MICHAELP2002
Re: Trash Pandas for Everyone - Current Ranger Woes
01/17/2016 12:39 PM CST
Could scouting have the ability to allow the ranger to basically take a trail to a nature sanctuary from anywhere? Perhaps only one or two sanctuaries per province, maybe each having a natural spirit, that will bestow a certain boon if conversed with. Might be close to stepping on moonmage toes, but if we keep it limited, it is somewhat close to a trail, but not needing to find start/stop points.
Could scouting be tied into unlocking some rangerish bow or trap skills? Maybe something like placing a snare at pole/melee range that ties opponent into roundtime and gives a penalty free retreat? Special arrows that utilize animal toxins, etc. (might be close to whatever poison crafting ends up with?)
Would also be a member of the group who wouldn't mind a new name for scouting altogether.
JWARK04
Re: Trash Pandas for Everyone - Current Ranger Woes
01/17/2016 12:42 PM CST
And maybe seeing what we can forage could be cool. I'd like to hear other's opinions on it. The only thing I use foraging for is grass to braid vines so from my view I don't see any use for it. Maybe there is a world of benefit from foraging I'm not aware of, though.
SHADOW7988
Re: Trash Pandas for Everyone - Current Ranger Woes
01/17/2016 06:05 PM CST
It seems good, survivally. I like it...
I mean as its going to be a survival skill, I'm expecting it to help my character to SURVIVE, not win, add quality of life stuff. So it seems pretty cool.
Personally I have used appraise to get a feel for whether a 'boss' was starting to weaken from the tons of tiny pricks we'd be throwing at it to kill it.... ahhh people using LEs.
Anyways. I think its a decent direction, hopefully it'll be some cool information, and maybe could be made so that it could be added open.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
I mean as its going to be a survival skill, I'm expecting it to help my character to SURVIVE, not win, add quality of life stuff. So it seems pretty cool.
Personally I have used appraise to get a feel for whether a 'boss' was starting to weaken from the tons of tiny pricks we'd be throwing at it to kill it.... ahhh people using LEs.
Anyways. I think its a decent direction, hopefully it'll be some cool information, and maybe could be made so that it could be added open.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
FAMEBRIGHT
Re: Trash Pandas for Everyone - Current Ranger Woes
01/17/2016 06:24 PM CST
>SCOUT AREA (would be new) - enables you to see the biome, terrain, and ground type as well as items you're likely to find with foraging.
Oh wow I can't believe this might finally happen!
So many bug reports will follow.
Your search-fu is pig dung!
Oh wow I can't believe this might finally happen!
So many bug reports will follow.
Your search-fu is pig dung!
ABSOLON
Re: Trash Pandas for Everyone - Current Ranger Woes
01/17/2016 08:59 PM CST
How about...
SCOUT AREA or a similar verb returns non-ordinal/cardinal room exits in the style of hunt. This would be of use in mazes to find the exit, for example. I'm suggesting this as I run around the Velaka desert trying to find the exit back to town on my Bard. ;)
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SCOUT AREA or a similar verb returns non-ordinal/cardinal room exits in the style of hunt. This would be of use in mazes to find the exit, for example. I'm suggesting this as I run around the Velaka desert trying to find the exit back to town on my Bard. ;)
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
DRFREAK3
Re: Trash Pandas for Everyone - Current Ranger Woes
01/17/2016 09:29 PM CST
Is it possible to have a Manipulate ability for rangers, just like Empaths do, but only for wild animals and where they attack other hostiles in the area?
This plays on the companion thing.
Tie scouting into it (assuming a name change that includes scouting and animal lore).
This plays on the companion thing.
Tie scouting into it (assuming a name change that includes scouting and animal lore).
DR-NAOHHI
Re: Trash Pandas for Everyone - Current Ranger Woes
01/17/2016 10:11 PM CST
Scouting is quite unlikely to become Animal Lore, but you can expect that companions will tie into Scouting.
What I'm looking for here are things that
1. Meet the definition of scouting or scout.
2. Enable a Ranger to train Scouting since this seems to be a major issue in reference to trails, which are a whole other tangle.
3. Provides some kind of use, because if it doesn't do anything besides train a thing, why am I coding it?
>> Scout area to find exit
When I read this, I thought back to looking over DIRECTION's code and I admit I shuddered IRL. It's unlikely I'll try this, but I'll try to think of something for it. Maze areas have their own unique code, each different from the other, usually, so there's not an EASY way to hook into it for this.
