Subguild: Scavenger removal

Started by janeshephard, June 19, 2010, 07:39:38 PM

Yes Flurry, but if the arrow remains at that price for the next 8 months, you will eventually come to some possible conclusions, and most of them will be wrong.

Back on topic: I'm glad scavenger has forage food, and all the other things it has. It solves a lot of problems, and when I found out recently that it had forage food on it, I was pretty happy with using it to supplement my character's main-guild skills.

I like things how they are now. With ranger getting all the best awesome outdoorsy utility skills, Burglar getting the best awesome city-based utility skills, and scavenger to act as a rangerly, burglary boost to any main guild that someone feels could use a hybrid of utility skills.
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Lizzie, you're making the error of assumption.  Just because you see something, you're assuming the worst and drawing conclusions from it instead of remaining open and having some amount of trust in the staff.  Just report things that look wrong.  The staff will deal with it.  Let it go.  :)
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Getting back on track-- I don't see a reason or need to do away with the Scavenger sugbuild -or- giving more skills to everybody.

I think everybody should have a chance to find food in the wilderness.  (10%)
I think some classes/subclasses should have a better chance than others.


I think everybody should have the ability to locate secret exits.  (10%)
I think some classes/subclasses should have a better chance than others.
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Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

I actually pick the Scavenger Sub Guild very often, so that I can get forage food, search and climb - all 3 skills that are super useful when your PC tends to be a loner.

And, I like to be able to forage food and search for hidden exits, when others around me can't, coz they picked some other sub-guild.

I'd vote to keep Scavenger as it is right now.
The figure in a dark hooded cloak says in rinthi-accented Sirihish, 'Winrothol Tor Fale?'

I want scavenger to stay the same too. I mean.. Search, climb bargaining skills, AND forage food? What's not to like?  ;)

I like this guild, drop what i said last time just remember'd i didn't choose that subguild.
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Scavenger is definitely one of my top 3 subs, I like it the way it is.

I dislike the idea of foraging food become any more common than it, it's some impressive shit to be able to walk into some part of the world and tell what plants most likely hold water, what bugs won't kill you, what plants aren't poisonous. I've seen Into the Wild damnit!

Search I feel the same way, it's a rare skill, I like the hidey holes being found is a rare thing. Them being common steals away their purpose.
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Don't fix something that is not broken. The scavenger subguild is a very useful one and should be left as is.

To be honest. I think secret exits should turn invisible for everyone, unless they've been searched and found earlier. After which they remain visible for some amount of time, or untill reboot. I never understood people who dont have search, knowing all of these secret doors.

Quote from: Dar on June 25, 2010, 12:30:27 AM
To be honest. I think secret exits should turn invisible for everyone, unless they've been searched and found earlier. After which they remain visible for some amount of time, or untill reboot. I never understood people who dont have search, knowing all of these secret doors.

My characters only know of them if they've been told or if they find it themselves. You'd be surprised at how often people reveal these things to each other.
Quote from: Morrolan on July 16, 2013, 01:43:41 AM
And there was some dwarf smoking spice, and I thought that was so scandalous because I'd only been playing in 'nak.


There is nothing particularly mystifying about searching for exits, climbing or foraging for very basic foodstuffs.  And, this is Zalanthas...common folks are supposed to be more hearty, right?

I think it would be reasonable for forage and search to be added to most, if not all classes in a manner akin to the way all/most classes can not navigate sandstorms with varying success.  Some are better specialized than others, but all should have at least a modest chance of success with the right tools, skills, and patience.

If anything, I think it would be VERY interesting to add some skill bonuses in these abilities to all/most commoners but not nobles in reflection of an almost certainly harder life where climbing, searching, and grebbing for a morsel to eat can honestly mean the difference between life and death.

On another note, I don't think I've ever picked scavanger as a subclass.  I've noticed that the ones who frequently do pick scavanger as a sub are against this change.  Perhaps because such changes would result in a profileration of their such coveted skills, not unlike sandstorm navigation....  A lot of people were against that too, if I'm not mistaken, but that turned out alright.

