As everyone knows, there are many more types of huntable creatures in the North then there are in the South. The ones in the North, for the most part, are decent enough to hunt but the ones in the south are typically all or nothing type creatures.
There was a recent addition of smaller wild-life around Allanak but I do not know weither this is a result from that new addition or not but the amount of spawned Tarantula surrounding Allanak is making leaving the city for anything but going north suicidal.
I do not know if this is the way things should be codedly going in the world of Zalanthas, weither this was planned or not, but the new common animal life around Allanak is no longer the Scrab, which was a toughie already for most hunters, but now it is Tarantula - Which should be considered the 'professional' Hunter/killer animal in the South.
Someone please stop me if I seem to be ranting, but I feel going out of Allanak shouldn't be as dangerous as it's become. It has gotten to the point that Hunters can no longer hunt and gather the basic resources (Scrab Shell, Obsidian, etc.) due to the fact that Tarantula easily overpower and consume scrab and anything else.
If this is the way things should be, then hunters only have a use in the north and I am greatly dissappointed at the fact that the south is huntable only by half-giants now.
I'm relatively certain that this is actually in response to IC events, but that's an half-educated shot in the dark.
Quote from: Tisiphone on January 07, 2009, 07:04:41 PM
I'm relatively certain that this is actually in response to IC events, but that's an half-educated shot in the dark.
Yeah. If a staff member pops in and says, "Yup, that's all IC events" then I'll be (if not a bit depressed) cool with that.
Perhaps I should have placed this in the Ask the Staff but I guess I wanted to see what the other playerbases' input on this way.
Quote from: Gunnerblaster on January 07, 2009, 07:12:17 PM
Quote from: Tisiphone on January 07, 2009, 07:04:41 PM
I'm relatively certain that this is actually in response to IC events, but that's an half-educated shot in the dark.
Yeah. If a staff member pops in and says, "Yup, that's all IC events" then I'll be (if not a bit depressed) cool with that.
Perhaps I should have placed this in the Ask the Staff but I guess I wanted to see what the other playerbases' input on this way.
Whether or not it's a direct result of a specific ic event excessive quantities of tarantula around Nak can be dealt with ic.
Also... life's not fair, and I don't believe that the wildlife around Nak is meant to be as squishy as the wildlife around Tuluk. Look at the kind of environments they live in. Hunting in groups is never a bad idea anyway.
So what if the increase is a result of IC events? Unbalanced is unbalanced.
I find it disheartening to even consider apping a pc in Allanak. There's absolutely no way one can survive as an independent unless they spend the first 20 days played fighitng jozhal and letting raptor obliterate them.
The new tarantulas that were added are nearly as tough as the originals, if not -harder-. It's just suicidal to consider leaving the gates alone. And no, I don't think teaming up with a group of hunters is always an option. I'd like to have the ability to be a lone, successful hunter in Vrun Driath. The predator/prey ratio is just, IMO, too unbalanced right now.
The scripts with the hooks also appear wonky. I've bugged this but haven't heard anything. Any of you others noticed this?
That being said, I'd be willing to write up new critters that are a bit easier than tarantulas but still nasty. I seem to remember there even being work done on this within the past few years...
If you team up with a bunch of other hunters and manage to outlive the rest of them, eventually you'll be able to hunt solo.
You should be glad you're not being chased by packs of fire bugs and gith patrols.
Bring back the roving gith death squads instead.
I'm pretty sure Allanak is that way by design.
Quote from: Lakota on January 07, 2009, 07:21:55 PM
So what if the increase is a result of IC events? Unbalanced is unbalanced.
I find it disheartening to even consider apping a pc in Allanak. There's absolutely no way one can survive as an independent unless they spend the first 20 days played fighitng jozhal and letting raptor obliterate them.
The new tarantulas that were added are nearly as tough as the originals, if not -harder-. It's just suicidal to consider leaving the gates alone. And no, I don't think teaming up with a group of hunters is always an option. I'd like to have the ability to be a lone, successful hunter in Vrun Driath. The predator/prey ratio is just, IMO, too unbalanced right now.