>> Why additional info on appraise?
It was just an idea, and I have no idea what kind of info would be easy to add here that would also be interesting enough to be of any kind of use.
>> analyze danger lumberjacking
It's not only used for lumberjacking. In truth, only those that harvest materials for crafting would see a benefit from this particular idea, but that doesn't mean it's bad. Look at the benefits MM's have been picking up with spells. Not every MM will care or want them, but some might.
>>Is it possible to have a Manipulate ability for rangers
I'm not sure Rangers have that kind of grasp, but I can ask some lore and guild ppl.
>>So many bug reports will follow.
Maybe. There are a lot of old areas that got built before we had a lot of the options and stuff we do today. It's often low priority to fix them.
>>Could scouting have the ability to allow the ranger to basically take a trail to a nature sanctuary from anywhere?
You just gave me an entirely different idea that ties into Ranger sanctuaries.
>>Could scouting be tied into unlocking some rangerish bow or trap skills?
Mechanisms for Tinkering/Engineering are being worked on. It's something I can put on my list to look into with Kodius. Don't get too excited though, my list is massive.
---
NaOH+HI
What I'm looking for here are things that
1. Meet the definition of scouting or scout.
2. Enable a Ranger to train Scouting since this seems to be a major issue in reference to trails, which are a whole other tangle.
3. Provides some kind of use, because if it doesn't do anything besides train a thing, why am I coding it?
>> Scout area to find exit
When I read this, I thought back to looking over DIRECTION's code and I admit I shuddered IRL. It's unlikely I'll try this, but I'll try to think of something for it. Maze areas have their own unique code, each different from the other, usually, so there's not an EASY way to hook into it for this.
>> Why additional info on appraise?
It was just an idea, and I have no idea what kind of info would be easy to add here that would also be interesting enough to be of any kind of use.
>> analyze danger lumberjacking
It's not only used for lumberjacking. In truth, only those that harvest materials for crafting would see a benefit from this particular idea, but that doesn't mean it's bad. Look at the benefits MM's have been picking up with spells. Not every MM will care or want them, but some might.
>>Is it possible to have a Manipulate ability for rangers
I'm not sure Rangers have that kind of grasp, but I can ask some lore and guild ppl.
>>So many bug reports will follow.
Maybe. There are a lot of old areas that got built before we had a lot of the options and stuff we do today. It's often low priority to fix them.
>>Could scouting have the ability to allow the ranger to basically take a trail to a nature sanctuary from anywhere?
You just gave me an entirely different idea that ties into Ranger sanctuaries.
>>Could scouting be tied into unlocking some rangerish bow or trap skills?
Mechanisms for Tinkering/Engineering are being worked on. It's something I can put on my list to look into with Kodius. Don't get too excited though, my list is massive.
---
NaOH+HI
FLINT-TIPPED
Re: Trash Pandas for Everyone - Current Ranger Woes
01/17/2016 10:47 PM CST
What about a Scouting tactical combat maneuver that trains a little Scouting for an AOE offensive debuff of anyone/any creature not in your group entering your room (wilderness qualifying room required) while the Scouting maneuver is active? You've Scouted out every dip in the ground and rise in the landscape and determined the most defensible position.
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
FLINT-TIPPED
Re: Trash Pandas for Everyone - Current Ranger Woes
01/17/2016 11:11 PM CST
Or Scout Hunt:
Increases the spawn rate in your room. You've scouted out a game trail favored by the creatures in the hunting ground.
Or Scout Avoid:
Your knowledge of the creature/land has allowed you to choose a location unpopular with the creatures there. Decreases the likelihood of spawn in your room. You're overhunting or pushing up into a new hunting ground and can't handle capped engagement or need/want to stay at missile for easier ranged hangback/archery.
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
Increases the spawn rate in your room. You've scouted out a game trail favored by the creatures in the hunting ground.
Or Scout Avoid:
Your knowledge of the creature/land has allowed you to choose a location unpopular with the creatures there. Decreases the likelihood of spawn in your room. You're overhunting or pushing up into a new hunting ground and can't handle capped engagement or need/want to stay at missile for easier ranged hangback/archery.
