Scout Archive
Thread: Email I just sent the Devs For your review
Guys,
Thanks for the responses. I hope that I've effectively communicated the wishes of the population.
Here is the response I just received from Holo:
"Thanks for sending this. GreenMarine is indeed out, so he probably won't be
able to reply until next week. I won't presume to know enough about the
exact formula to be able to reply on the issue, but please let the board
know that I'll make sure he gets back to you when he returns."
So now we know for sure that they know.
B
I totally appreciateyoursuggestiondavidjp1234. I'm still going to promote your idea heavily, I just wanted a backup plan
. I still think something should be lost by the attempt of a novice scout to harvest, possibly even lowering the amount the ranger will take afterwards. No matter how much time they take, some needs to be lost from theuniverse because of their lack of skill (little worthless chunks), but there NEVER should be more resources in the universe than the amount that was originally on the creature.
Maybe I'm a bit off, since in many cases the resources arerun through a blenderinstead of used whole anyway, but my camp chairs need whole pieces of hide for the seat, little 1mm square scraps that fell offaren't useful for that, but might be for meds (or makeall1-unit containers stackable into a "blended organics" container with the lowest stats of anything dropped into them)
LastEE, Pida - Bothan Master Ranger, Ahazi
+fixed resources per critter
+planet speicifichunting lodge deed (50-space for real crafting stations and storage and heals BF with entertainersand doesn't disband and actually repels agro and...)
Delta,
I agree that we should do yuor suggestion now (less chance of bugs) and get our suggestion into testcenter asap
Delta,
Great work as usual. My big thing is #3 though. In my relatively convoluted post I suggested the same thing.
By raising crafter requirements we have the upper hand with our product, as artisans currently do with theirs. By cutting our supply it forces us to be more conservative and hurts the flow of raw materials into the system.
I know it seems like two sides of the same coin, but raising crafting requirements as opposed to lowering resources will go a long way to making things balance out.
Letting us have the upper hand with what is essentially our product makes us more willing to sell it faster, not save it for a rainy day.
-wb
/happydance ![]()
Glad that they have this on radar and will be actively looking into a fix. Thanks for sending the message.
Well done Delta!
You really are a lobbyist! ![]()
Now what I don't understand is why they have to wait until Green is back to fix something so massive and potentially damaging to the economy. I never heard of an office that when a key person is out they don't have somebody or some peoplecovering their duties.
I can't imagine that Green is the only guy who can fix this.
Regardless.. Thank you Delta ![]()
Hi Delta;
Once again a very clear, concise, well thought out solution. Thank you for all of your effort to help us Rangers.
Any chance you can come here to California and fix our economy too, please?
I fully understand and agree. We do need a quick fix for this that is unlikely to introduce new bugs and I agree that this is probably the best way.
Thank you for supporting my fixed resource idea. Once the problem has been dealt with we as a group can talk about how we would like harvesting to work in the future. As well as address the other issues that are important to the ranger community like camp-autodisbanding and conceal.
Thanks for explaining!
Delta,
I believe a very important issue regardingthe recent changeshas never been addressed. The introduction of Camo Kitshas reduced the organic resources available to the artisan community.
Rangers are themain source of quality organics in the game. Rangers are the ones collecting 5k stacks of hides needed by factories. Yes, scouts do contribute as well, but to a much lesser extent. All scouts are working there way up to something else, collecting and selling organics is just a bonus. To the ranger it is a way of life.
Now on to the problem. Camo Kits require 60-80 organic resources. All but the Dantooine kit require all three types. So a ranger out hunting now must split up his harvest, and harvest all three types. Instead of collecting 1k of hides, the ranger collects 333 of bone/hide/meat. So if the ranger wants to craft some camo kits for his next hunt on that planet he is forced to use the resources that once made him money.
Now if the ranger brings some support along with him on his next hunt he is forced to create camo kits for the group. Ok, lets do some math.
A camo kit for an average rangerhas 6 charges.An averagecamolasts 15min.
This means a two hour hunt would require8 charges per person.
A6person groupwould require48 charges.
This would require8 kits.
8 kits cost an average of 70 organic resources.
Expect at least 1 or 2 crit fails.
10 kits = 700 resources used.
Leaving stacks of 100 of each organic left to sell.
Now factor in that with any reduction in harvesting it is quite difficult to collect 1000 units of organics and you have an artisan community begging for orgainics! Also remember these numbers are skewed to the average, some kits give 5 charges, some give 8. Some groups will be 3 players, some will be 20.
So when the Devs were so worried about a glut of resources with the new group harvesting addition did they think about this? I think not.
That is one rangers humble opinion.
Sin,
I'm working on it. ![]()
Nerf,
I agree - I think all of us overestimated the effect the 60% rule was going to have on the economy.
As this was a change that would require deprogramming nearly three months worth of cultural conditioning in game, it wasn't something was going to happen overnight. I think the devs moved too quickly, and that's partially my fault- 1.) For not realizing this and telling them and 2.) For pushing the idea so hard.
B
Delta,
As usual great job. I just hope that the devs reply to this in kind. I have been discouraged as of late. My main means of making money was selling high quality avain meat directly to doctors, and I cant harvest enough to make a good showing to some of my doctors. (On a side note, it would be nice to see the stats of the meat, hide and bone before we kill the creature (ranger skill possibly?))
I am totally fine with the 60% group reduction, but having a 50% reduction before the 60% seems a little harsh. I hope that this will be resolved soon. Thanks.
KBear Lightrunner
Bloodfin
Yes, if in a group, you would only collect 60% of what you would have Solo.
The Issue is...
Soloharvest are40% less then before the patch.
Group harvest are another 40% less then that.
As it is now:
Acreature that gave 100 before, now gives 60 to a solo player and 24 to a grouped player.
Agroup would need 5 scout/rangers to harvest the same amount as before the patch.![]()
From what the devs have told us it was supposed to be slightly less for solo:
Acreature that gave 100 before would give85 to a solo player and51 to a grouped player.
This makes much more sense to me.