The scripts with the hooks also appear wonky. I've bugged this but haven't heard anything. Any of you others noticed this?
That being said, I'd be willing to write up new critters that are a bit easier than tarantulas but still nasty. I seem to remember there even being work done on this within the past few years...
I made a single modification based on some checking I did.
New critters have already been done, however, and quite recently.
http://www.zalanthas.org/gdb/index.php/topic,33066.msg403635.html#msg403635
I'm also not sure what script with hooks you're discussing. Send me an e-mail about that.
The wildlife situation, in my opinion, is just fine.
It's just there are so many hunters in Allanak, that people have to go much farther to find something. And takes them near danger spots.
Just for the record though...I love the new tarantula.
Quote from: Whoa Nelly on January 07, 2009, 07:54:46 PM
Bring back the roving gith death squads instead.
Yeah. That'll make Byn waeluks more interesting.
I don't mind the fact that life in the South is hard. That's what I like about it.
It's just the fact that it's ONLY tarantulas which seem to be gang-raping the hell out of everything.
The original tarantulas were badass to begin with but now you have new Tarantulas (following the addition of the code) which sneak/hide/track/subdue/bash.
So even if you do manage to get away - Those tarantulas will literally track you until they lose your track - Which is by either entering a city or riding north. Even then, I'm pretty sure they would still track your ass down.
I don't mind getting my ass handed to me by tarantula's because - Who in their right mind would charge a huge spider? But it's the fact that they don't leave room for mistakes. You either kill them or they track you down and finish you off.
Quote from: Clearsighted on January 07, 2009, 08:28:00 PM
It's just there are so many hunters in Allanak, that people have to go much farther to find something. And takes them near danger spots.
Those danger spots being Allanak's Outer Wall?
Walking west of the gates two rooms and getting butt-humped by the 'hook-lashing' tarantulas is no fun.
Not every newbie player who pops into the World is going to want to stay pent up inside the city, joining the daycare byn for the lifespan of their first three characters. I, for one, wanted to go outside and learn a little about the surrounding area on my second character.
Quote from: Gunnerblaster on January 07, 2009, 08:35:39 PM
Quote from: Clearsighted on January 07, 2009, 08:28:00 PM
It's just there are so many hunters in Allanak, that people have to go much farther to find something. And takes them near danger spots.
Those danger spots being Allanak's Outer Wall?
Walking west of the gates two rooms and getting butt-humped by the 'hook-lashing' tarantulas is no fun.
Not every newbie player who pops into the World is going to want to stay pent up inside the city, joining the daycare byn for the lifespan of their first three characters. I, for one, wanted to go outside and learn a little about the surrounding area on my second character.
Well. I think someone must have lured it there. In my experience, after reboots, the closest that the hook tarantulas get is the glass deposits.
But yes, there's no denying its rough and not even remotely as easy as Tuluk.
Quote from: Nyr on January 07, 2009, 08:11:10 PM
I'm also not sure what script with hooks you're discussing. Send me an e-mail about that.
I found it; nevermind.
Quote from: Gunnerblaster on January 07, 2009, 08:35:39 PM
Quote from: Clearsighted on January 07, 2009, 08:28:00 PM
It's just there are so many hunters in Allanak, that people have to go much farther to find something. And takes them near danger spots.
Those danger spots being Allanak's Outer Wall?
Walking west of the gates two rooms and getting butt-humped by the 'hook-lashing' tarantulas is no fun.
Not every newbie player who pops into the World is going to want to stay pent up inside the city, joining the daycare byn for the lifespan of their first three characters. I, for one, wanted to go outside and learn a little about the surrounding area on my second character.
Bring that stuff up to your friendly neighbourhood templar or Bynner or what-have-you. Worst that could happen is said person getting angry at you for the bother.
What I want to point out, really, is that the "newbie wildlife" that was added (Buzzards, rats, etc.) are really just countermanded by the Tarantula that have suddenly gotten the habit of not only killing the new newbie wildlife but also the new newbies, themselves.