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
JWARK04
Re: Trash Pandas for Everyone - Current Ranger Woes
01/17/2016 11:57 PM CST
<Increases the spawn rate in your room. You've scouted out a game trail favored by the creatures in the hunting ground.>
Yes please.
Yes please.
SHADOW7988
Re: Trash Pandas for Everyone - Current Ranger Woes
01/18/2016 10:27 AM CST
I like the concept of the scouting out preferable areas of the ground to make you the master of the area, kinda reminds me of, location, location, location. Sounds survivally.
I also like the two ideas about spawn increase/decrease.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
I also like the two ideas about spawn increase/decrease.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
NINEVAH1
Re: Trash Pandas for Everyone - Current Ranger Woes
01/18/2016 11:26 AM CST
I like the idea of Scouting improving harvesting of materials and tieing into Tactic's ANALYZE.
SHADOW7988
Re: Trash Pandas for Everyone - Current Ranger Woes
01/18/2016 01:38 PM CST
So using scouting to get out of mazes, what if there could be something that was tagged as an NPC but wasn't an NPC:
hunt
You take note of all the tracks in the area, so that you can hunt anything nearby down.
To the south, southeast:
1) a gold and rust spotted lizard
To the north, east, down:
2) a red-headed Halfling lad
So that red-headed Halfling lad stands outside of Arthe Dale. What if some type of trail marker could be placed at the entrance of someplace that was 'maze-like'.
Or perhaps just something that might be cool to use for more natural/wild places as a 'trail' that allows for a Ranger to make a quick in and out type thing, because they are Rangers and Rangers are cool like that?
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
hunt
You take note of all the tracks in the area, so that you can hunt anything nearby down.
To the south, southeast:
1) a gold and rust spotted lizard
To the north, east, down:
2) a red-headed Halfling lad
So that red-headed Halfling lad stands outside of Arthe Dale. What if some type of trail marker could be placed at the entrance of someplace that was 'maze-like'.
Or perhaps just something that might be cool to use for more natural/wild places as a 'trail' that allows for a Ranger to make a quick in and out type thing, because they are Rangers and Rangers are cool like that?
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
FAMEBRIGHT
Re: Trash Pandas for Everyone - Current Ranger Woes
01/18/2016 02:08 PM CST
> What if some type of trail marker could be placed at the entrance of someplace that was 'maze-like'.
Can you not do this with companions? It's incredibly useful with familiars!
Your search-fu is pig dung!
Can you not do this with companions? It's incredibly useful with familiars!
Your search-fu is pig dung!
SLHUBBARD
Re: Trash Pandas for Everyone - Current Ranger Woes
01/18/2016 02:09 PM CST
>* ANALYZE for Tactics also teaching Scouting. Maybe room for something else in this.
For some kind of first-strike bonus? Maybe a one-time huge Stealth bonus for any hidden attack. Similar to a backstab, but could only be used once on a critter / on a timer.
>* SCOUT AREA (would be new) - enables you to see the biome, terrain, and ground type as well as items you're likely to find with foraging. Trains Scouting and Outdoorsmanship.
Super cool/useful ability. I hate having to rely on outside resources to figure out where I can forage stuff.
>* Discern more information on appraisal of creatures.
What would be better is if APPRAISE critters had different options, rather than the text dump it's become.
APPRAISE <critter> STEALTH would replace SCOUT AWARENESS (and train Appraisal and Scouting -- Thieves could use this too, replacing MARK) and you could break up the other bits into something like APPRAISE STATS/SKILL/THREAT, etc. (I realize this is probably outside the scope of Rangers, but if it weren't a huge mess to code, it would be helpful for more than just us)!
GENT
For some kind of first-strike bonus? Maybe a one-time huge Stealth bonus for any hidden attack. Similar to a backstab, but could only be used once on a critter / on a timer.
>* SCOUT AREA (would be new) - enables you to see the biome, terrain, and ground type as well as items you're likely to find with foraging. Trains Scouting and Outdoorsmanship.
Super cool/useful ability. I hate having to rely on outside resources to figure out where I can forage stuff.
>* Discern more information on appraisal of creatures.
What would be better is if APPRAISE critters had different options, rather than the text dump it's become.
APPRAISE <critter> STEALTH would replace SCOUT AWARENESS (and train Appraisal and Scouting -- Thieves could use this too, replacing MARK) and you could break up the other bits into something like APPRAISE STATS/SKILL/THREAT, etc. (I realize this is probably outside the scope of Rangers, but if it weren't a huge mess to code, it would be helpful for more than just us)!