Quote from: Sephiroto on June 27, 2010, 03:25:14 AM
There is nothing particularly mystifying about searching for exits, climbing or foraging for very basic foodstuffs.  And, this is Zalanthas...common folks are supposed to be more hearty, right?

I think it would be reasonable for forage and search to be added to most, if not all classes in a manner akin to the way all/most classes can not navigate sandstorms with varying success.  Some are better specialized than others, but all should have at least a modest chance of success with the right tools, skills, and patience.

If anything, I think it would be VERY interesting to add some skill bonuses in these abilities to all/most commoners but not nobles in reflection of an almost certainly harder life where climbing, searching, and grebbing for a morsel to eat can honestly mean the difference between life and death.

On another note, I don't think I've ever picked scavanger as a subclass.  I've noticed that the ones who frequently do pick scavanger as a sub are against this change.  Perhaps because such changes would result in a profileration of their such coveted skills, not unlike sandstorm navigation....  A lot of people were against that too, if I'm not mistaken, but that turned out alright.

Good points. I'd like to see them overall as well. Then I could make more nomads. :) I play scavengers a lot, but it's typically for climb and food foraging. I've noticed that a good deal of the time you can 'l <direction>' and get 'the <door name> is closed', when it comes to things like that and search.

Just sayin'.
Quote from: Wug
No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.

If subguild scavenger was removed and their skills given to most classes I too would roll other subguilds more often.
Quote from: Morrolan on July 16, 2013, 01:43:41 AM
And there was some dwarf smoking spice, and I thought that was so scandalous because I'd only been playing in 'nak.


I know this is way off base from what we have now, but I would have rather, instead of having grouped up subguilds, to have let players chose four to six skills to add to their main guild with a points system where some skills would cost more points than others.


You have 10 auxiliary skill points left, what skill would you like to chose next?
A.  Scan           2
B.  Listen          2
c.  Hide            3
D.  Sneak         3
E.  Pick            5
F.  Forage Food 2
G. Skinning      2
F. Basket Weaving 1
and so on.
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

Quote from: FantasyWriter on June 27, 2010, 10:31:52 AM
I know this is way off base from what we have now, but I would have rather, instead of having grouped up subguilds, to have let players chose four to six skills to add to their main guild with a points system where some skills would cost more points than others.


You have 10 auxiliary skill points left, what skill would you like to chose next?
A.  Scan           2
B.  Listen          2
c.  Hide            3
D.  Sneak         3
E.  Pick            5
F.  Forage Food 2
G. Skinning      2
F. Basket Weaving 1
and so on.

Best idea yet, I think.
Quote from: Wug
No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.

QuoteI've noticed that a good deal of the time you can 'l <direction>' and get 'the <door name> is closed', when it comes to things like that and search.

For the record, if you do see that you should typo or bug it. Exits actually meant to be found with search can be seen no other way.

I've never taken scav for food foraging myself. I like the sub for the skills it gives and the caps. Which are all reasonable.

Which is why I don't want to see it go away.
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Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

I've never had search turn up an exit I couldn't do that with other than a single time. I thought it was intended to work that way.
Quote from: Wug
No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.

 :D  Nope, I mean sure, some might be intended to work that way, but I'd still bug/typo them.

There are a large number of search only exits though.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

Fine as it is.
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Quote from: Yam on March 18, 2011, 09:57:04 AM
There's really nothing wrong with a pretty boy in a dress.

Keep scavenger the way it is. Spread the 'Search' skill out a tad bit. Leave the ability to 'forage_food' to those who already have them.

My 2 cents.
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I'd kill for a subguild with 'direction_sense' and 'climb.'  Subguild explorer?

I'd like to see one with 'direction sense', 'climb', and the ability to forage food. Even if it meant dropping the fourth skill, I would play the shit out of that subguild, all the time.
Quote from: Wug
No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.

I've already suggested that scavenger should get direction sense, since they're supposed to be "skilled at surviving in the wilds."
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Quote from: Synthesis on July 03, 2010, 07:26:51 AM
I've already suggested that scavenger should get direction sense, since they're supposed to be "skilled at surviving in the wilds."

Same. Most of what I meant there was that if it would be considered 'overpowered' with that and search both, I'd gladly be rid of search. But then, that's just me personally.
Quote from: Wug
No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.