Shinza2005-09-07 02:02:30
Just a few ideas for tweaking Tracking, spawned by the Unite thread in the General section:
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Make it cost a reasonable fee to request a hunting companion. 1-2000 seems a bit low, 10000 is pretty rough, so I suggest 5000 for now. Ecology users have to expend a lot of power and energy to get their familiars, so seems only fair that us trackers have a similar requirement for our companions.
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Coupled with the cost of requesting a companion, maybe a short downtime between the death of your old one and the ability to get another. For an animal companion that you share that kind of bond with, I would think that you need to take a bit of time to come to grips with its death. For this, perhaps an hour, two at most.
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At the moment, stink traps seem to be the only way to force someone to stink bad enough so you can track them. Lisaera pointed out that the skunk totem could also be used, but as Terenas said, Ebon/Serenguard who take hunting and have a use for the skunk totem have to actually give up totems in the first place
One other method would be SepticWound, assuming the target doesn't cure it before they um, soil themselves. This is both restricted to BMs and PBs, and is not reliable enough to count on. Only other option is to track them after you know that they've been hunting Gorgogs .
Anyway, it's kind of funny that, under the current method, the dog seeks out someone who smells like a mixture of sulfur and weed. Which everybody who goes through a stink trap will smell like.
How about a skill that allows you to secretly, or openly, acquire some personal affect of the person. Like cutting off a lock of hair or something. This gives you an item which lasts for, say, an IG year, and which you have to have in your inventory to have the dog track them. Makes more sense to have something that belongs to the person for the dog to scent, and I believe this is how it's usually done in manhunts/rescue searches.
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Have a delay between sending the dog to find an item/mob/player and when it actually arrives. Also, have a message on the dog's end when uniting with it, so that the people in the location know to expect someone (though generally, if a dog from an enemy organisation shows up, people will probably be expecting trouble, or else the dog will be killed on the spot).
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That's all I remember from when I was on the bus, for now. Comments, additions?
-----------------------------------
Make it cost a reasonable fee to request a hunting companion. 1-2000 seems a bit low, 10000 is pretty rough, so I suggest 5000 for now. Ecology users have to expend a lot of power and energy to get their familiars, so seems only fair that us trackers have a similar requirement for our companions.
-----------------------------------
Coupled with the cost of requesting a companion, maybe a short downtime between the death of your old one and the ability to get another. For an animal companion that you share that kind of bond with, I would think that you need to take a bit of time to come to grips with its death. For this, perhaps an hour, two at most.
-----------------------------------
At the moment, stink traps seem to be the only way to force someone to stink bad enough so you can track them. Lisaera pointed out that the skunk totem could also be used, but as Terenas said, Ebon/Serenguard who take hunting and have a use for the skunk totem have to actually give up totems in the first place
One other method would be SepticWound, assuming the target doesn't cure it before they um, soil themselves. This is both restricted to BMs and PBs, and is not reliable enough to count on. Only other option is to track them after you know that they've been hunting Gorgogs .
Anyway, it's kind of funny that, under the current method, the dog seeks out someone who smells like a mixture of sulfur and weed. Which everybody who goes through a stink trap will smell like.
How about a skill that allows you to secretly, or openly, acquire some personal affect of the person. Like cutting off a lock of hair or something. This gives you an item which lasts for, say, an IG year, and which you have to have in your inventory to have the dog track them. Makes more sense to have something that belongs to the person for the dog to scent, and I believe this is how it's usually done in manhunts/rescue searches.
-----------------------------------
Have a delay between sending the dog to find an item/mob/player and when it actually arrives. Also, have a message on the dog's end when uniting with it, so that the people in the location know to expect someone (though generally, if a dog from an enemy organisation shows up, people will probably be expecting trouble, or else the dog will be killed on the spot).
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That's all I remember from when I was on the bus, for now. Comments, additions?
Shiri2005-09-07 02:21:29
IMHO the dog dies too easily to justify a 5k cost.
Shinza2005-09-07 02:23:46
Well, so would any dog. It may be some incentive to actually look after it. Instead of continuously sending it after Alger like I did
But yeah, 5k might be a bit too much. 2500 instead, then.
But yeah, 5k might be a bit too much. 2500 instead, then.
Alger2005-09-07 03:22:51
Having to pay 2.5-5k for something that dies in 2 moonbursts is not a good idea, imo.
I really didnt mind the continous sending of the dog. I could have killed it easy enough.
I really didnt mind the continous sending of the dog. I could have killed it easy enough.
