Hunting

by Xenthos

Back to Common Grounds.

Soll2005-09-03 13:58:26
Levitation does stop the stun.
Unknown2005-09-03 14:00:36
Yeah, traps will be useless against guardians and people with levitation. sad.gif
Unknown2005-09-03 14:05:06
QUOTE(Soll @ Sep 3 2005, 03:58 PM)
Levitation does stop the stun.
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For all kinds of traps?
Ekard2005-09-03 14:07:45
I think that hunting and tracking skill is realy cool, i realy like it and traps are good.
I cant to see when someone learn how to use it very well, imagine room with totem/statue and with pit and guards on top of that. rip.gif
Shamarah2005-09-03 14:09:42
Does tumble stop traps from tripping?

Oh, and anyone know what the new Environment skill, Mountaineering, does?
Amaru2005-09-03 14:10:51
Does levitation stop the leg breaks too?
Soll2005-09-03 14:11:43
Let's you climb to 'High in the mountains', I assume. An elevation. Hunters get a skill called 'MountainHunter' or something, that lets them do the same. Similar to Dive, Burrow, or Fly.
Soll2005-09-03 14:12:45
Didn't check legbreaks, since I imagine you'd envenom with legbreak venoms too. Probably does stop them, if they even exist.
Nayl2005-09-03 14:13:19
QUOTE(Guardian_Shiro @ Sep 3 2005, 10:00 PM)
Yeah, traps will be useless against guardians and people with levitation. sad.gif
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People with levitation I understand, but why would they be useless against Guardians?
Unknown2005-09-03 14:22:48
Everyone can get levitation...
And he's thinking about beckon perhaps.
Shinza2005-09-03 14:30:46
After a bit more testing, it turns out that levitation does stop the stun and leg breaking caused by the fall into the pit, so that shaved 2 seconds or so off the recovery time.

What probably wasn't pointed out in the two logs was that this was a controlled environment where I was like...

You point to the northeast.
Ekard leaves to the northeast.
Ekard arrives from the northeast.
Ekard falls in pit.
Start decap.

The fact that I knew exactly when my victim was about to enter the trap gave me the time advantage I needed to pull it off. As it turns out later on in a real spar, the anticipation of a victim is pretty much the key to pulling off that particular trick. When I was no longer in control of my sparring partner's movement, I couldn't effectively prepare myself to decapitate in time and it degenerated into the usual hack-fest from there.

I do think that the 4 second time to climb out of the pit is a bit rough, though. At the risk of cutting my own throat here, I would recommend that that be reduced to something like 2 seconds.


EDIT: Ignore me, I got ninjad by something like 10 posts while I was writing ninja.gif

Another edit: 2 seconds of stun time removed by levitation, but the fact that I used double calcise in the pit might have covered up the fact that legs weren't being broken by the fall.
Diamante2005-09-03 15:00:07
Trans skill=insane, but take away the egg requirement to make the net.
Levitation stops the leg break as well. Hunting is an awesome skill, just needs a few things looked at. Aside from that, BUYING BULK WOOD SEND TELLS!!!!!
Daevos2005-09-03 15:11:10
I see a unintended problem, which actually first surfaced when Artisan was introduced, and was further exuberated by Bookbinding and now Tracking. The current production of wood just isn't to utilize all these new skillsets and something should be done about it.
Ekard2005-09-03 15:35:27
QUOTE(Daevos @ Sep 3 2005, 05:11 PM)
I see a unintended problem, which actually first surfaced when Artisan was introduced, and was further exuberated by Bookbinding and now Tracking. The current production of wood just isn't to utilize all these new skillsets and something should be done about it.
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True. Price of wood have rised very badly.
We need more comms qest to help produce wood.
Gwylifar2005-09-03 15:42:24
I'm with Xenthos on this. Here are the two answers we've gotten to his concerns:

"This is what we always intended."
"Why do you need different skills to roleplay? Guilds with the same skills have different roleplay in Achaea."

Both completely miss the point in the same way the reinvented-faelings answers missed the point.

I did a lot of development of Serenguard RP (which might be moot since I'm gone, they might be tossing it out, but that's beside the point). We didn't have much to work with so we used what we had. I built almost all of it on the guild's connection to the spirits because what we had suggested that was a core, immutable part of the guild. The help file insisted on it.

Could I have made a Serenguard RP that wasn't dependent on the links to totems? Of course I could. No problem. And if someone had told me, totems isn't a core part of your guild, someday there'll be people in it with no connection to them at all, I would have.

But no one told me. In fact, the help files told me exactly the opposite. Unambiguously. So I went with what I had. Now everything that I built doesn't work anymore. How eager am I to say "oh, well, let's tear down everything I took all that time to build and build something new that works with what we have now?" Not at all, because in two months, they're going to redefine the entire world again, and all that will turn out wrong, and then they'll just say "this is what we always intended" as an answer, as if we were supposed to have accounted for that even though they kept it a secret.

It's not the adding to the world that we object to. It's the doing so in a way that undoes everything you have been doing all along, that contradicts the most fundamental facts they established for us about our guilds and our races right from the start, things we built stuff on, stuff that fell apart once they pulled those foundations out from under us.

