Scout Archive

Thread: Multiple Resources taken by multiple scouts

Peyoan
Wed Aug 06, 2003 6:21 am
#1

this morning i was loading up the game, and in the little waiting windows that tell you about the background info for the planet you're about to load up into, i got a tip screen talking about harvesting creatures.


there was a line stating this: "Multiple resources can be harvested if there are multiple scouts present" or something like that. This is the first i've seen this... is this anew feature implemented in the Test Center, and if so - how long until this is able to be used inthe regular servers....


would definately allow some good results in terms of scout grouping...




Peyoan Wanderhomian:TripleMaster-Droid Engineer/Merchant/Artisan
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DeltaXi65
Wed Aug 06, 2003 6:42 am
#2

Pey,


Workin' on it.


I've said this before - there are some pretty significant consequences to simply implementing this across the board, which I can go into if anyone needs to have this spelled out for them. The Devs are developing a system to ensure that the dynamics of Scouting are not damaged when this new system is implemented.


I have been told and have been asked to comment on a plan to get a multiple scout/multiple harvest system put in place, andI think we can expect to see information from the Devs on this in the next few weeks.


B




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Ashn
Thu Aug 07, 2003 9:29 pm
#3

sorry for the bumping.. but remembered this thread when i saw this http://www.bostream.nu/jokke/bug.jpgearlier today .. got a snap of it and went looking for this thread... just incase you havent seen it DeltaXi65 .. or anyone else



Phrost
DeltaXi65
Fri Aug 08, 2003 6:14 am
#4

Ashn,

I've seen it, and I believe it is also in the written documentation that was provided with the game as well.

Since the thread has come back, let me explain the devs concerns.

First, there are lot of us out there. And as a result, there is a lot of bone and hide on the market. As with any economy a surplus of a product results in decreased prices. This is great for the people who need our bones/hides/meat but it's not great for us, because our services are less valuable.

The Developers are concerned that by allowing multiple scouts to harvest the same creature, they will be exponentially flooding the market with an exponential increase in the amount of harvested material out there. And this is a legitimate concern - when Scouts do group, they aren't going to be harvesting gnorts. They'll take Rancors, Kimos and Fambaas, each giving 100-150 items per harvest.

So there are a number of solutions. They can reduce the number of hides and bones that are harvestable from creatures. This hurts solo scouts, so I don't like it. They can reduce by a percentage the amount of hide and bone that are harvested when in a group to 50-60% of a solo harvest. I think this is the best idea. Or they can jack up the amount of hides/bones/meat needed for all of the crafting skills, including traps and camps. I think this should be the emergency "Alan Greenspan rate cut" idea that they implement if after the multiple scout multiple harvest idea is put into effect and that market collapses for hide and bone.

So there are the ideas. Like I've said before, once the current "publish" on Test Center goes live on the servers (early next week, according to Q's latest info) we will receive more detailed information on these new changes.

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

DarthIguana
Fri Aug 08, 2003 8:25 am
#5

-"First, there are lot of us out there. And as a result, there is a lot of bone and hide on the market. As with any economy a surplus of a product results in decreased prices. This is great for the people who need our bones/hides/meat but it's not great for us, because our services are less valuable."

This is the free market in action. On Corelia, I was harvesting hides like mad and couldn't sell one on the bazaar to save my life. I pulled all my sales, went to another planet (no, I'm not telling which! ) and sold them there nearly immediately. Not only that, but they were sold at twice the average price that they were listed for on Corelia. I'm a wealthy and well armed scout now

-"So there are a number of solutions. They can reduce the number of hides and bones that are harvestable from creatures. This hurts solo scouts, so I don't like it. They can reduce by a percentage the amount of hide and bone that are harvested when in a group to 50-60% of a solo harvest. I think this is the best idea. Or they can jack up the amount of hides/bones/meat needed for all of the crafting skills, including traps and camps. I think this should be the emergency "Alan Greenspan rate cut" idea that they implement if after the multiple scout multiple harvest idea is put into effect and that market collapses for hide and bone."

I think that the "smaller harvest for grouped scouts" options sound fair. It's explainable in realistic terms: you're stretching the limited total output on the same resource (i.e. you're really tearing up the carcass so you don't get as much of each kind of harvest). Two scouts in your group? Half the ussual harvest results but the standard XP reward. Three scouts? One third of the standard output but the standard XP results. Everyone gets an appropriate amount of XP but you don't accidentally flood th market with hides, bones and meats.

Chris



~ Liavuss Mekka of Chilastra ~
Slartibardfast
Fri Aug 08, 2003 1:30 pm
#6

I like that idea, Darth. I'm not so much concerned with the resources as I am with the XP. I only get to play about 2 hrs a night because of wife and kids. It's taking me forever to advance when I group because we have to rotate the harvest. I'd even be happy if they made it so you had to be Hunting III or higher to take an additional harvest. Heck, maybe even Ranger so there is some distinction between us.



Dunraven Daespryng
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Ahazi Server - Talus
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