Scout Archive
Thread: Resources that should not be changed #3 apllies to scouts
I posted this in the artisan forum, but I wanted a scouts take on number 3.
I think that resources changing should not happen for some resources, I dont mean that I dont think that they should shift, its just that I dont think that they shoud change in name, making it so u can stack them.
PLease comment on number three and point out problems with it, but also revise it to fix said problem.
The resources that I dont believe should change in type are wind, water and animals.
1.The reason I dont think wind should change in type is welll because it is wind, basically the wind energy is being produced by a turbine, why would there ever be a different type.
2.The reson I dont think water should change is for the same reason that it is water. Maybe the devs could add stuff to be crafted like say a water purifier, that could allow you to make the water with higher stats.
3.Now with animals I think they need to change how the do animal resources, it just seem strange to me that a kreetle I kill one day will be different than one tomarrow. So I think they should reclassify amnimal resources, so when u harvest a kreetle u will get krettle meat, first time everytime, and when u harvest a rcok beetel u will get rock beetle meat. That may be taking it to the extreme. But I think it will be good for the economy, say that a chef want to make some very high quality food, but wants to have a very high stat that the Banthas are know to have, he can pay someone to go get it for someone. THis will make killing a bantha usefull for other than exp, because now exp erience people have a reson to hunt them, intead of say womp rats that might give more meat guicker, but in my system it would be inferior in some stats. ANother plus is that now you can really have recipes, you can go to a site and a master chef will post if he want how to make the best Crispic in the galaxy. Or a talior can actually say made from pure bantha instead of just woolley hide. I think that this will add alot of depth to the crafting profession
I agree with you on the energy resources. Basically those are machines using natural energy sources to charge batteries or something which you then dump into a machine to give it power. If they wanted a different power source, it should be radioactives, or reactive petrochem--those might have differing stats as time goes on.
I totally agree in that resources-- all of them, should be subject to refinement. For one thing, I can see this as only being a good thing for the overworked database, as there will be a terrific drain of all the crap resources running around as they are refined into uniform higher quality resources. Some more difficult/complex/rare items might need exceptional natural resources, but for most items, a refined alloy should be able to produce at least an average product.
Ack, forgot.
I actually dis-agree on the animal resources though, though your logic is sound.
I think the quality of the harvested resource should be determined in part by the health of the creature, and in part by the skill of the harvester. A crappy hunter can make a mess of a fine animal, but the world's best butcher can do little with a malnourished or diseased animal. So the shifting of animal resources is sound based on the fact that environmental conditions will have an impact on the health of the animals being harvested, and what today was a tasty cut of meat from healthy, robust animals might tomorrow be spoiled by poor food, lack of water, or naturally occuring poisons. This is why IRL food animals are grown on ranches, and why that Grain-Fed carefully tended turkey my mom buys from the grocery store tastes better than the ones my Grandfather shoots when he goes turkey hunting.
Robo,
You've got some good arguments, but like IGN, I have to disagree.
The health of the creatures should make a difference. That, as well as the fact that as soon as we figure out which creatures give the best hides/bones/meat those creatures are going to be endangered pretty **edit** fast. ![]()
It'll flood the market with high quality hides/bone/meat and it'll kill off sales for anything but the best. Not a good idea for those younger scouts trying to make mon(k)ey.
B
I'm under the idea that the quality of the resources should be based off the Creature Level of said creature.
They could still shift resources, but the better resources should be on the tougher creatures.
Bigger risk, Bigger gain. ![]()
Nrass.
Your idea has merit, as I can easily see higher end mobs having better quality hides. On the other hand having high quality hides available for new and up coming scouts is often one of the few methods they have of make some quick cash on the bazaar.
ILiado, Tyrena, Valcyn
"On the other hand having high quality hides available for new and up coming scouts is often one of the few methods they have of make some quick cash on the bazaar."
- I agree. That seems to be why they are distributed the way they are now, randomly
- The higher level Rangers can simply kill and harvest more, going for higher quantity
- However on the flip-side, low quality resources at reasonable prices are always in demand for grinding and tailoring needs. That might not always be the case (as the server matures and fewer people are leveling), but right now it is.
- I would however love to HAVE to go to the non-starter planets to get a certain quality of resource, it would make higher quality equipment less prelevant and more in demand.
The main reson I came up with number 3 is cause for one. IRL I think that all creautre should have diffrent types of meat, and I gets confusing what type the resource is now, I got like4 different stack that say tatooine animal one. After A wwhile I think the devs will run into a problem trackng all of theses resources.. But they better not delete them from my inventory, cause I earned them.
Also dont u guys fell there should be a real accomplishment for taking out a high lvl creature. I can take out a Womprat. But it will be the same resource as a bantha of dewback.
Just think of this, when u kill a bantha the meat still cost as much as a womp rat. But A Bantha is alot harder to kill and take alot more effort and resources factoring traps and such. Would u like to act to be ablle to actually sell bantha meat and make a good profit.
I am waiting for a response from artisans to see if the like the idea, but hey are lazy and haven't reponded, unlike you scouts.
Robo,
We get what you are saying. I would love an easy way to figure out which creatures give great meat and which don't.
I was hauling the scaley hide off some Krevols after I found they had 928 overall quality last night. I wouldn't have known if I weren't specifically looking everytime I harvest a creature. ![]()
The reward you get for taking down a bigger/harder creature is the XP, and the AMOUNT of hides you can harvest. In my mind, quality is just gravy.
But you have a point - one thing that I would love to see added to Ranger examine is an estimate of hide/meat/bone quality.
B
Now I know why I stated as a scout, you gus are great, I have got 1 answer in my artisan post, even though I am an egineer, and am going to be a tailor. That is where I came up with the idea. Of being to advertise, bantha coats. to bad no matter what resource you use they all look the same.
On a side note, right not if u use Tatooine Leathery Hide in Leather gloves u will get inferior result compared to using sasy scaley hide. He He
Robo,
Hey, we've got a great community here and a Correspondent with too much time on his hands.
It's a winning combination. ![]()
B
I think the ideamight be better than the current system, but it is very important that there not be a 'best' kind of meat/bone/hide. The total resource needs would have to be looked at and the animals classified so that all meat is useful, and no one planet and spawn area has a monopoly of a particular product. The huge advantage of the current shifting system is that you have to be an active scout in order to find quality resources, and the only way to find the best is by trial and error. You can't just move to where the best meat is(along with every other scout in the galaxy). Don't think for a minute that making these things easy to find will make the game more fun.
What I don't like about the current system, is the whole naming thing. It makes sense for minerals, but does not make sense for animal products. I think it could be justified that certain products be classified by type and health, and have the health shift like the other resources do. So if you knew that gulginaws were healthy right now and carrion spats were not, you would go hunt gulginaws for avian meat this week. Perhaps the health could improve the dice roll on the properties, and that meats of the same type could be combined to average out the stats. So if you had 500 healthy gulginaw meat and 100 scrawny carrion spat meat, you could combine them and have 600 still pretty darn good avian meat. For that matter, maybe each animal could get a separate dice roll, and after harvesting the hunter can decide what pile to throw the meat on.