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  1. #1

    Supreme Scavenging

    Hi guys o/

    I'm trying to become a scavenger that can get his hands on supreme items 9 times out of 10 (If that is possible).

    I currently have 93 scavenging, 105 charm and 98 perception. Apart from the obvious 7 points I lack in scavenging, what else do I need to get supreme items most of the time?

  2. #2
    It's not possible to get it 90% of the time.

    There is a +/- 5 to scav even at 100 skill and 150CHA/PER. So best case would be avg 97.5, which would also be 1in5 100QL.
    Further you are from 100 skill and 150/CHA/PER the less it would be.

  3. #3
    Thanks DDT.

    150 charm and perception is a bit much I think, especially when the rewards are only 1 in 5 supreme

  4. #4
    The way I want it is a sliding scale. So instead of getting 95-100QL at 100skill 150CHA/PER, I would want it from 1-100QL. (This would have to apply to all gathering for it to work)

    So the effects would be this.

    5 skill:
    Avg 5 QL
    1/5000 to get 100QL
    1/2000 to get 75QL
    1/500 to get 50QL
    1/100 to get 25QL
    1/10 to get 10QL
    1/5 to get 5QL
    1/10 to get 1QL

    100 skill:
    Avg 75QL
    1/100 to get 100QL
    1/20 to get 90QL
    1/5 to get 75QL
    1/10 to get 60QL
    1/100 to get 50QL
    1/500 to get 25QL
    1/2000 to get 5QL
    1/5000 to get 1QL


    What this does is make it so good scavengers will get varying QL's, and willing to sell off the ranges they don't want, and sell the best stuff at a very premium.
    It also gives low end scavengers an option to find something that is useful to everyone not just junk stuff.
    It would make 90+ QL stuff worth while just because it's sorta rare, even for skilled scavengers.

    Main reason why is because as of right now. I have the choice of 95 - 100QL items only, at worst the items I use or sell would be 5% less than the best items in the game. Those would be considered my "junk" items. This floods the market with extremely high QL items, making the 99/100 QL items the only real items of value, without much real effect. When you consider my avg is about 97QL, you start to see that everyone is only 3% effective difference at my level. On top of this, players at lower levels can never get in this range ever.

    Biggest problem I see with this, would be stock piles of very high QL items would be of extremely high value after this change.

  5. #5
    I assume Rock pulling for example uses the same system for determining Quality as scavenging ?

    If it does then I can tell you at 100 Fort 100 Per and 100 in Resource Skill you only pull between 90 and 100 quality with the average stack size being 95 QL

    I cant tell you exact figures but it but you get 100QL quite often I wasnt sure about being able to push the average up as I dont have the stats of MrDDT but even 110 in stats the average is still 95 but it seems from what MrDDT says you can push up the average with higher stats

    As for the proposed changes I wouldnt want that because its already a 1 in 10 chance of getting supreme and that seems fair I definately dont like the idea of a 1 in 5 chance of pulling 75 QL or 1 in 10 to get 60 when you have 100 in skill and stats.

    It takes a long time to get 1 skill to 100 and unlike MrDDT most players dont have nearly every skill and craft maxed so why should their only resource specialisation be diliuted.

    If you take the time to get to the max levels in something then the reward should be 90 to 100 quality and not getting low quality.

    Foose
    Last edited by foose; 11-10-2013 at 07:59 AM.

  6. #6
    Quote Originally Posted by foose View Post
    I assume Rock pulling for example uses the same system for determining Quality as scavenging ?

    If it does then I can tell you at 100 Fort 100 Per and 100 in Resource Skill you only pull between 90 and 100 quality
    with the average stack size being 95 QL

    I cant tell you exact figures but it but you get 100QL quite often I wasnt sure about being able to push the average up
    as I dont have the stats of MrDDT but even 110 in stats the average is still 95 but it seems from what MrDDT says
    you can push up the average with higher stats

    As for the proposed changes I wouldnt want that because its already a 1 in 10 chance of getting supreme
    and that seems fair I definately dont like the idea of a 1 in 5 chance of pulling 75 QL or 1 in 10 to get 60 when
    you have 100 in skill and stats.

    It takes a long time to get 1 skill to 100 and unlike MrDDT most players dont have nearly every skill and craft maxed
    so why should their only resource specialisation be diliuted.

    If you take the time to get to the max levels in something then the reward should be 90 to 100 quality and not getting
    low quality.

    Foose
    From 100 to 150 stat, it only has a very very minor effect on QL., which accounts for the 2.5QL avg shift.



    About the "reward" of 90 to 100. The problem is, that it doesnt take long to get to 90 skill, nor 100. You might say "but DDT we don't play like you blah blah"
    When I can get ANY skill to 90 in less than 3hours of play, it doesnt take long. This is a brand new toon, gathering all the resources myself.

    Now, it's not much of a reward when you do get the skill high, to get avg 95 QL when those 95QL is worth very little because they are so common. Currently I throw anything out that is not 99 or 100QL. It's all trash when your avg is 97.5 it means 97.5 is trash. Then you say "well you can sell it" but you can't because it's so common. You must make more useful or more rare for it to have a value. 75QL items no value right now other than "grind" because 90+ is needed for anything worth while, and most people don't even value that, because it's very easy to get.
    Take rocks. I've never seen anyone say "I'm selling 99/100QL rocks" even though the skill is slow to get. They sell them for the same price as a 1QL rock. Because they are so common, and the use is not there.
    Same with nails, and many other things in game. Only a very few items do you have this with that even sell at 100QL would be a different value.

    You can take hunting. 100QL items in hunting are worth something but ONLY if they are from max power mutant animals, no one is going to really buy 40 power 100QL items.
    The reasons why 100QL max power items are worth something is because there usefulness and they are relatively rare for most people.

    Anyways, it's really a pointless debate, because can't change it now with the massive stock piles of high QL items.
    To put it into perspective. I have over 25,000 100QL cloth twine. I use it to grind with, just as i would 1QL cloth twine.

  7. #7
    I dont want to get into a massive debate about it but Most players dont have the resources that you have so the small amounts they do have is worth more to them.

    25k in 100QL Twine hey good on you... I have none.

    All i have is rock thats only resource i get at 100QL

    As for the 3 hours for ANY skill you sure thats any skill ? maybe for rock pulling but I highly doubt it for Hunting, logging, crafting.

    but its meh you are the top end player with massive amounts of stats and mats behind you so from your standpoint at the top of the hill it all looks to easy.

    for someone with one toon and no resources the long look up the hill is a steep climb.

  8. #8
    All skills cost the same about of green points to go from 25 to 90. Matters naught which skill it is, you train for green points not the skill itself.

    The rock you get at 100QL how much is that worth on the market is what I'm saying. My system would help the specialized players not the players like me that can do it all. It helps people that like to do a few things, and use those skills to get what they want from others.
    It would also allow for "jack of all trades" to still get the best stuff in game just very rarely. Currently if you are a "jack of all trades" you can't get the best stuff.

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