Narsrim2005-09-07 03:23:31
QUOTE(Alger @ Sep 6 2005, 11:22 PM)
Having to pay 2.5-5k for something that dies in 2 moonbursts is not a good idea, imo.
I really didnt mind the continous sending of the dog. I could have killed it easy enough.
I really didnt mind the continous sending of the dog. I could have killed it easy enough.
181280
What do you think of killing my Fae, who cost power, in a single attack? It is funny when the tables turn.
Gregori2005-09-07 03:59:59
QUOTE(Shinza @ Sep 6 2005, 08:02 PM)
How about a skill that allows you to secretly, or openly, acquire some personal affect of the person. Like cutting off a lock of hair or something. This gives you an item which lasts for, say, an IG year, and which you have to have in your inventory to have the dog track them. Makes more sense to have something that belongs to the person for the dog to scent, and I believe this is how it's usually done in manhunts/rescue searches.
181185
I like this idea and if you look at what is already available, you have the tools at hand to implement it.
Scalps and ears, enable trackers to preserve these items for X amount of months. Nothing to outrageous and they can be used to track with. Right now the only thing scalps and ears do is make a mess.
Alger2005-09-07 04:02:29
Whats funny Narsrim is you trying to compare your 1 power and midcombat call ability to the proposal of giving the hounds/wolves a 2.5k-5k gold cost and down time to requesting which can only be done in kennels. Oh also funny how you're saying I killed your fae in a single attack. I can say single attack too since you did kill my hound once(that I remember) in one moonburst, I dont really have to mention that you got a lvl1 crit.
Is that also the reason you justify killing mounts because you equate that 1 power to the 120k spent on the horses? Just want to know really.
Is that also the reason you justify killing mounts because you equate that 1 power to the 120k spent on the horses? Just want to know really.
Bau2005-09-07 04:10:25
Eyeballs! We Crow users can peck em out *cackles*
Gregori2005-09-07 04:23:16
Just think! Tully could make millions cleaning up a battlefield after a fight, selling scalps and ears to trackers!! *rally*
Shinza2005-09-07 06:11:37
I like Gregori's idea of using someone's body part to track them. Makes sense too for times like if your opponent gets away after a bit of a scuffle, but they leave bits behind - you can get the dog to track them down. Plus, it reduces the amount of reworking/addition needed.
As for the cost of requesting a dog, I wasn't aware that it died that easily. And Alger, you did kill my dog
If that's the case, then scrap the adoption cost, but still have the mourning period?
As for the cost of requesting a dog, I wasn't aware that it died that easily. And Alger, you did kill my dog
If that's the case, then scrap the adoption cost, but still have the mourning period?
Alger2005-09-07 07:40:36
Heh, I think it was awesome how your group kept tracking me down. Deffinitely felt like a hunter/prey scenario... *run from the dogs!*... damn dog!!!... *stab*... *run*
Then I stopped when I got to neutral territory and looked at the log because your group did something that stopped unite. Yeah I know its dumb when I do that.
I like the track idea though. Thing is the owner of the scalps and ears is kinda buggy so it will probably carry over. Having ears that belong to the commune of serenwilde... well have an awesome time tracking that.
I wouldnt mind down time(and I think its a great idea on an RP point of view) if the dogs were easier to defend. But if they're going to die that easy they need to be easy to get as well. People kill my dog first thing already so I'm a bit skeptical as to adding more restrictions aside from me having to go back to the city to actually get another.
They could be more like falcons, have to raise/train for a couple of rl days, feed, in-general take care of them. It would make having them and losing them more meaningful. But they would also need to be as tanky as flacons were and run around or retreat when near death.
Then I stopped when I got to neutral territory and looked at the log because your group did something that stopped unite. Yeah I know its dumb when I do that.
I like the track idea though. Thing is the owner of the scalps and ears is kinda buggy so it will probably carry over. Having ears that belong to the commune of serenwilde... well have an awesome time tracking that.
I wouldnt mind down time(and I think its a great idea on an RP point of view) if the dogs were easier to defend. But if they're going to die that easy they need to be easy to get as well. People kill my dog first thing already so I'm a bit skeptical as to adding more restrictions aside from me having to go back to the city to actually get another.
They could be more like falcons, have to raise/train for a couple of rl days, feed, in-general take care of them. It would make having them and losing them more meaningful. But they would also need to be as tanky as flacons were and run around or retreat when near death.
Shinza2005-09-07 08:08:51
Shame about the scalp/ear owner thing, obviously would need to be fixed before they consider this kind of idea.
