Scout Archive

Thread: Discussion: Harvesting

GraySeven
Mon Feb 14, 2005 11:50 am
#27

1. Group Harvesting: Some modification of the group harvesting percentages would be a nice addition to the tree's. Spread it out, 5% here, 5% there though...


2. Never understood why I couldn't completely dress out a critter. Perhaps and event type thing where there is a chance you "hit a gland and ruin the meat" or get a reduced amount of hide because "you should be skinning with safety scissors"? But there should be a reasonable expectation to be able to harvest from each group the better at it you are...and I'd really like to see looted trophies a possibility (Fambaa-skin rug, Ikopi-head wall hanging...)as well.


3. You start getting mods, you start stepping on the Profession above you (i.e. Rangers), but as long as Rangers could increase their output too, I don't see this to be a problem...


Addressing dabbler vs. professional...skill mods need to be spread out through the trees much as they have been for other professions to prevent dabblers from going straight up the hunting tree and getting most of the benefits of scout for harvesting. No singlebranch should hold all the mods for a given skill in ANY tree.



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

LastEE
Thu Feb 17, 2005 6:57 pm
#28

1) No need to wait for our revamps...

TC-Gorath
Version 0.113618

Crafting / Harvesting

* There will no longer be a penalty to harvesting while in a group. Instead, there will now be a 20% harvesting bonus if you are in a group and at least one group member is within 64m of you when you harvest. If there is a Ranger present in your group and is within 64m of you, the group harvesting bonus will be 30% for you when you harvest. If there is a Master Ranger present in your group and is within 64m of you, the group harvesting bonus will be 40%.

Good: Penalty removed
Bad: 20% bonus just because 2 noob scouts are helping eachother? Overkill?

Edit: Spread those points out a little bit through the profession *points up*... 5 points in the middle of each non-knowledge tree (some dabbling isn't as bad as they made it for CH)

2) Good: What they said *points up to all previous posts*
Bad: Filling up backpacks sooner with stacks of "junk" ala the brackaset segments I'm constantly deleting

3) Good: 16 Point harvester (20 for CA plus 40 for group!)!!!
Bad: None

Message Edited by LastEE on 02-17-2005 08:01 PM



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
knode89
Fri Feb 25, 2005 1:31 am
#29

I have to agree on the one resource per creature thing. That really needs to be changed. To keep somewhat realistic that way you should be able to get all 3 off of one creature. I am relatively new at the SWG and was really surprised that I could only choose one item to harvest. I mean my friends are not the greatest hunters or anything, but when they do get something, they are able to get the Meat and Hide off the creature easy. The bones also are not that hard once you get the meat and hide. So it would make sense to allow us to get all three items when we harvest an animal.


I also would like to see the looting and harvesting options changed so that if someone doesn't harvest or loot a body after a set time anyone can harvest it. Too often I find bodies that I would like to loot or harvest that have been sitting there for 5 minutes and can not use it. Just such a waste. That was one of the things I liked on EQ was you had a set time to get your loot off your kills then anyone could take them. Was really helpful for newbies to get loot items that higher level characters just didn't care about and helped them make more to progress their skills and weapons.


Just my thoughts to add into the discussion.

Dravine Darkwave Artisan/Scout

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