GENT
BENNETTJ13
Re: Trash Pandas for Everyone - Current Ranger Woes
01/18/2016 04:11 PM CST
Thieves can already mark creatures, but it doesn't teach for crap.
Monster Elec
You hear the distant echo of a savage Horde snarling in barbaric disapproval of your deeds.
Monster Elec
You hear the distant echo of a savage Horde snarling in barbaric disapproval of your deeds.
SLHUBBARD
Re: Trash Pandas for Everyone - Current Ranger Woes
01/18/2016 04:45 PM CST
Er, yeah, I phrased that poorly. If APPRAISE was updated as suggested, I would hope that both MARK and SCOUT AWARE in their current states would be updated to actually teach at-level (Appraisal and Scouting/Backstab). They are legit, useful tools, but should probably just be brought under a more central, logical system that already exists.
GENT
GENT
PRIMEQ
Re: Trash Pandas for Everyone - Current Ranger Woes
01/18/2016 05:31 PM CST
>>What if some type of trail marker could be placed at the entrance of someplace that was 'maze-like'.
This is an interesting idea. Something invisible to non-Rangers but that Rangers could hunt down?
- Navesi
This is an interesting idea. Something invisible to non-Rangers but that Rangers could hunt down?
- Navesi
ABSOLON
Re: Trash Pandas for Everyone - Current Ranger Woes
01/18/2016 05:38 PM CST
It doesn't even need to be invisible to other guilds, really.
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Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
SLHUBBARD
Re: Trash Pandas for Everyone - Current Ranger Woes
01/18/2016 06:49 PM CST
Being able to get out of mazes (and put a marker down that others could follow, if the Ranger has enough skill) would be great! Mazes are boring.
GENT
GENT
ENDOJ5
Re: Trash Pandas for Everyone - Current Ranger Woes
01/18/2016 11:30 PM CST
Ok I'm going to propose some out-of-the-box ideas here - while I recognize that the goal is to find some low hanging fruit, I believe that continuing to add more, low-value functionality to the Scouting skill is not viable in the long term if Scouting remains the Ranger Guild-only skill.
1) The Most Drastic
Get rid of Scouting all together. With the more generic 'Outdoorsmanship' skill now in the Survival skillset, many of the functions that are currently driven by/teach Scouting could easily have a case to be rolled into Outdoorsmanship. Scouting is just too narrow to have cool, interesting uses beyond trails and tracking.
Replace Scouting with a Ranger Guild-only Survival skill called 'Animism' or something along those lines. This skill would represent a more concrete idea of a Ranger's connection with the natural world.
If you look at the model for guild-only skills in most other cases, the formula is pretty similar: by doing things that are 'thematic' to the Guild, you fill a 'pool' that powers non-magical Guild abilities and learn it by filling and discharging your pool.
Summoning for WMs --> ALIGN and cast spells or SUMMON ADMITTANCE to charge, use it to power Elemental Weapons, Familiars, Pathways, etc
Astro for MMs --> Study sky/moons/constellations to charge, use it to power predictions
Theurgy for Clerics --> Rituals to charge, power Communes
Bardic Lore for Bards --> Playing/performing to charge, powers Screams, Whistles, etc
Expertise for Barbarians --> Maneuvers to charge, power Analyzes
You get the idea. This doesn't hold for all Guild-only skills - you might make an argument that Empathy is similar in some way, but Scouting and Backstab don't seem to fit the mold, and I don't think Trading or Thanatology do either (but I don't have any experience with those, so can't say for certain).
The obvious parallel here for Ranger abilities is Beseeches. Infrequent, non-magical, thematic abilities powered by some kind of 'pool.' Looking back at some historical posts about the nature of Beseeches, the concept of 'Animism' may be somewhat aligned - or at least not too far of a stretch.
From Zeyurn back in 2008 (http://forums.play.net/messages.asp?forum=20&category=31&topic=7&message=5702/messages.asp):
>"The first and foremost thing to understand about beseeches is that they are not magical. As Armifer stated, the Ranger has a form of supernatural tie or perhaps hyperawareness to the natural state of the world around him or her.
>Through a very methodical and highly researched ritual, the Ranger can attempt to reach out to what we might consider personifications or 'spirits' of the various natural forces."
