There is a problem with beast pelts?


Pathfinder Online

Liberty's Edge Goblin Squad Member

In my area (SE) the beast pelts are rare when compared with the needed quantities. Even in hexes with the best chance of finding them (30% of the trash nodes T1 yields) after 3 hours of gathering I get maybe 30 beast pelts.
While doing that I get about 40 animals pelts that are way less used for my recipes (tanner 8).
To me it seem that there is a problem with the relative quantities. they should be proportionated with the quantity used in the recipes for the final products.
In my experience there is a minimal request for tannery products that require animal pelts while there is a big request for products that require beast pelts.
When we compare it with the quantity needed for production it is easier to get the needed T2 pelts than the T1 beast pelts.

Goblin Squad Member

And its very hard to find the iron you might need if you lived in teh NW of the map. Working as intended.

Goblin Squad Member

Animal Pelts are rarer in our area, and Brighthaven uses more AP than BP, in general Pelts don't drop a huge amount anywhere on the map. As Phyllain said, Working as intended, so it might just be the case you will have to wait for gushers.

Goblin Squad Member

I have collected more Beastpelts then I will ever need in the Piles of Trash surrounding Callambea. Animal pelts however are much harder in our region: my biggest(if not only) source of Animal Pelts are from Salvage items from bandits and goblins.

Indeed, working as intended.

You can ask Coach or Grip to haul you a big shipment of Pelts from somewhere. :)

Goblin Squad Member

The university is overrun with pelts of all types. Will trade for finished goods and we have an in with Coach and Grip. :)

Liberty's Edge Goblin Squad Member

I have problem with "working as intended" when 3 hours gathering gave me about 15 beast pelts, 60 animal pelts, 40 monster pelts and 40 creature pelts while the only recipes I know that use Animal pelts are the advanced strips and the basic leather sheets.

Of the 6 classes of tanner items that i can make, 4 use beast pelts, only 2 animal pelts, while the drop rate in 1:4 in most hexes.

It is not "pelts are rare in your territory", it is "1 kind of pelts is rare when compared to its usage".

If really it is territory dependent, I should question the wisdom of making coal and beast pelts rare in the same territory. We are supposed to us only cloth armor and footpad leathers?

Goblin Squad Member

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You are suppose to travel to other parts of the map or trade with players who live in other parts of the map in order to get every thing you need. No part of the map is suppose to be self sustaining.


Diego Rossi wrote:


If really it is territory dependent, I should question the wisdom of making coal and beast pelts rare in the same territory. We are supposed to us only cloth armor and footpad leathers?

As others have said Diego ... you must seek to travel or to trade with others in different regions.

Alternate answer: Yes, your people are meant only to wear footpad leathers.


Diego Rossi wrote:

I have problem with "working as intended" when 3 hours gathering gave me ...

Or you could have travelled for 60 mins and spent 2 hrs gathering what you really needed.

OR you could hire Grip's Ship-it-all to move it for you! No order too big - No BILL too big!

Liberty's Edge Goblin Squad Member

Why people feel that "not being self suntanning" is the same thing as "you can't make any kind of medium and heavy armor and most kind of light armor in meaningful quantities without trading with the opposite corner of the map"?

For weapons if you lack coal there are less efficient options, Fro wizard staves and wands you only need a few units of heavy material.

For armors you needs tons of heavy materials.

Sorry, but I don't see well thought trading environment when the exchange is "1 character full load of coal" vs "1 character full load of herbs".
With that coal you make 1 suit of armor, with a those herbs you make tons of potions, spellbooks and other items. (If you change coal to pelts the situation don't change)

A large part of the material cost is the transportation time. If one kind of material has a high transportation cost and the the other a low transportation cost the guy that need to buy the high transportation cost items is heavily penalized by the gaming environment.
As this is a game and not RL there should be an in game compensation to that, like having a virtual monopoly in some other vital materials, but I don't see that happening. Actually, I get the impression that the reverse is happening.

Iron at worst is uncommon (unless things have changed after my last trip to the NW).

BTW, we have surveyed about 10% of the map for T1 materials and, so far, the results seem fairly consistent, very few beast pelts.
My impression is that it is a construct of the large number of kind of items that you can find in trash nodes, not an intended thing.

Liberty's Edge Goblin Squad Member

GripGuiness wrote:
Diego Rossi wrote:

I have problem with "working as intended" when 3 hours gathering gave me ...

Or you could have travelled for 60 mins and spent 2 hrs gathering what you really needed.

OR you could hire Grip's Ship-it-all to move it for you! No order too big - No BILL too big!

Please, don't assume stupidity in your posts.

I have traveled to the location within a decent traveling distance that has the best results as far as pelts go on the basis of our surveys.

Sure; I could have made a 20 hexes trip to a single hex where apparently there is high chance to get beast pelts. Then I would have gathered 1 character worth of stuff and the another 20 hes trip to my home base.

That isn't a 60 minutes trip out of 3 hours of work. It is 80 minutes of traveling to gather for an hour.
At that point it would be better to set up shop in Thornkeep for the next week and make my stuff there as the good hex is in that area.