:(
From what I've seen, the new tarantulas don't actually consume the carcasses of scrabs they murder.
I've found quite a few dead scrabs just lying around in tarantula country, anyway.
I've survived against tarantulas before with a 1-day hunter. With no mount. When I didn't know anything about playing the game or how dangerous they were. But then again, it could be one of those weaker tarantulas.
The south's always been a lot harsher than the north outside. Well, you could try and handle it IC - bring a pile of coins to the Byn and ask them to hunt tarantulas to extinction. Or head out north like my hunter did.
Quote from: Synthesis on January 07, 2009, 09:09:56 PM
From what I've seen, the new tarantulas don't actually consume the carcasses of scrabs they murder.
I've found quite a few dead scrabs just lying around in tarantula country, anyway.
Hm. Didn't know that. I've seen those new ones devour other creatures, so I simply assumed.
But you know what they say about assuming.
Meh, the new ones are weaker then the old ones. I enjoy them but was going to complain they were too weak, like newbie spiders. And the south has never been, nor do I think it ever should be for the solo hunter out of the box. And I've been playing some odd times of late and I've found no problem at any time in the south finding a hunting partner, even when who shows only 6 players other then mself IG.
The only problem I see with them or any animal NPC with track is the fact that they Never ever give up. And I'm sorry, they should and after only a short time. Also, I'm not sure if it has ever been fixed, but in the past my other complaint is even though tracking animals show a hunt echo, they do not in fact use the skill, they know where you are because the code knows.
Quote from: X-D on January 07, 2009, 09:24:29 PM
The only problem I see with them or any animal NPC with track is the fact that they Never ever give up. And I'm sorry, they should and after only a short time. Also, I'm not sure if it has ever been fixed, but in the past my other complaint is even though tracking animals show a hunt echo, they do not in fact use the skill, they know where you are because the code knows.
That and the fact that they insta-hide or it's automatic for them.
What exdee sez.
Quote from: Nyr on January 07, 2009, 08:46:08 PM
Quote from: Nyr on January 07, 2009, 08:11:10 PM
I'm also not sure what script with hooks you're discussing. Send me an e-mail about that.
I found it; nevermind.
Awesome, thanks Nyr.
Quote from: X-D on January 07, 2009, 09:24:29 PM
Also, I'm not sure if it has ever been fixed, but in the past my other complaint is even though tracking animals show a hunt echo, they do not in fact use the skill, they know where you are because the code knows.
I would disagree with this much. If you notice a bug or problem, you should bug it in-game.
I checked one such creature that I know uses the hunt skill; seems to be working fine (even after testing it).
Quote from: Nyr on January 08, 2009, 12:59:02 AM
Quote from: X-D on January 07, 2009, 09:24:29 PM
Also, I'm not sure if it has ever been fixed, but in the past my other complaint is even though tracking animals show a hunt echo, they do not in fact use the skill, they know where you are because the code knows.
I would disagree with this much. If you notice a bug or problem, you should bug it in-game.
I checked one such creature that I know uses the hunt skill; seems to be working fine (even after testing it).
While just going out on a limb and guessing I admit, I think maybe it just feels like the animals are just using the code and not the skill because of a few side factors. Like ... they regen stamina a lot faster than we do so they don't have to stop and rest before following after us ... even though we have to stop and rest while running from them. And ... I believe it was once said in the Code Discussion that despite the actual path a character takes ... the tracking animal will just move towards them via the fastest route available, and not actually retrace their footsteps.
Quote from: musashi on January 08, 2009, 01:03:02 AM
Quote from: Nyr on January 08, 2009, 12:59:02 AM
Quote from: X-D on January 07, 2009, 09:24:29 PM
Also, I'm not sure if it has ever been fixed, but in the past my other complaint is even though tracking animals show a hunt echo, they do not in fact use the skill, they know where you are because the code knows.
I would disagree with this much. If you notice a bug or problem, you should bug it in-game.