I think this new Animism skill would have a lot more possibilities than Scouting as a Guild-only skill - it could be an actual, quantifiable basis for many of our abilities, even beyond Beseeches.
Ranks in the skill could:
- allow for tiered Companion choices that scale with actual ranks
- allow for scaled numbers of personal trailmarkers
- some interplay with spells like Awaken Forest (the opposite of metaspells and Elemental Weapons - more skill allows you to summon different flavors of spawn?)
- a factor in Bonus regeneration/decay (more skill means you decay slower and regen faster)
- etc
The "Nature Pool" that is powered by the Animism skill could be used for even more things:
- Beseeches
- how long your companion sticks around/some kind of effect on their interactions
- tied into personal trailmarker creation
- enhanced ways to check the bonus setting of a room
- etc
For filling the Pool, maybe:
- Composting stuff
- casting some other spells that made thematic sense (maybe just one book? Nature Manipulation or Animal Abilities?)
- some kind of 'ritual' related to killing or skinning a natural creature
- etc
2) The Middle Ground
Introduce Animism skill as outlined above, but instead of doing away with Scouting, open it up to everyone. Add the kinds of things talked about earlier in this thread (getting out of mazes, better foraging info, etc) in addition to HUNT. Trails would remain Ranger-only application of the skill, but tracking would open up to everyone. Best of both worlds.
3) The Status Quo
Add some more functions to Scouting as mentioned in this thread and others.
Summary
Scouting is basically 'Natural Perception' and so primarily powers things like 'what would someone notice if they were more in touch with Nature than others' - an inherently passive (vs active) set of abilities. More foraging info, better appraise, better hunt - it's acting as a modifier to an ability that is powered by another skill (Outdoorsmanship, Appraisal, Perception, respectively). Until Scouting can be defined as something more active (or replaced with something that is), we will always have this conundrum of the skill not really having much value on its own.
- Vision et al
1) The Most Drastic
Get rid of Scouting all together. With the more generic 'Outdoorsmanship' skill now in the Survival skillset, many of the functions that are currently driven by/teach Scouting could easily have a case to be rolled into Outdoorsmanship. Scouting is just too narrow to have cool, interesting uses beyond trails and tracking.
Replace Scouting with a Ranger Guild-only Survival skill called 'Animism' or something along those lines. This skill would represent a more concrete idea of a Ranger's connection with the natural world.
If you look at the model for guild-only skills in most other cases, the formula is pretty similar: by doing things that are 'thematic' to the Guild, you fill a 'pool' that powers non-magical Guild abilities and learn it by filling and discharging your pool.
Summoning for WMs --> ALIGN and cast spells or SUMMON ADMITTANCE to charge, use it to power Elemental Weapons, Familiars, Pathways, etc
Astro for MMs --> Study sky/moons/constellations to charge, use it to power predictions
Theurgy for Clerics --> Rituals to charge, power Communes
Bardic Lore for Bards --> Playing/performing to charge, powers Screams, Whistles, etc
Expertise for Barbarians --> Maneuvers to charge, power Analyzes
You get the idea. This doesn't hold for all Guild-only skills - you might make an argument that Empathy is similar in some way, but Scouting and Backstab don't seem to fit the mold, and I don't think Trading or Thanatology do either (but I don't have any experience with those, so can't say for certain).
The obvious parallel here for Ranger abilities is Beseeches. Infrequent, non-magical, thematic abilities powered by some kind of 'pool.' Looking back at some historical posts about the nature of Beseeches, the concept of 'Animism' may be somewhat aligned - or at least not too far of a stretch.
From Zeyurn back in 2008 (http://forums.play.net/messages.asp?forum=20&category=31&topic=7&message=5702/messages.asp):
>"The first and foremost thing to understand about beseeches is that they are not magical. As Armifer stated, the Ranger has a form of supernatural tie or perhaps hyperawareness to the natural state of the world around him or her.
>Through a very methodical and highly researched ritual, the Ranger can attempt to reach out to what we might consider personifications or 'spirits' of the various natural forces."
I think this new Animism skill would have a lot more possibilities than Scouting as a Guild-only skill - it could be an actual, quantifiable basis for many of our abilities, even beyond Beseeches.
Ranks in the skill could:
- allow for tiered Companion choices that scale with actual ranks
- allow for scaled numbers of personal trailmarkers
- some interplay with spells like Awaken Forest (the opposite of metaspells and Elemental Weapons - more skill allows you to summon different flavors of spawn?)
