Technoincubus Posted September 15, 2019 Share Posted September 15, 2019 So far it seems it could be leveled via lullabying an egg, but simple ranching chores not contributing anything. Any other way to level it, other than establishing incubator lines? Link to comment https://forums.kleientertainment.com/forums/topic/111746-ranching-skilll-leveling/ Share on other sites More sharing options...
Chthonicone Posted September 15, 2019 Share Posted September 15, 2019 I've not tested if sheering dreckos affects it, so maybe that. Link to comment https://forums.kleientertainment.com/forums/topic/111746-ranching-skilll-leveling/#findComment-1260010 Share on other sites More sharing options...
nakomaru Posted September 15, 2019 Share Posted September 15, 2019 Here's one way, maybe. Can't see why this isn't in the game. https://steamcommunity.com/sharedfiles/filedetails/?id=1710686863 (Don't know it if it's updated or works, don't use it myself.) Link to comment https://forums.kleientertainment.com/forums/topic/111746-ranching-skilll-leveling/#findComment-1260012 Share on other sites More sharing options...
bobucles Posted September 15, 2019 Share Posted September 15, 2019 Looks like the XP monitoring mod still works, it seems to be very definitive about XP gains and requirements. Hugging eggs seems to be the only source of XP and I haven't seen any patch notes to the contrary. Egg hugging is a very fast job that happens very infrequently, so there is very little ranching XP available. Link to comment https://forums.kleientertainment.com/forums/topic/111746-ranching-skilll-leveling/#findComment-1260035 Share on other sites More sharing options...
zOldBulldog Posted September 15, 2019 Share Posted September 15, 2019 Good that there is a mod, but is should not be a neccessity to get proper ranching skill behavior. Has anybody heard an explanation from the devs about why they have not fixed this issue in the core game? Do they somehow feel that ranching skill is not needed or OP? Link to comment https://forums.kleientertainment.com/forums/topic/111746-ranching-skilll-leveling/#findComment-1260060 Share on other sites More sharing options...
mathmanican Posted September 15, 2019 Share Posted September 15, 2019 1 hour ago, zOldBulldog said: Has anybody heard an explanation from the devs Here's a few relevant comments from the devs on this. On 6/26/2019 at 2:47 PM, JoeW said: If we have something to say, we say it when it's ready to say. If we haven't said it yet, it's because we're not reasonably sure so we're not ready to say. And then another, from a locked thread back in April. Spoiler Ok - so we met for about an hour and a half today. First I wanted to clarify some things. As some of you have pointed out, we tend to communicate by doing more than by saying. This is for multiple reasons but at the heart of it, it's a resource issue. Responding to something means a lot more than I think a lot of you may realize. When an issue is reported it takes time to read and investigate. If the issue can be reproduced it may have multiple components responsible for the issue being fixed and even then there are knock on effects of cascading issues that result from those changes. All these things come into play when thinking about whether a bug should be fixed or prioritized for a different time. While often times a person who reports an issue may think the bug is going to get fixed asap, we generally approach it by prioritizing bugs based on the nature of the issue, how it impacts the community and what resources we have to address it. That's all a normal part of our every day, but communicating this stuff takes a lot of extra time. We agree that we can do better, so we are going to adjust, but we have to find a good balance there. In addition to this as was mentioned earlier in the thread, we do not like to participate directly in conversations because it changes the direction of the conversation. We don't generally take feedback as exactly what is written, but we take the conversation and try to dissect it and figure out where it lines up with what we are trying to achieve. You may have an absolutely wonderful idea, but we disagree with it's execution. Or a horrible idea with a nugget of brilliance. We need those conversations to decipher these things, but when we're involved it very often becomes definitive and creative conversation does not take place. I want to be clear here. And I am not mincing words because I think it's important. This has been our approach for the last 7 years and it has worked very well for us. BUT - there have certainly been times in the past where the community has needed to remind us that we need to be a bit more visible and I definitely think there is room for us to be more communicative here. The team is going to pop in more often and let you know more that we're around. They read these forums every single day and I can tell you personally that we very much care and appreciate your feedback. We do not have the resources to respond to everything, or even a lot of posts, but the ONI team is going to be working toward making sure you all know that we're here and we are taking all your suggestion, feedback and bug reports into consideration. Thanks everybody. Link to comment https://forums.kleientertainment.com/forums/topic/111746-ranching-skilll-leveling/#findComment-1260092 Share on other sites More sharing options...
zOldBulldog Posted September 16, 2019 Share Posted September 16, 2019 20 hours ago, mathmanican said: Here's a few relevant comments from the devs on this. And then another, from a locked thread back in April. Reveal hidden contents Ok - so we met for about an hour and a half today. First I wanted to clarify some things. As some of you have pointed out, we tend to communicate by doing more than by saying. This is for multiple reasons but at the heart of it, it's a resource issue. Responding to something means a lot more than I think a lot of you may realize. When an issue is reported it takes time to read and investigate. If the issue can be reproduced it may have multiple components responsible for the issue being fixed and even then there are knock on effects of cascading issues that result from those changes. All these things come into play when thinking about whether a bug should be fixed or prioritized for a different time. While often times a person who reports an issue may think the bug is going to get fixed asap, we generally approach it by prioritizing bugs based on the nature of the issue, how it impacts the community and what resources we have to address it. That's all a normal part of our every day, but communicating this stuff takes a lot of extra time. We agree that we can do better, so we are going to adjust, but we have to find a good balance there. In addition to this as was mentioned earlier in the thread, we do not like to participate directly in conversations because it changes the direction of the conversation. We don't generally take feedback as exactly what is written, but we take the conversation and try to dissect it and figure out where it lines up with what we are trying to achieve. You may have an absolutely wonderful idea, but we disagree with it's execution. Or a horrible idea with a nugget of brilliance. We need those conversations to decipher these things, but when we're involved it very often becomes definitive and creative conversation does not take place. I want to be clear here. And I am not mincing words because I think it's important. This has been our approach for the last 7 years and it has worked very well for us. BUT - there have certainly been times in the past where the community has needed to remind us that we need to be a bit more visible and I definitely think there is room for us to be more communicative here. The team is going to pop in more often and let you know more that we're around. They read these forums every single day and I can tell you personally that we very much care and appreciate your feedback. We do not have the resources to respond to everything, or even a lot of posts, but the ONI team is going to be working toward making sure you all know that we're here and we are taking all your suggestion, feedback and bug reports into consideration. Thanks everybody. Sigh. So you are saying that while most players seem to think that this is broken, the devs have not bothered to say whether they a agree with players, and if they do think it is broken they have said nothing about when they might fix it. Good thing there are modders. Link to comment https://forums.kleientertainment.com/forums/topic/111746-ranching-skilll-leveling/#findComment-1260582 Share on other sites More sharing options...
suxkar Posted September 16, 2019 Share Posted September 16, 2019 I was surprised to notice that less the 200 cycles of lullabying 16 incubators almost maxed husbandry for my 2 ranchers. It is clearly silly to be forced to do such a thing to train husbandry and yes, it is sad that devs haven't done anything about it (I myself try to remind them every time there is a patch ), but it is doable. Link to comment https://forums.kleientertainment.com/forums/topic/111746-ranching-skilll-leveling/#findComment-1260585 Share on other sites More sharing options...
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