Scout Archive

Thread: Email I just sent the Devs For your review

Treblek
Thu Sep 11, 2003 8:58 am
#40

As a farily new person to the game (started about a month ago) I picked the ranger profession to to avoid all the grouping and PvP playing. I came from the "other" huge SoE online game and after four years of playing I just wanted a break from the grouping and Uber guild situation.


Anyway to my point, when I first started playing I was able to harvest enough stuff to make traps and camps and have a little left over to sell. Now that I have worked my way 1/2 way through the ranger/rifleman combo I figured it was time to go out after bigger prey. At first i was able to hunt the bigger prey and still get a little more resources to sell. However nowwith the cuts in resources and the increases to make things I find that after a night of hunting (making traps, and camps to heal) I have less resources than what i started with. This is forcing me to go back to the cities and farm the small animals there where I dont need to use my resources for traps and camps to hunt. I honestly dont think they want higher level people hanging around the fronts of the cities one shot killing and wiping out everything there.


Anyway thanks Delta for all you do. I guess i just wanted to add my 2 cents

Spikenog
Thu Sep 11, 2003 9:17 am
#41

Well written, and well said.

Thanks Delta
avezes
Thu Sep 11, 2003 10:53 am
#42

very well worded. Thank you.



Avezes Oscuridad
Master Ranger
Proud member of TFG
http://pub152.ezboard.com/btfg21511
LOOK! Over there! Its an obvious Distraction!
DeltaXi65
Thu Sep 11, 2003 1:39 pm
#43

Mad,


I appreciate the compliment.


And I agree that the price will go down - temporarily. But the increase in the harvested material needs for crafting, coupled with increased demand for clothing (once the decay is implemented) as well as the drain from the camo kits should be enough to balance things out.


I hope.


Anyway, I think its the best (and fastest) solution to our current problem. I know some of you disagree, and I will of course pass along your concerns.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

DeltaXi65
Thu Sep 11, 2003 2:20 pm
#44

Solus,


I understand your concern.


I was sitting in my office last night, reading over all of the posts about the situation and trying to figure out a solution. I realized that I had used up my bone and hide pretty quickly after the patch, and that it was crafting HTFB that did it.


So I started thinking about what I had suggested to the Devs before, namely, inching up the requirements for hide and bone across the board.


Even a 10-30% increase in the costs, coupled with the increased cost of all Scout/Ranger crafting, the eventual addition of decay for clothing, the new camo kits...all of those should eat up the excess hide and bone pretty darn quickly. Plus it'll help us make the same amount of money we made before, because we can charge lower prices, but sell at higher volume and still get paid.


This was the only solution thatI could think of that both satisifed the needs of the solo Scout/Ranger, solved the "ninja harvesting" issue, and didn't require a long time for coding and testing.


So long as the in-game amounts are monitored on a server-by-server basis, I think this is the best answer.


But I've been wrong before.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

-Gman-
Thu Sep 11, 2003 2:33 pm
#45

Crafters are already scrambling for resources. I saw a post today offering 15cpu for wooly hide. This will only get worse considering the lack of interest in obtaing the hides. This lack of interestwascreated by the reduction in the amount that can be harvested, and compounded by the effort required togather resources forskills (that dont seem to be working correctly ie maskscent and conceal)used to get to the creautures.Harvesters have to invest too much time to get a decent return. There are easier and less frustratingways to earn a living.
sbjnyc
Thu Sep 11, 2003 3:33 pm
#46

Well at 15cpu for wooly I think the lack of interest will be cured.
-Gman-
Thu Sep 11, 2003 5:28 pm
#47

Demand is high because supply is low. Now Crafters can and will charge more for their crafts. As if prices were not already high enough. Its a snowball effect. Not to mention the low spawn rates of creatures on the planets. I was outside Smugglers Outpost last night running around the mountain with hardly a creature in sight. 1 week ago there was no elbow room up there. Now its dead silence.
gelain
Thu Sep 11, 2003 6:14 pm
#48

Right now all people can do is speculate. We KNOW that creature harvesting is broken so any statistics gathered now have no relation to how things should be. Obviously this doesn't mean you stop putting forward new ideas if you don't think it will work, but you can not say that the 60% will be a big problem. Wait until it is fixed and then do your analysis.
MaddoDoggiy
Fri Sep 12, 2003 12:29 am
#49

"The market will, as the econo-weenies say, reach equilibrium."

As an econo-weenie, I couldn't agree more. Markets always clear. The only question is at what price. If groups of scouts are able to pump more resources into the market, it is likely that the price per unit will fall, unless resource requirements are raised enough to compensate. If prices do fall, it will hurt those of us who are limited to harvesting 100% per kill.

I forgot to mention, by the way, how impressed I am with Delta's service to the community as a correspondent. I have participated in the boards for several other prefessions, and Delta is by far the best correspondent I have met.

sbjnyc
Fri Sep 12, 2003 6:24 am
#50

Well I don't wear armor so I don't care what they charge. Seriously though, I was on Endor last night and there was nothing. Not one mob anywhere.
Ki_Gu_Lon
Fri Sep 12, 2003 6:51 am
#51

Good solution to the lowered organics:


Static Traps ala Personal Harvesters.


Anyone that looks at the bazzar can tell you that Artisan harvested resources can be found in much larger quantities than animal organics. That is becuase Artisans can set up mines and farms to do thier work, even while they are offline.


When I can set my Automated Floral Farm to grow 7k Wild Oats a day while I am offline, but I can only collect 3k Wooly Hides in a good night of hunting, things are alittle out-of-whack.


Why can I not track down a good creature migration pattern (Survey) and set a trap (Personal Harvester) that will collect specified hides or meat or bones while I am off hunting and collecting (Sampling) other organics by hand?


I think these schematics would be a great addition to the Advanced Trapping line, while the "Survey" ability could be based off of our Creature Harvesting ability to determine the range of our Track Migration ability.




"Daddy, what's that bad man doing to my (Star Wars)?"

"Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
DeltaXi65
Fri Sep 12, 2003 8:16 am
#52

Ki,


I proposed static traps in another email to GreenMarine, one that I didn't show ya'll.


The problem, as I understand it, was that these WERE in place during Beta (creature harvesters), but they were so good that no one could sell any hides and bone, so they were removed.


If anyone here was a Beta tester and can confirm this, that would be great.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

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