- a factor in Bonus regeneration/decay (more skill means you decay slower and regen faster)
- etc
The "Nature Pool" that is powered by the Animism skill could be used for even more things:
- Beseeches
- how long your companion sticks around/some kind of effect on their interactions
- tied into personal trailmarker creation
- enhanced ways to check the bonus setting of a room
- etc
For filling the Pool, maybe:
- Composting stuff
- casting some other spells that made thematic sense (maybe just one book? Nature Manipulation or Animal Abilities?)
- some kind of 'ritual' related to killing or skinning a natural creature
- etc
2) The Middle Ground
Introduce Animism skill as outlined above, but instead of doing away with Scouting, open it up to everyone. Add the kinds of things talked about earlier in this thread (getting out of mazes, better foraging info, etc) in addition to HUNT. Trails would remain Ranger-only application of the skill, but tracking would open up to everyone. Best of both worlds.
3) The Status Quo
Add some more functions to Scouting as mentioned in this thread and others.
Summary
Scouting is basically 'Natural Perception' and so primarily powers things like 'what would someone notice if they were more in touch with Nature than others' - an inherently passive (vs active) set of abilities. More foraging info, better appraise, better hunt - it's acting as a modifier to an ability that is powered by another skill (Outdoorsmanship, Appraisal, Perception, respectively). Until Scouting can be defined as something more active (or replaced with something that is), we will always have this conundrum of the skill not really having much value on its own.
- Vision et al
THETECHNOCRACY
Re: Trash Pandas for Everyone - Current Ranger Woes
01/19/2016 04:38 AM CST
>>Ok I'm going to propose some out-of-the-box ideas here - while I recognize that the goal is to find some low hanging fruit, I believe that continuing to add more, low-value functionality to the Scouting skill is not viable in the long term if Scouting remains the Ranger Guild-only skill.
You list the Most Drastic as getting rid of Scouting all together, but you do make a pretty strong case that more of the "thematics" of the Guild should be under the Guild only school, filling a supernatural "pool" for abilities. Right now Beseeches run off of Spirit Health, for example, which I think is less than ideal.
"Animism" in some way as a measurement of both the skillset driving the Ranger's relationship with the supernatural natural world (hah) makes sense. Or maybe "Shamanism" but that could sound a little too Druid/magical and the Guild's always been great at walking that fine line.
I think though this could just be a rebranding of Scouting, keeping the core system intact, but adding additional ways to train it, plus the supernatural pool, that previously would be seen as outside of the realm of Scouting.
"Scouting is basically 'Natural Perception' and so primarily powers things like 'what would someone notice if they were more in touch with Nature than others' - an inherently passive (vs active) set of abilities. More foraging info, better appraise, better hunt - it's acting as a modifier to an ability that is powered by another skill (Outdoorsmanship, Appraisal, Perception, respectively). Until Scouting can be defined as something more active (or replaced with something that is), we will always have this conundrum of the skill not really having much value on its own."
I think this is a rather good point. Scouting is "notice" or "observe" right now. It would be nice to have more examples where it is in the driver's seat.
You list the Most Drastic as getting rid of Scouting all together, but you do make a pretty strong case that more of the "thematics" of the Guild should be under the Guild only school, filling a supernatural "pool" for abilities. Right now Beseeches run off of Spirit Health, for example, which I think is less than ideal.
"Animism" in some way as a measurement of both the skillset driving the Ranger's relationship with the supernatural natural world (hah) makes sense. Or maybe "Shamanism" but that could sound a little too Druid/magical and the Guild's always been great at walking that fine line.
I think though this could just be a rebranding of Scouting, keeping the core system intact, but adding additional ways to train it, plus the supernatural pool, that previously would be seen as outside of the realm of Scouting.
"Scouting is basically 'Natural Perception' and so primarily powers things like 'what would someone notice if they were more in touch with Nature than others' - an inherently passive (vs active) set of abilities. More foraging info, better appraise, better hunt - it's acting as a modifier to an ability that is powered by another skill (Outdoorsmanship, Appraisal, Perception, respectively). Until Scouting can be defined as something more active (or replaced with something that is), we will always have this conundrum of the skill not really having much value on its own."
I think this is a rather good point. Scouting is "notice" or "observe" right now. It would be nice to have more examples where it is in the driver's seat.