I checked one such creature that I know uses the hunt skill; seems to be working fine (even after testing it).
While just going out on a limb and guessing I admit, I think maybe it just feels like the animals are just using the code and not the skill because of a few side factors. Like ... they regen stamina a lot faster than we do so they don't have to stop and rest before following after us ... even though we have to stop and rest while running from them. And ... I believe it was once said in the Code Discussion that despite the actual path a character takes ... the tracking animal will just move towards them via the fastest route available, and not actually retrace their footsteps.
Right. In fact, if you successfully hide, the animal tracking you will remain in the room that it was in when you hid (even if this is not the room you hid in), constantly hunting over and over until you break your hide status. (However, the last time I checked this was probably a year or more ago, so maybe it's changed.)
Nyr, shoot me if I'm wrong, but from my experience it goes like this. These new tarantula group from 14-20 all coming from one singular location. Now these tarantula immediately start hiding and sneaking along until they find something that kills them. The problem is, to my knowledge, these things respawn exceptionally fast, less then five to ten minutes, unless you're handling 50 spawns out of a cave, instead of 20. This means these tarantula aren't sticking to one habitat, they've been found as far as the silt road. That combined with the new incursion of raptors, which are less migratory, and the beetles, which seem to have always been, and you're pulling a pretty nasty scenario.
Now, I don't have a problem with dangerous wildlife, as long as it is separated and contained. I'd like to see raptors in one or two areas, with borders, beetles in one area, with borders, tarantula in one or two with borders, and scrab (we should really consider upping the number of scrab and isolating them as well) I think this would do a lot to alleviate the problem.
Quote from: Synthesis on January 08, 2009, 02:51:46 AMRight. In fact, if you successfully hide, the animal tracking you will remain in the room that it was in when you hid (even if this is not the room you hid in), constantly hunting over and over until you break your hide status. (However, the last time I checked this was probably a year or more ago, so maybe it's changed.)
I know the new raptor do this.
I enjoy the new wildlife added into Allanak, it really flavors things, and adds to the scene. I'd hate to see them reduced in number, because they've honestly given hunters something new to do/avoid. It also gives newbies extra incentive to join the Byn, which from my experience, is a good thing. Separating the mobs would be a good thing though, so people hunting scrab aren't having to wade through spider infested hell. I doubt spiders would support another predator in their habitat anyway.
I think it would also be an interesting chance for the staff to add some diversity to the new wildlife. I'd like to see them acting territorial to other species as they are to PC's, I've already seen the neatness of spiders cannibalizing one another when one falls, and it really is, an interesting touch.
I've bugged it before Nyr. Many many times. Like I said, I do not know if it has been fixed since...BUT.
A couple years ago, I tested tracking animals a TON. First, They did not have to follow the same route the pc did, They would take the short route even if it meant going many rooms out of the way of the PC they are/were tracking. This means they are not using the track skill, I do not care what the echo says. Second, I then spent a bunch of time testing the the tracking animals using the hide skill. Get one tracking my PC, move off say 5 rooms east. Watch west. Soon animal comes tracking along. Hide, Animal stops 3 rooms away tracking over and over and over and over and over 3 rooms away. Break hide, Animal starts moving, hide, animal stops and you see the hunt echo for as long as you remain hid. So alright, Last test. Know that the gates close on the city when an agro animal arrives. Go to the gate, 1 room inside, watch west, Animal comes along, gate closes. Run to another gate on the other side of the city (barrier up through this just in case they are psi tracking mobs) watch east. 15 minutes later, gates slam shut because of the animal outside it. And people are saying this is still the way it is, So, tracking creatures are not using the hunt skill...Oh, they might have it, they might even "trigger" it to get the echo, but the game sends them in the direction of the visable PC, it does not follow a set of tracks. And to tell you the truth, I think it does it on the same script that soldiers use to get PCs to jail no matter where they are by the shortest route.
Wow... That's severely dissatisfying.
I'm glad I brought this up because this really seems to be something that needs to get picked and poked at a bit more.