And that on the basis of a single report with a low number of gathered materials.
When I see coal 3/Moonstone 4/beast pelts 13 I can hope the value is right, but it can be the result of a few very good rolls.

Goblin Squad Member

There are hexes I know of that were heavy in Beast Pelts that have now changed to Animal Pelts with the last update. Of all of those, only one hex now contains Beast Pelts.

Goblin Squad Member

1 person marked this as a favorite.
Diego Rossi wrote:


At that point it would be better to set up shop in Thornkeep for the next week and make my stuff there as the good hex is in that area.

I did that with my smelter: there is no copper around Callambea and I needed Copper Bars, so I took off to Thornkeep, made a few gathering trips and converted the heavy Copper Ore into Copper Bars +3 which are much lighter then the resources to make them. Then after two days, ran home with 150 Copper bars +3 in my inventory.

Not saying this is the ultimate solution for every shortage: the game will have other mechanics for that like the Caravan system. If a settlement has need of 2000 beastpelts then on some day you can hire a PC merchant that runs a caravan to do that. Or you can hire smaller services like Grips or Coach's to make runs for you.

This is one part of the game I love: figuring out ways to get your hands on the stuff you need. This is not just working as intended, it's fun! Well, at least for me.

Silver Crusade Goblin Squad Member

Diego, my suggestion would be to try harvesting with a NON-tier 2 gatherer(s)

i don't even know if in theory that "works" but my son's miner6 can vastly outdo my miner8 in iron/coal harvesting on a per time basis, and i THINK we have enough sample size to determine the validity of that. But, who knows, maybe I just gave up too quickly on that experiment

Grip, no jokes about me switching my son's house chores from "mow the lawn" to "forget the lawn, i'll do that, go get 200 coal"

:)

it is what my company had to do for mining as were were getting too much Antimony/Meteoric etc which at the time Jan/Feb wasn't needed

i will check our stores but we are still fledgling enough that we get bought completely out of certain resources at times (would like to get to the point of keeping minimum of 1000 or so of each for emergencies, but not there yet

but trust me Diego, i feel your pain on resource shifts (although i don't mind GW doing that occasionally) and I also feel your pain on certain "hard gets"

Goblin Squad Member

If you're affixed to a location, develop skills that exploit the resources in that location.

If you're affixed to a skill, go to the places that have the resources you need.

Russia would love to produce wheat, but the reality is, they're not in the right place for that. I'd love to be a kangaroo rancher, but here in the States we don't have those resources. And that appears to be working as intended.


Diego Rossi wrote:


Sorry, but I don't see well thought trading environment when the exchange is "1 character full load of coal" vs "1 character full load of herbs".
With that coal you make 1 suit of armor, with a those herbs you make tons of potions, spellbooks and other items. (If you change coal to pelts the situation don't change)

So it doesn't make sense to you that rocks are harder to transport than leaves?

Diego Rossi wrote:

A large part of the material cost is the transportation time. If one kind of material has a high transportation cost and the the other a low transportation cost the guy that need to buy the high transportation cost items is heavily penalized by the gaming environment.

Transportation cost has always been THE driving factor in the price of things. If something is rare in an area, the merchant decides whether the profit is in moving the goods to the market or in changing products.

Diego Rossi wrote:

My impression is that it is a construct of the large number of kind of items that you can find in trash nodes, not an intended thing.

Goblins are collecting things and leaving them as midden. Goblins are essentially helping the gathering process and you complain?

I am not 'assuming stupidity' Diego. But allow me to point out that despite my many advertisements you have never chosen to contract with me to transport goods for you. This begs the question ... how much do you really want to solve your problem? Or do you just want the world to solve your problem by sprouting into your hand the thing you want?

Liberty's Edge Goblin Squad Member

GripGuiness wrote:
Diego Rossi wrote:


Sorry, but I don't see well thought trading environment when the exchange is "1 character full load of coal" vs "1 character full load of herbs".
With that coal you make 1 suit of armor, with a those herbs you make tons of potions, spellbooks and other items. (If you change coal to pelts the situation don't change)

So it doesn't make sense to you that rocks are harder to transport than leaves?

No, it make sense, but this is a game. If you make critical items A that is heavy and available only in area 1 you should program critical item B that is heavy and available in area 2 and critical item C that is heavy available in area 3.

You don't leave Area 1 with a almost monopoly of a critical items and other areas without the monopoly.

A area in the center of the map can live without a monopoly as it will benefit from the trading routes toward the corners and become a trading hub.
An area on the border of the map should have a semi monopoly of something to trade, and it should fall in the same weight category of other items harvested in other sections of the map.

Without that set up the guys without the monopoly will end paying an inordinate number of harvesting hours in common materials for the monopolized ones. If there is a market at all, as people harvesting the rare materials will get the common ones while harvesting the rare materials.

GripGuiness wrote:


I am not 'assuming stupidity' Diego. But allow me to point out that despite my many advertisements you have never chosen to contract with me to transport goods for you. This begs the question ... how much do you really want to solve your problem? Or do you just want the world to solve your problem by sprouting into your hand the thing you want?

