Difference between revisions of "Forage (Ability)"

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(Fishing Bait)
(Fishing Bait)
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2. Worm Bait<br>
 
2. Worm Bait<br>
 
3. Grub bait<br>
 
3. Grub bait<br>
 +
4. Chum Bait (Obtained only after fishing)<br>
  
 
=== Edibles ===
 
=== Edibles ===

Revision as of 00:01, 26 March 2008

Ability - Forage

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Description

/forage: Searches the area for usable resources such as food and water.

Command: /forage
CommandQueue Entry: forage (494F9F80)


Types of Foraged Items

Example of Bait use
Jar of Foraged Grubs

Related Tags

75% This document is nearing completion.

Ability This document relates to Player Abilities.

Scout This document is related to the Scout Profession.

Ranger This document is related to the Ranger Profession.

Ability Breakdown & Details

Forage is an underutilized skill that is granted to Scouts. Similar to the artisan "sample" skill, foraging allows you to scrounge the immediate area for food and drink. This food and drink provides different buffs, such as temporary strength increases, HAM penalty reducers and other effects that have multiple benefits. At this time you don't receive XP from successful forage and these remains a request of the Scouting community. The Scouting community feels that Forage has not lived up to its original design premise, which was to create incentives for Scouts to explore the landscape. We are working hard with the Devs to turn forage into a useful feature that provides useable loot and food items in line with the player crafted consumables that have become a key factor in the game.


Using Forage

1. Forage must be done outside and can only be initiated while not moving.

2. Forage zones are pockets made 20 meters from the next one. In these pockets, a player may forage for goods and when successful, the pocket is depleted. If the player wishes to gain more foraged items they will have to move to the next pocket to forage. When you get the "There is nothing to forage in this area." message, you must move at least 20m off to get a new area. These pockets will regenerate over time.

Each "area" has 4 forage slots. You can only have 4 successful forages in an area, No matter if you forage 1, 2, 3 items at once. Once you hit the 4th success that area is dry. The area will regenerate items at a rate of roughly 1 per 5min. So if you say get 4 successes in a row, you will not get a success for another 2mins or so.


3. Forage succes increases as the player gains more forage skill. At master scout, the forage success is higher and the the number of items the player is supposed to receive is increased to a maximum of 3 in a single forage. Items are chosen randomly although fishing bait seems to be rather commonly obtained. Successes include discards (items not added to inventory because the inventory is full) and multiple-item forages (which count as one success.) Your failure rate doubles (no matter what planet you're on) when you're around cities or structures (player or NPC).

Maximum items:

1 Item at Survival I. Foraging +5
2 Items at Survival III. Foraging +25
3 Items at Master Scout. Foraging +50


Rare items (was never implemented in game):

Ranger: Frontiering I. Foraging +65


Foragable Items

So, what are these 16 unique items? Glad you asked! I have them all compiled in a nice list for you.

Fishing Bait

(Found 1-5 uses each, 1-2 with Scout w/Survival I, 4-5 with Master Ranger)

1. Insect Bait
2. Worm Bait
3. Grub bait
4. Chum Bait (Obtained only after fishing)

Edibles

These have a filling of 75 (maybe these should be something like 20)

4. Alever Tweth'pek

Action +100, 100s
Mind + 25, 100s

5. Esost'Ew Zann

Health +50, 700s
Action +50, 700s
Mind +50, 700s

6. Flurr-Cle Onion

Mind +500, 60s

7. Jar of Foraged Berries

Health +100, 300s

8. Jar of Foraged Bugs

Action +100, 300s

9. Jar of Foraged Fungus

Health +50, 250s
Mind +100, 250s

10. Jar of Foraged Grubs

Action +10, 10s
Mind +60, 10s

11. Ko-Do Fruit

Action +50, 250s
Mind +50, 250s

12. Maroj Melon

Health +50, 150s
Mind +50, 150s

13. Schule Nef

Mind +50, 400s

14. Sijjo Sewi

Action +100, 200s

15. Sosi Hodor

Health +120, 400s
Mind +50, 400s

16. Wild Snaff

Health +50, 50s
Action +150, 50s
Mind +50, 50s

Anectdotal account of foraging success rates:

People were telling me that they rarely, if ever, have made mutliple-item forages. Now, I had made quite a few two and three item forages in my lifetime, so I could not quite see why they weren't. So I did a bit experimenting. I took only two planets, Endor and Tatooine, just because their vegetation is so radically different. I plan to repeat this on other planets, when I have the time.

Now, I didn't give the developers enough credit. I didn't think the foraging would be that much different, just because I couldn't quite believe that the foraging system was that complex. They said it, themselves, that it was a low priority and so I underestimated them, thinking they hadn't put that much time into it before.

Boy was I wrong!

Endor and Tatooine are radically different, as far as the mutliple-item foraging is concerned.

I only did one multiple-item forage on Tatooine (for 3 items), out of 100 logged attempts.

On Endor, I did two 3-item forages, and three 2-item forages, out of 100 logged attempts.

They also differ on which item you're more likely to find.

Endor:

Maroj Melons
Wild Snaffs
Ko-Do Fruits
Sosi Hodors
Jars of Berries
Jars of Bugs

Tatooine:

Sijjo Sewi
Worm Bait
Insect Bait
Flurr-Cle Onion

Schule Nefs, Alever Tweth'peks, and Jars of Fungus were pretty common on both. Etost'ew Zanns and Jars of Grubs, weren't.

Now, this is either unique to each planet, or planet type. For instance, Lok might yield the same as Tatooine, and Yavin IV the same as Endor.

There's a good 10% chance of getting items discarded on both planets.

You also have a 20% chance of failure on both planets as a Master Ranger (which I think is a bit too much.)

System Messages

ID Path Filename Trigger Message
sys_forage_inside /string/en/ skl_use.stf internal_command_string You can't forage inside a structure.
sys_forage_already /string/en/ skl_use.stf internal_command_string You are already foraging.
sys_forage_start /string/en/ skl_use.stf internal_command_string You begin to search the area for goods.
sys_forage_cant /string/en/ skl_use.stf internal_command_string You can't forage right now.
sys_forage_success /string/en/ skl_use.stf internal_command_string Your attempt at foraging was a success!
sys_forage_empty /string/en/ skl_use.stf internal_command_string There is nothing in this area to forage.
sys_forage_fail /string/en/ skl_use.stf internal_command_string You failed to find anything worth foraging.
sys_forage_attrib /string/en/ skl_use.stf internal_command_string You need to rest before you can forage again.
sys_forage_movefail /string/en/ skl_use.stf internal_command_string You fail to forage because you moved.
sys_forage_combatfail /string/en/ skl_use.stf internal_command_string Combat distracts you from your foraging attempt.
sys_forage_noskill /string/en/ skl_use.stf internal_command_string You lack the skill to forage.
sys_forage_noroom /string/en/ skl_use.stf internal_command_string Some foraged items were discarded, because your inventory is full.

SUI Prompt

Combat Chat Spam

Fly Text

Formula(s)

Forage area regeneration rate is:

1 item regenerates into the forage pool for that 20 meter radius per every 5 minutes.

Source References

Source Source in Context
Source 1 http://swg.allakhazam.com/db/guides.html?guide=87
Source 2 http://swgforums.swganh.org/viewtopic.php?search_id=1042626312&t=304154
Source 3 http://swgforums.swganh.org/viewtopic.php?search_id=987986385&t=445096
Source 4 http://swgforums.swganh.org/viewtopic.php?search_id=987986385&t=443456

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 0
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0