Quote from: Gunnerblaster on January 08, 2009, 06:29:38 AM
I'm glad I brought this up because this really seems to be something that needs to get picked and poked at a bit more.
Trust me, it's being picked and poked at, and we've been picked and poked at as well, a lot. I've submitted a few bugs on the newer mobs myself.
In hindsight, I bet the players will be a bit more cautious when asking for more mobs to hunt, next time.
"Be careful what you wish for."
Quote from: FightClub on January 08, 2009, 06:47:07 AM
Quote from: Gunnerblaster on January 08, 2009, 06:29:38 AM
I'm glad I brought this up because this really seems to be something that needs to get picked and poked at a bit more.
Trust me, it's being picked and poked at, and we've been picked and poked at as well, a lot. I've submitted a few bugs on the newer mobs myself.
In hindsight, I bet the players will be a bit more cautious when asking for more mobs to hunt, next time.
"Be careful what you wish for."
I actually had no idea until after the code went in.
If you ask me, I enjoyed the nice and airy sands of the south - Just riding along, enjoying the beautiful (terrible) weather of the South - The endless sand dunes sometimes broken by the half-buried obstruction in the sand or a scrab or two crawling about.
Nowadays, you can't walk out the gates without getting harassed by -something-.
Sheesh. All you whipper-snappers and your "new wildlife" critters.
Quote from: X-D on January 08, 2009, 04:57:44 AM
I've bugged it before Nyr. Many many times. Like I said, I do not know if it has been fixed since...BUT.
A couple years ago, I tested tracking animals a TON. First, They did not have to follow the same route the pc did, They would take the short route even if it meant going many rooms out of the way of the PC they are/were tracking. This means they are not using the track skill, I do not care what the echo says. Second, I then spent a bunch of time testing the the tracking animals using the hide skill. Get one tracking my PC, move off say 5 rooms east. Watch west. Soon animal comes tracking along. Hide, Animal stops 3 rooms away tracking over and over and over and over and over 3 rooms away. Break hide, Animal starts moving, hide, animal stops and you see the hunt echo for as long as you remain hid. So alright, Last test. Know that the gates close on the city when an agro animal arrives. Go to the gate, 1 room inside, watch west, Animal comes along, gate closes. Run to another gate on the other side of the city (barrier up through this just in case they are psi tracking mobs) watch east. 15 minutes later, gates slam shut because of the animal outside it. And people are saying this is still the way it is, So, tracking creatures are not using the hunt skill...Oh, they might have it, they might even "trigger" it to get the echo, but the game sends them in the direction of the visable PC, it does not follow a set of tracks. And to tell you the truth, I think it does it on the same script that soldiers use to get PCs to jail no matter where they are by the shortest route.
http://www.zalanthas.org/gdb/index.php/topic,7381.msg70561.html#msg70561
I stand corrected.
Wow...I posted that like 5 years ago....and here I was saying a couple.
Anywho, I still think the best, or at least easiest fix would be to put a timer on how long they will hunt a PC.
Say 5-10 min based on how "smart" Staff thinks the animal should be. Maybe 10-20 on humanoid types. I have no problem with a mantis or a halfling being willing to track you much longer and farther then an animal would.
Oh, I still like all the life in the south now.
I second X-D's idea ... if the animals gave up after a bit it would be a nice fix imo as well. That way those not knowledgable about surviving in the wild could still be hunted down and eaten, while the seasoned ranger would stand a much better chance of getting away.
All would be right in the world ::)
Yeah, let's not bash the addition and variety of wildlife - that was something that was begged for for a long time.
Quote from: X-D on January 08, 2009, 09:21:49 AM
Wow...I posted that like 5 years ago....and here I was saying a couple.
Anywho, I still think the best, or at least easiest fix would be to put a timer on how long they will hunt a PC.
Say 5-10 min based on how "smart" Staff thinks the animal should be. Maybe 10-20 on humanoid types. I have no problem with a mantis or a halfling being willing to track you much longer and farther then an animal would.