You aren't advertising as well as you can as this is the first time I see you speaking of doing transportation work.

And the tone of your posts will make me chose other people.

Liberty's Edge Goblin Squad Member

coach wrote:

Diego, my suggestion would be to try harvesting with a NON-tier 2 gatherer(s)

i don't even know if in theory that "works" but my son's miner6 can vastly outdo my miner8 in iron/coal harvesting on a per time basis, and i THINK we have enough sample size to determine the validity of that. But, who knows, maybe I just gave up too quickly on that experiment

Grip, no jokes about me switching my son's house chores from "mow the lawn" to "forget the lawn, i'll do that, go get 200 coal"

:)

it is what my company had to do for mining as were were getting too much Antimony/Meteoric etc which at the time Jan/Feb wasn't needed

i will check our stores but we are still fledgling enough that we get bought completely out of certain resources at times (would like to get to the point of keeping minimum of 1000 or so of each for emergencies, but not there yet

but trust me Diego, i feel your pain on resource shifts (although i don't mind GW doing that occasionally) and I also feel your pain on certain "hard gets"

Yes, keeping the gathering skill at 6 will work. In my experience a gatherer with a skill of 6 get up to 8 units of materials from a node, all T1.

A gatherer with skill 7 get up to 10 units, but of mixed T1 and T2 items, so he get less T1 items. The problem is that I need some T2 material for T2 production, so I have trained scavenger at 7 and you can't choose to use it at a lower skill level.
And training different characters at different skill level is an unwanted expenditure of XP.

Pain. The pain was seeing silver disappear from the mineral nodes in the monster hex near us and then the gems disappearing from the mineral nodes in all the mountain hexes near us after I had trained miner to 6 with my jeweler. And discovering that the gems and silver have migrated to the trash nodes in the plains. :-P
My poor jeweler character was out of his mind. :-)

<Flask> Ulf Stonepate wrote:

If you're affixed to a location, develop skills that exploit the resources in that location.

If you're affixed to a skill, go to the places that have the resources you need.

Russia would love to produce wheat, but the reality is, they're not in the right place for that. I'd love to be a kangaroo rancher, but here in the States we don't have those resources. And that appears to be working as intended.

Actually Ukraine was a great wheat producing area. The URSS problems were lack of mechanization, transportation and general inefficiency, not a bad climatic area.

Beside that, yes, you are right, but AFAIK, we don't have an abundance of something that other people will not find traveling a shorter distance, so we aren't in a good trading position (I can be wrong, there are so many products that I can be missing something), and "move to a NPC town to get what you need for your profession" seem against the spirit of the game.

That said, yes, I will go to TK and set up shop there for a time. It seem the best solution and a good way to add to the survey or the northern country. .

Goblin Squad Member

I don't think it's as simple as heavy vs heavy or light vs light. Resource distribution is a complex affair, and I expect that the devs have put far more thought into it than any of us, based on their experience working on other games, and the amounts needed for critical items. Each area has some critical components in varying amounts.

They have adjusted distribution in the past, based on perceived imbalances, and will do so again. There's nothing wrong with advocating for a redistribution, but it would be more easily assayed if it came with some specific reasons other than fairness of distribution of heavy things.

Hopefully as our characters become more immersed in T2 gathering it will offer new players a gap to fill, making them needed and providing them a source of income.

Goblin Squad Member

I'm aware of at least one critical component of a critical product that exists almost exclusively in the SE (which I'm keeping deliberately vague as representatives of the SE have asked that we not post about their resources publicly.)


lol Ive plenty of greenweed tyvm!

Webstore Gninja Minion

Removed a few posts and their replies. Be civil with each other, and "popcorn" posts don't help the discussion any.

Goblin Squad Member

Diego Rossi wrote:
Actually Ukraine was a great wheat producing area.

Ukraine is not Russia. Except the parts that are now, and maybe a few more that will be.

Liberty's Edge Goblin Squad Member

<Flask> Ulf Stonepate wrote:
Diego Rossi wrote:
Actually Ukraine was a great wheat producing area.
Ukraine is not Russia. Except the parts that are now, and maybe a few more that will be.

I wrote URSS, not Russia.

Na Ukraine was part of the Tzarist Empire too.

Goblin Squad Member

I don't think the idea was to create a fair and balanced spread of resources across the lands.

I think the idea was to create a spread that will force the people who live there to make choices about what they produce, what they export, what they import, who they ally with for trade and how to make money of what they have, and ultimately, decide wether they think these lands are right for them, or they think they should move, or conquer richer lands.

The whole landrush thing was aimed at players making choices about this, *and* trying to get the best (or better) spots. Though the latter was hard to do, since there are so many variables, some of which are not even implemented yet.

Mountains were popular, hexes near Main Roads were popular (that are supposed to become more safe for travel when Guardposts are implemented), hexes that were near a variety of hex-types were also popular (but those hexes will attract more competition).

Many unknowns still TBD, like caravans, Bulk Resources and so forth.

The game-world is a framework, creating an interesting playground for the players to seek their own balance. Through Trading, Diplomacy and Strife.

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