds that you see which don't have visible lairs.


The Spawn Points are added dynamically by the system when a player is nearby, but the critters are not spawned immediately...


Thesuggestion is an option to track these "lairs" so we can find the critters.


ALair only lasts for a certain number of waves, so you would soon have to Track down another lair to hunt.


I think something got lost in the translation...





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