Oh, I still like all the life in the south now.
Good idea, but in 5-10 minutes you can get from Allanak to Tuluk (if running from scary hunting monsters)
Hunting raptors can also track through darkness and sheer sandstorms. I know because they killed my Drovian.
It's the same way warrior soldiers have perfect vision and can spot an invisible magicker in pitch black. NPC's aren't bound by the same laws of physics as PC's are, unfortunately.
As for NPC's hunting you without following your actual trail and taking short cuts....I suppose this is similar to a certain magick spell. The staff might want to look at it.
Why would they, It is magick. And I know which they are and they are working according to the help file.
And yes, NPCs don't work under the same physics as PCs. BUT, at least this has been getting slowly fixed. Either by adding such skills as blind fighting or by giving NPCs movement delays and skill delays. Hopefully by continuing to point out what still needs to be fixed, it will get done.
It was not that long ago when all NPCs could perform every action they were scripted to perform in 1 round, were all immune to poison, could run from one gate of nak to the other in 1.2 seconds or faster.
True, they can still see perfectly in blinding sandstorms and know exactly where your PC is without error and regen stam without resting and HP as well as long as they have more then 0, Though if at 0 or less they will never heal...oddly. And many timed spells seem to last until the npc is dead or a reboot. Hell, not that long ago wagons with NPC pilots could set land speed records between the cities.
Quote from: Whoa Nelly on January 07, 2009, 07:54:46 PM
Bring back the roving gith death squads instead.
Yo, I remember those! It was crazy back in the early 90s with the Gith - you think it's suicidal now??
Sad, though, that the north seems to get all the breaks. Where's the love for 'nak?
Edit to add:
This is a great roleplay opportunity, actually. Lots to do about this new threat. It actually could be looked at as a gift. Is it hard for you, yeah - but hard with RP potential is better than easy without. In that sense, 'nak actually gets all the breaks and Tuluk remains crap. (Note: I may be a little biased.)
Quote from: DustMight on January 08, 2009, 06:22:43 PM
Quote from: Whoa Nelly on January 07, 2009, 07:54:46 PM
Bring back the roving gith death squads instead.
Yo, I remember those! It was crazy back in the early 90s with the Gith - you think it's suicidal now??
Sad, though, that the north seems to get all the breaks. Where's the love for 'nak?
>forage love
>You begin searching the area intently.
>You look around, but don't find any love.
Gasp your right!
I actually miss the roving gith death squads....but not the fire ants.
Quote from: X-D on January 08, 2009, 07:54:14 PM
I actually miss the roving gith death squads....but not the fire ants.
What about those tricky tendrils? They were the worst. The way they operated could mean instant death for the most seasoned of veterans, and often did if you weren't careful or fell for their ploy.
Hope that's not too IC.
My main argument is that Allanak, even with the beefier and more plentiful creatures, is pretty mild compared to how it has been in the past. Allanak has always been "hard", but I think it has a certain undeniable "balance" currently. It's possible to travel in and out of Allanak without having a huge squad of mercenaries at your back (though some seem to argue that this doesn't make it better or more fun), and it hasn't always been like that.
Maybe this could only happen in Arm 2, but it would be nice if something was implemented so that a critter only tracked you a set number of rooms, or a set amount of time, that afterwards it returned to the area it started hunting from. I would think that 80% of the code to do this would already be in place, it would just have to be utilized differently; marking the room at which the hunting animal starts the hunt action, and then converting certain output into direction commands for the critter.
A raptor followed me and a friend all the way into a bar once. A whole IC day after we got there.
:D
Quote from: FantasyWriter on January 09, 2009, 02:37:12 PM
A raptor followed me and a friend all the way into a bar once. A whole IC day after we got there.
:D
So two noobs and a raptor walk into a bar... ;)
I don't know if I support a nerf to the npc tracking ability, even to balance it with pcs. A range cap or assigning it as a skill as with pcs could very thoroughly neuter their ability to actually pursue, and as it stands npcs already have a whole ton of disadvantages.
