Nydekion2009-08-28 19:09:01
I agree that trackers could use some buffs both in the defense category and in their traps. A flat dmp increase would work, though it'd be somewhat uninteresting...perhaps just give trappers a version of beast bodyguard that works with the dog?
It'd be interesting to have traps that yank people out of the trees/rooftops/sky and toss them onto the ground, though of course you'd be unable to put a different type of trap in the same direction. In addition, a mythical skill that gave trackers a 50% chance to not use commodities when laying a trap would likely be in order, though these traps would not allow anyone to recover commodities. As mentioned earlier, a 10p ability to reconceal all traps in the local area would be a good change as it'd be akin to having a demesne user reset effects instantly (which normally costs 8p). Xenthos' argument that it is the same as expanding a demesne after a fight is rather off-base as that type of example is really closer to having an opposing trapper remove traps and not just resetting one after use.
It'd be interesting to have traps that yank people out of the trees/rooftops/sky and toss them onto the ground, though of course you'd be unable to put a different type of trap in the same direction. In addition, a mythical skill that gave trackers a 50% chance to not use commodities when laying a trap would likely be in order, though these traps would not allow anyone to recover commodities. As mentioned earlier, a 10p ability to reconceal all traps in the local area would be a good change as it'd be akin to having a demesne user reset effects instantly (which normally costs 8p). Xenthos' argument that it is the same as expanding a demesne after a fight is rather off-base as that type of example is really closer to having an opposing trapper remove traps and not just resetting one after use.
Xenthos2009-08-28 19:13:07
QUOTE (Nydekion @ Aug 28 2009, 03:09 PM) <{POST_SNAPBACK}>
Xenthos' argument that it is the same as expanding a demesne after a fight is rather off-base as that type of example is really closer to having an opposing trapper remove traps and not just resetting one after use.
That would be the case if demesne effects died after they fired once... however, they don't. They are (usually) broken when the room is broken, hence the comparison. It's definitely not perfect, but it's closer than the one you're trying to make here.
Nydekion2009-08-28 19:24:19
The fact that they only fire once only against a single target makes traps weaker in that sense than a demesne, and hence my argument applies more.
Xenthos2009-08-28 19:26:18
QUOTE (Nydekion @ Aug 28 2009, 03:24 PM) <{POST_SNAPBACK}>
The fact that they only fire once only against a single target makes traps weaker in that sense than a demesne, and hence my argument applies more.
How so? It shows that your comparison has an inherent underlying flaw: essentially, that the comparison just doesn't work.
Everiine2009-08-28 19:28:16
Okay, someone enlighten me, what the hell is a "Magnagoran Shield-Breaker" snake?
Nydekion2009-08-28 19:28:58
Because the trap is still present, as a demesne is still present even if the effects aren't active. If a demesne is broken, it is the same as if a trap is disarmed and removed entirely, not inactive. Being that it's the case, have a trap be tripped and requiring reconcealment is the same as needing to reset demesne effects, not remelding.
Nydekion2009-08-28 19:29:46
The "shield-breaker" snake is a snake in the zoo that will break pentagram/circle. Only one that does it, I think.
Xenthos2009-08-28 19:37:42
QUOTE (Nydekion @ Aug 28 2009, 03:28 PM) <{POST_SNAPBACK}>
Because the trap is still present, as a demesne is still present even if the effects aren't active. If a demesne is broken, it is the same as if a trap is disarmed and removed entirely, not inactive. Being that it's the case, have a trap be tripped and requiring reconcealment is the same as needing to reset demesne effects, not remelding.
The trap is "still present" but it doesn't do anything. It's been turned off, disarmed, etc. Until reconcealed, it has absolutely no effect-- the only difference is that you just don't have to spend comms to put a new one down, you still have to reset it. It is, for all intents and purposes, disabled. To disable a demesne in such a way, you break it. You can also make a partial comparison with a protection scroll (which 'disables' most of the effects) and requires the Mage/Druid to come to you to dissolve, but I still don't see it being comparable to waiting hundreds of seconds for it to time out and hoping that they aren't reset in the meantime.
I think maybe the closest your comparison gets is "killing the Demesne-holder -> Killing the Tracker". Killing the tracker doesn't actually unset the traps either, only leaving the area (so, with vitae / lich / whatever) the traps still going, whereas the demesne has to be reset (and might be a good time to use the 8p demesne reset thing). Which, again... doesn't really work out well as a comparison as the tracker's traps are not unconcealed on death.
QUOTE (Nydekion @ Aug 28 2009, 03:29 PM) <{POST_SNAPBACK}>
The "shield-breaker" snake is a snake in the zoo that will break pentagram/circle. Only one that does it, I think.