And the fact that anyone who raises this concern is branded by the administration, and half the other players, as being "ungrateful", is just part of the overall trend where "listening to the players" is becoming a reason not to listen to the players. Maybe it's not ingratitude, folks. Maybe there's an actual concern here. Maybe it'd be better to consider it instead of dismissing it as ingratitude without even listening first.
Unknown2005-09-03 16:05:49
But they are saying, it dosen't hurt the roleplay you have created. Yes, if members who were for the longest time devoutly loyal to their spirits, and defended and learned from them dilligently, suddenly dropped the skill and took up hunting/tracking, it might be a bit of a RP stretch. It could be done, but it would be strained I think. However, the newer people that show up, and take hunting/tracking, are those people who while drawn to the guild, and respectful of the spirits they represent, are unable or unwilling to devote themselves as fully to the cause. They do, however, believe in it enough to be in the guild and use the skills they DO have (hunting/tracking) to help serve those causes and spirits.
Unknown2005-09-03 16:08:55
I kinda understand your point Gwylifar, but there are a few other things that can be factored.

1) In-game, this was presented as a new skill some strangers tought. This allows others to follow a different path. The guilds can adapt to it, like I had stated. It should be easy to do so, especially for druids, and Estarra's presented some facts. For instace, The Catholic Church felt that the earth was flat once, but they adapted to science. Lusternia is sort of like real life in that way.

2) One thing any player has to be aware of is the shared world aspect. You can write for a shared world, but the owners can choose to change things if necessary. Not every novel in a shared world is canon, based on fan reaction and the owner's reaction, some gets ignored/retconned. People who write shared world novels know going in that some of their stuff might end up being non-canon, so perhaps that's the approach you should take.

3) The admins needed to keep new skills and powers secret, because it should be a surprise, you want to keep some secrets from competitors, and if you announced something that took 3 years to build people would get disappointed. So I would rather have them do that.

If you must explain it away, you can even use the retroactive continuity approach, where there were hidden truths that remained buried in the past until now, new things uncovered that people didn't know about. Fuzzy memories from the portal of fate. *Shrug*
Xenthos2005-09-03 16:15:23
QUOTE(Phred @ Sep 3 2005, 12:08 PM)
1)  In-game, this was presented as a new skill some strangers tought.  This allows others to follow a different path.  The guilds can adapt to it, like I had stated.  It should be easy to do so, especially for druids, and Estarra's presented some facts.  For instace, The Catholic Church felt that the earth was flat once, but they adapted to science.  Lusternia is sort of like real life in that way.
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You forget that the Catholic Church often liked killing people who said things that they disagreed with. Science is bad! biggrin.gif

Anyway, I see no need to adapt to make things equal for both parts. Estarra herself said that those who pick hunting are mercenaries, and not as devoted to the path of the guild as those who pick the actual guild skill- if they're not as devoted (which is what I've been complaining about), they really don't need to get too far.

I'm resigned to this skill being a pita to manage now, not as angry as I was last night, but still quite disappointed.
Gwylifar2005-09-03 16:15:46
If I were still there, I would try to deal with it by making hunters "second class citizens" in the Serenguard, allowed into the guildhall but not allowed to sit on the nice furniture. No vision quests for them. But that'd last five minutes before someone would drag modern-age sensibilities into the game and have a civil rights movement that would essentially render everything previously built just a footnote. Pity, too, because that kind of internal division could be cool, make this into an opportunity instead of a problem (as Xenthos seems to be doing). It'd screw my character still, but at least the guild could be saved. But I'm sure the guild would never allow that.

It does hurt the roleplay because the roleplay was that the guild was about this stuff. The only way to avoid that, as Xenthos said, is to forbid this stuff. Because it's not as simple as saying "someone came along and added this". Someone also came along and shoved it into our guild without our permission. So if we said "the guild is about this" and someone from the outside comes along and says "no it isn't", that's harming the roleplay. It'd make perfect IC sense for this to become a new thing on its own, just not to become a new thing shoved into something that already existed and then expecting to be immediately equal to it.

No one wants a static world. But I think it's reasonable to expect to go into the game knowing something and having it turn out true. If a help file tells you something, and your guild tutor tells you, and your patron tells you, and then it turns out it wasn't true after all, how can you not come away thinking that you can't trust anything else either? All your roleplay has to devolve into a fuzzy rice pudding as it tries so hard to include everything that it loses any identity it had. Damn, I can get that in the real world.
Xenthos2005-09-03 16:18:17
QUOTE(Gwylifar @ Sep 3 2005, 12:15 PM)
If I were still there, I would try to deal with it by making hunters "second class citizens" in the Serenguard, allowed into the guildhall but not allowed to sit on the nice furniture.  No vision quests for them.  But that'd last five minutes before someone would drag modern-age sensibilities into the game and have a civil rights movement that would essentially render everything previously built just a footnote.  Pity, too, because that kind of internal division could be cool, make this into an opportunity instead of a problem (as Xenthos seems to be doing).  It'd screw my character still, but at least the guild could be saved.  But I'm sure the guild would never allow that.

It does hurt the roleplay because the roleplay was that the guild was about this stuff.  The only way to avoid that, as Xenthos said, is to forbid this stuff.  Because it's not as simple as saying "someone came along and added this".  Someone also came along and shoved it into our guild without our permission.  So if we said "the guild is about this" and someone from the outside comes along and says "no it isn't", that's harming the roleplay.  It'd make perfect IC sense for this to become a new thing on its own, just not to become a new thing shoved into something that already existed and then expecting to be immediately equal to it.

No one wants a static world.  But I think it's reasonable to expect to go into the game knowing something and having it turn out true.  If a help file tells you something, and your guild tutor tells you, and your patron tells you, and then it turns out it wasn't true after all, how can you not come away thinking that you can't trust anything else either?  All your roleplay has to devolve into a fuzzy rice pudding as it tries so hard to include everything that it loses any identity it had.  Damn, I can get that in the real world.
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