All in all I have mixed feelings about the subject. It would be nice if the behavior of wildlife was dynamic and interesting, but any changes to their code need to keep in mind that they behave in a very simple, predictable manner, have no memory, and are easily exploited. Which is just as well, otherwise they might end up doing something silly like building orbital weapons platforms.
Just code the entire known world to mirror the dynamic abilities of the Xytrix Za.
That might be asking a bit much of the staff though, considering 2.0 is on the (distant?) horizon.
I think the new wildlife is great and requires pc's to deal with alot more IC consideration about your sunbacking trip across the desert.. alone.. in a sandstorm.. with little to no experience on how to use their flashy new weapon. I was even cautious as fuck with my 60+ day ranger when riding through spider country and even being as careful as I was I remember a couple of times when riding alone was something I almost regretted. It's dangerous as shit in Zalanthas, riding alone ever from that oh so simple ride from tuluk to Luirs can prove death for even experienced players from time to time.
In addition, the new spiders are easier than the old ones and even though they're easier they're alot more fun and I wish more creatures had scripted features like that.
I think the only real issue, which has been an issue for as long as I've been playing is the track code. I wouldn't mind seeing a change where anything that procs a huntings beasts track code will only be pursued for X amount of rooms, maybe produced randomly on a 1d30 roll or something, or even as simple as until the next time change, where as if it was early morning when the tracking started when late morning rolled around it would quit. Seems as though that wouldn't he too hard to impliment, certain beasts triggered to reset at certain times in the day. I suppose that's another thread all together though.
Or...every time the beast "tracks" it has a 5% (or cumulative 1%) chance of dropping the track? And then returns along the same route it came by, or at least to the same area?
It's actually the second part that interests me...territorial behavior is good and cool, especially if it doesn't always hold true.
Morrolan
Quote from: staggerlee on January 09, 2009, 02:43:05 PM
Quote from: FantasyWriter on January 09, 2009, 02:37:12 PM
A raptor followed me and a friend all the way into a bar once. A whole IC day after we got there.
:D
So two noobs and a raptor walk into a bar... ;)
I don't know if I support a nerf to the npc tracking ability, even to balance it with pcs. A range cap or assigning it as a skill as with pcs could very thoroughly neuter their ability to actually pursue, and as it stands npcs already have a whole ton of disadvantages.
All in all I have mixed feelings about the subject. It would be nice if the behavior of wildlife was dynamic and interesting, but any changes to their code need to keep in mind that they behave in a very simple, predictable manner, have no memory, and are easily exploited. Which is just as well, otherwise they might end up doing something silly like building orbital weapons platforms.
That reminds me, gotta go get my sticky grenades from the merchant in Nak.....that'll show those raptors! ;D
Speaking of bugs with the tracking command. I have a story I want to share with everyone.
I had a character killed by a sandy-brown mantis (or something like that) a few years ago. I didn't realize I had a large, heavy bag in my inventory and ended up fighting the mantis at a high encumberance. Needless to say, my character didn't fight very well in that instance and was moderately wounded. Anyway, I fled to the Mul outpost for some shelter and to recover. Keep in miind that this outpost was guarded by both human and mul bandits who like it when travellers spend lots of coins there.
Anyway, the mantis tracked my character all the way from where I was hunting them, walked into the mul outpost, tracked me through the outpost into a dark, underground room, and killed me there as I rested. Aside from tracking me a considerable distance, the thing tracked me into an outpost of NPC's that probably didn't like mantis an awful lot, wasn't attacked by them, tracked me through the city somehow..., and saw me in the dark without aid of a light source (because NPC's have perfect vision i.e., I've had invisible characters spotted in complete darkness by NPC soldiers). The whole thing sounds fishy and presents a whole host of bugs which should probably be investigated at some point.
So, I'm up for the chance that NPC's tracking characters will lose the trail by some probability and return from where they came.
