Scout Archive
Thread: If it was changed, Restore Global Harvesting or...
Caution this is a little long.
First of all I'm happy to see Holocron is aware of the plight but I think there's something kind of odd about his answer, maybe its my overactive attention to language but he states: The reduction happens if you are grouped. There's no check to see what you are grouped with.
There's no answer to the first part of the question; "is the reduction happening while solo?" There's only an answer to the "does it happen while grouped with only a pet?" and the answer, as we've suspected for the most part (and which they warned us about earlier) is yes. Grouped with pet / faction / player the system responds with a 60% reduction in harvesting results.
So is this reduction, that most of us seem to have been noticing, a result of a global action or a bug returning a false positive on the grouping check? I have a feeling it is a global reduction.
I'm not sure how clear I make this so if someone wants me to clarify I'd be glad to.
Now if that (Global Reduction) is the case I just need to make a suggestion either for a fix or for future movements in addressing the number of hides circulating in the system. It seems as though the major push from the Devs is for less supply (raising scouts crafting needs aside) I think instead there should be an increase in the requirements of high level Artisan Crafting. Right now my ability to stockpile is going down and my income is being affected, meanwhile the value of hides already stockpiled by artisans is going up.
Raising an Artisans demand allows scouts who are finding the hides to better utilize their stockpiles. Meanwhile lowering the amount a scout can harvest allows artisans to hold out and wait for pricing to drop to a different standard. Lowering our harvests means they don't have to buy what we have to sell until the price drops... because they have stockpiles too... get it? I hope that makes sense.
In response to the concern that raising their demand raises the prices on the items scouts need to buy, which can negate the extra money scouts earn by having control over their only product, I think that DESTROY missions need to have an increase in their credit values. I'm a Master scout and I'm being offered 900 creds to go hunting Veermok with a laser rifle. that means I have to destroy approximately 70 lairs and hopefully get tons of hide to purchase a T21 if i want to be a decent rifleman. Raise these missions just a small amount, maybe 200 creds, and at least I'm making a little on the side while participating in the economy.
Explorer missions are fine because Rangers can use Track to find what they want, scouts need to chase a waypoint.
By all means control the amount of harvests in the economy... but do it in such a way that we can keep up. We shouldn't be fighting to sell our product, they should be fighting to buy it, just like we're fighting to buy theirs.
Ok so that was a long post. I've been thinking on this most of the day and I hope that these make sense to some degree. I just think that there are better ways to control the utilization of hides without pulling one professions major recognized source of income. As always though I default to the devs. If Delta has faith in them I'm not one to question... just to nudge ![]()
-wb
Wild,
I am very confident that the harvesting issue here is a bug, and that now that its on the Devs radar screen it will be addressed.
One easier way to make money (if you are a Ranger) is to do Explore missions and use /areatrack to find the critters you need. They are much more lucrative (I usually can find 10k+ mission on Naboo) than destroy missions and give you a reason to go out and take down critters to harvest.
B