QUOTE(Alger @ Sep 7 2005, 08:40 PM)
They could be more like falcons, have to raise/train for a couple of rl days, feed, in-general take care of them. It would make having them and losing them more meaningful. But they would also need to be as tanky as flacons were and run around or retreat when near death.
I like this idea and would have suggested it, but I seemed to recall some sort of stigma around those things from Achaea. I didn't want a shower of hatred, you know?
If we train them, then an alternative to having the companion die, and I only suggest this because I forked over 1000 gold to name my dog and Alger keeled him the next day, is that you have a dog, and you have it for life - i.e. it doesn't die (or maybe it has the normal canine lifespan, which at least gives me some time to write off the 1000 gold I spent on naming it). But when it's ABOUT to die, it runs off into the wild or something for a few IG days. Then it comes limping back, with some deductions from the training that it had, representing it spending a week licking its wounds, taking some damage to its confidence, etc.
Maybe?
Icarus2005-09-07 08:24:26
Really nice idea about using ears, scalps and bodyparts to track! Much more workable than skunk spray and stinktrap.
Tsakar2005-09-09 09:17:57
QUOTE(Shinza @ Sep 7 2005, 01:08 AM)
Shame about the scalp/ear owner thing, obviously would need to be fixed before they consider this kind of idea.
I like this idea and would have suggested it, but I seemed to recall some sort of stigma around those things from Achaea. I didn't want a shower of hatred, you know?
If we train them, then an alternative to having the companion die, and I only suggest this because I forked over 1000 gold to name my dog and Alger keeled him the next day, is that you have a dog, and you have it for life - i.e. it doesn't die (or maybe it has the normal canine lifespan, which at least gives me some time to write off the 1000 gold I spent on naming it). But when it's ABOUT to die, it runs off into the wild or something for a few IG days. Then it comes limping back, with some deductions from the training that it had, representing it spending a week licking its wounds, taking some damage to its confidence, etc.
Maybe?
I like this idea and would have suggested it, but I seemed to recall some sort of stigma around those things from Achaea. I didn't want a shower of hatred, you know?
If we train them, then an alternative to having the companion die, and I only suggest this because I forked over 1000 gold to name my dog and Alger keeled him the next day, is that you have a dog, and you have it for life - i.e. it doesn't die (or maybe it has the normal canine lifespan, which at least gives me some time to write off the 1000 gold I spent on naming it). But when it's ABOUT to die, it runs off into the wild or something for a few IG days. Then it comes limping back, with some deductions from the training that it had, representing it spending a week licking its wounds, taking some damage to its confidence, etc.
Maybe?
181444
Well I think the problem with that is the only way to stop a tracker from just coming and uniting to his dog/wolf at you is to kill it before they can, if the dog/wolf were as tanky as falcons on achaea (which I believe on average had 10000-13000 health..) it would be a good luck scenario trying to kill it before they unite
Jairdan2005-09-09 10:50:27
that's not the case now with skunk spray on the ground though. And especially since the dogs actually have the ability to attack.. it really should be a tiny bit beefier.
Also.. what happens if you but an arti-collar on your dog?
Also.. what happens if you but an arti-collar on your dog?
Tsakar2005-09-09 10:58:41
QUOTE(Jairdan @ Sep 9 2005, 03:50 AM)
that's not the case now with skunk spray on the ground though. And especially since the dogs actually have the ability to attack.. it really should be a tiny bit beefier.
Also.. what happens if you but an arti-collar on your dog?
Also.. what happens if you but an arti-collar on your dog?
182611
Hardly everyone has access to skunk spray on the ground though, unless they added in a skunk spray or some kind of special item like a scented candle thats been discussed in another thread.
Assuming they work for tracker dog/wolve's, I'd assume they'd work the same as they normally do, the dog/wolf dies then it will reset to your inventory after a time
Kayde2005-09-09 11:01:17
About the arti-collar. It really depends if dogs are categorized as the same thing as mounts, or if they are categorized like fae/familiars. If the latter, then you can't buy an arti-collar for them, if the former, then you can and it'll act just like having a mount with one.
Alger2005-09-09 12:35:01
also the collar reset time is quite long, almost useless at the moment, in my opinion.
Nayl2005-09-09 12:49:12
Doesn't it hit at like, the end of the day? (00:00GMT)
Jairdan2005-09-09 22:00:29
I was curious about that, because, if your dog with an arti-collar died, and you went and grabbed a new one from the kennel, and then the collar's timer hit.. would you have 2? That's why i'm thinking they wouldn't work on them.