I would like to see the animals take on territorial characteristics. In the past, I've had NPC creatures 'track' me down all the way up to the gates where they were spam killed. You would think that after ten to fifteen rooms or so, the creature would give up chase and begin hunting something else.
Quote from: Gunnerblaster on January 22, 2009, 03:50:44 AM
I would like to see the animals take on territorial characteristics. In the past, I've had NPC creatures 'track' me down all the way up to the gates where they were spam killed. You would think that after ten to fifteen rooms or so, the creature would give up chase and begin hunting something else.
Agreed. I'd like to see the trail go 'cold' for tracking critters after a while. Or for them to give up once you've gone way out of their territory. Once you've managed to put oh, 5 or 10 rooms between where you encountered the beastie, they should decide they can't catch you and go back to where they were.
I noticed several complaining that it is too dangerous to solo outside of the gates.
All I can say is *BOGGLE*
You should not be leaving the gates solo. This isn't WoW.
Quote from: Dakkon Black on January 26, 2009, 01:33:10 PM
I noticed several complaining that it is too dangerous to solo outside of the gates.
All I can say is *BOGGLE*
You should not be leaving the gates solo. This isn't WoW.
Sometimes it's a choice of solo-RP inside the gates, or solo-RP outside the gates. I think it should be up to the individual what kind they would rather do. Telling people what game this isn't really doesn't lend much to this discussion.
Quote from: Dakkon Black on January 26, 2009, 01:33:10 PM
I noticed several complaining that it is too dangerous to solo outside of the gates.
Maybe I'm insanely lucky, but I haven't recently found this to be true.
Quote from: brytta.leofa on January 26, 2009, 05:45:52 PM
Quote from: Dakkon Black on January 26, 2009, 01:33:10 PM
I noticed several complaining that it is too dangerous to solo outside of the gates.
Maybe I'm insanely lucky, but I haven't recently found this to be true.
Noted.
Quote from: Shalooonsh on January 27, 2009, 11:20:54 AM
Quote from: brytta.leofa on January 26, 2009, 05:45:52 PM
Quote from: Dakkon Black on January 26, 2009, 01:33:10 PM
I noticed several complaining that it is too dangerous to solo outside of the gates.
Maybe I'm insanely lucky, but I haven't recently found this to be true.
Noted.
HAHAHA! Poor Brytta, hope you aren't too attached to your current PC.
WHAT HAVE I DONE?
BTW Loon, one of your critters does not seem to be hiding anymore and the neat script that was with it seems to have gone as well...I miss it already.
The script, for some reason, wasn't working correctly, so it was disabled rather than risk further player confusion.
Awwww, those things were fun! I want me some more.
The script is fixed.
And hungry.
Note that we have tested it, but you guys are far better testers than us. If you see anything weird out of the wildlife mentioned above, please mail morgenes and cc mud.
AWESOME.
I missed this.
Awesome, let's hope I don't die while testing!
Oh God. What've I done?
I wasn't aware this game was about balance.
That wasn't what the OP was really about...
Quote from: RogueGunslinger on January 31, 2009, 12:20:38 AM
That wasn't what the OP was really about...
Do you think I read the thread~?!? jeeeeeez :)
Balance bothers me.
Lol, I do agree though.
Text edited out. I didn't say anything that would've encouraged the staff to make the game harder :-[ ;)
More blood for my bath! ;D
All these characters dying to tarantulas is starting to feel slightly ridiculous.
Oh, and the ones that hide -and- stack a dozen or possibly more in a single room? Come on now, that's not even fair.
I'm sorry but a dozen hidden hostile npc's is totally ridiculous. Fuck three hidden hostiles is pretty bad.
I've not a problem with them so far.
As to giant stacks of hidden ones, I can think of some places they might be normaly, and if you are there...well, you should not be there. Otherwise, take a better ranger.
Besides, it is not like you were not warned.
I wish they would only hide within some specific locales and not wherever they are. This way, the survivors who escaped the ambush and lured them via chase, closer to cities dont end up planting 3-4 hidden spiders close to the city. That might end up being an insta death to many new to medium trained charas.