Right. That's one of the things on my list, is to 1) Have this snake made not catchable (since it's required for the Necromantate quest), and 2) Ask that some other snakes be able to break shields. Would have to be a limited number, but preferably in a neutral area or an off-Plane area where everyone's got the same difficulties getting it.
Nydekion2009-08-28 19:43:55
Incorrect, a meld that is present but does not have effects running is by and large the same as an inactive trap. It's there, you can't change terrain without a druid/mage, but it doesn't hinder you at all and is otherwise ignorable. What you're arguing here is that traps are really much weaker than a demesne as while a demesne effect is continuous under a given period of time, a trap will only ever hit once and be useless until the next reset. Having a 10p ability (or even an 8p ability to make it analogous to the cost for demesne users) to reconceal a local area is rather reasonable.
Xenthos2009-08-28 19:48:30
QUOTE (Nydekion @ Aug 28 2009, 03:43 PM) <{POST_SNAPBACK}>
Incorrect, a meld that is present but does not have effects running is by and large the same as an inactive trap. It's there, you can't change terrain without a druid/mage, but it doesn't hinder you at all and is otherwise ignorable. What you're arguing here is that traps are really much weaker than a demesne as while a demesne effect is continuous under a given period of time, a trap will only ever hit once and be useless until the next reset. Having a 10p ability (or even an 8p ability to make it analogous to the cost for demesne users) to reconceal a local area is rather reasonable.
It's there, but it has no effect. Unlike a meld, which prevents you from changing the terrain... it just doesn't do anything. It might as well not be there.
So, no, that's not what I am arguing at all. Nor do I think it's reasonable, because they are two completely different things, despite the stretch to try to relate them. It's obviously a stretch.
All my arguments above still stand.
Nydekion2009-08-28 19:58:01
Looks like we'll have to agree to disagree. An inactive meld is essentially the same as an inactive trap, in both cases it cannot be removed without specialized abilities and neither one will hinder in any way. Removing a meld can only be compared to removing a trap as it is only in this case that a new meld or a new trap can be put down.
Xenthos2009-08-28 20:02:53
QUOTE (Nydekion @ Aug 28 2009, 03:58 PM) <{POST_SNAPBACK}>
Looks like we'll have to agree to disagree. An inactive meld is essentially the same as an inactive trap, in both cases it cannot be removed without specialized abilities and neither one will hinder in any way. Removing a meld can only be compared to removing a trap as it is only in this case that a new meld or a new trap can be put down.
I'm fine with agreeing to disagree; especially since I think it is pretty obvious there is not much correlation between the two types. Like I said, my first example was not really the greatest comparison either.
Kante2009-09-03 17:03:09
One of the main things I find off about Tracking versus Totems is that, it's a lot easier to find someone with Totems, than it is with Tracking.
In my opinion, that makes absolutely no sense. Trackers are supposed to be able to find :censor:, and Wolf in Totems simply gives them an edge. I have scan, but that only shows if someone is in the general area, not where. I have Thirdeye, but most people I'm interested in finding normally have a gem of cloaking.
So, I suggest that Tracking be given a skill that works like Scent. Perhaps it could involve your companion sniffing the air and finding where everyone is, or a more advanced form of Prints to where you follow the prints closely with your eyes, or something.
I know that doesn't make much sense in reality, but Lusternia isn't exactly based on reality, either. I think a small change like this would definitely help to improve things, at least a little, with Trackers. I had other ideas a few days back, but I've already forgotten them.
In my opinion, that makes absolutely no sense. Trackers are supposed to be able to find :censor:, and Wolf in Totems simply gives them an edge. I have scan, but that only shows if someone is in the general area, not where. I have Thirdeye, but most people I'm interested in finding normally have a gem of cloaking.
So, I suggest that Tracking be given a skill that works like Scent. Perhaps it could involve your companion sniffing the air and finding where everyone is, or a more advanced form of Prints to where you follow the prints closely with your eyes, or something.
I know that doesn't make much sense in reality, but Lusternia isn't exactly based on reality, either. I think a small change like this would definitely help to improve things, at least a little, with Trackers. I had other ideas a few days back, but I've already forgotten them.
Aliod2009-09-03 19:15:20
QUOTE (Xenthos @ Aug 28 2009, 07:27 PM) <{POST_SNAPBACK}>
To compare to traps, traps can only be removed by another tracker, don't decay, have a different cost (comms instead of power), but don't fire unless the tracker is both online and in the same area. I actually think it might be kind of neat if bells worked even without the trap technically firing, though, as long as the tracker is on the same plane (or, maybe make the bells a trap of their own instead. A bell-trap that does not require being in the area, just on the same plane. When tripped, it alerts the trapper). Hm.
Actualllllyyy, the only way that the disarming of a trap works, is if you have a higher skill in environment than they do. And tracking is just a cheap clone of environment anyway, so you have to spend 600 credits to even use one of the skills in tracking effectively