ENDOJ5
Re: Trash Pandas for Everyone - Current Ranger Woes
01/19/2016 08:58 AM CST
> "Animism" in some way as a measurement of both the skillset driving the Ranger's relationship with the supernatural natural world (hah) makes sense. Or maybe "Shamanism" but that could sound a little too Druid/magical and the Guild's always been great at walking that fine line.
Yeah I had thought of Shamanism as well and looked for another word for exactly that reason. 'Natural Attunement?' Whatever it's called, I think it just needs to be more broad, where Scouting today is very narrowly defined.
>I think though this could just be a rebranding of Scouting, keeping the core system intact, but adding additional ways to train it, plus the supernatural pool, that previously would be seen as outside of the realm of Scouting.
This could be an option, although I'm not sure the current ways of gaining skill would still apply - for instance, do we think running a trail would somehow enhance our 'supernatural natural relationship?' I could see it either way. Today, this helps us recover bonus faster, which means there is some relationship to our connection with Nature, and so could train such a skill, if it were to exist. I could also see HUNT (for Rangers) and trail running be tied to 'Outdoorsmanship,' which is a generic enough term to encompass such mundane abilities (and frankly, give that skill some additional use beyond just 'Foraging with another name').
Ultimately, I think this approach would serve a few purposes:
1) Tie (some) Ranger abilities to each other in a logical, thematic way that has been pioneered by other Guilds and 'modernize' systems like Beseech/ALIGN that just don't make much sense in today's DR.
2) Turn our Guild-only skill from passive and narrowly-scoped to more active and broadly-encompassing, paving the way for future development (or at least not blocking it).
- Vision et al
Yeah I had thought of Shamanism as well and looked for another word for exactly that reason. 'Natural Attunement?' Whatever it's called, I think it just needs to be more broad, where Scouting today is very narrowly defined.
>I think though this could just be a rebranding of Scouting, keeping the core system intact, but adding additional ways to train it, plus the supernatural pool, that previously would be seen as outside of the realm of Scouting.
This could be an option, although I'm not sure the current ways of gaining skill would still apply - for instance, do we think running a trail would somehow enhance our 'supernatural natural relationship?' I could see it either way. Today, this helps us recover bonus faster, which means there is some relationship to our connection with Nature, and so could train such a skill, if it were to exist. I could also see HUNT (for Rangers) and trail running be tied to 'Outdoorsmanship,' which is a generic enough term to encompass such mundane abilities (and frankly, give that skill some additional use beyond just 'Foraging with another name').
Ultimately, I think this approach would serve a few purposes:
1) Tie (some) Ranger abilities to each other in a logical, thematic way that has been pioneered by other Guilds and 'modernize' systems like Beseech/ALIGN that just don't make much sense in today's DR.
2) Turn our Guild-only skill from passive and narrowly-scoped to more active and broadly-encompassing, paving the way for future development (or at least not blocking it).
- Vision et al
PRIMEQ
Re: Trash Pandas for Everyone - Current Ranger Woes
01/20/2016 03:45 PM CST
>>Yeah I had thought of Shamanism as well and looked for another word for exactly that reason. 'Natural Attunement?' Whatever it's called, I think it just needs to be more broad, where Scouting today is very narrowly defined.
I do agree Scouting could use a rebranding so that it could expand its scope. Call it Connection maybe, as suggested for an attunement with nature or a connection to all life and natural things.
>>This could be an option, although I'm not sure the current ways of gaining skill would still apply - for instance, do we think running a trail would somehow enhance our 'supernatural natural relationship?'
I think it could work. If you imagine Nature as a person, the Ranger is the one who knows her best. Making inroads into little-known areas or following seldom-used trails could be seen as building that connection.
So taking the current Scouting exp and combining with some ideas for Connection, you might be able to train by:
- trails
- HUNT
- caring for a natural sanctuary
- growing plants
- caring for an animal or companion
- meditating in different natural spots
- experiencing/exploring certain dangerous wild areas (for those less inclined toward fuzzy animals and plants)
- Navesi
I do agree Scouting could use a rebranding so that it could expand its scope. Call it Connection maybe, as suggested for an attunement with nature or a connection to all life and natural things.
>>This could be an option, although I'm not sure the current ways of gaining skill would still apply - for instance, do we think running a trail would somehow enhance our 'supernatural natural relationship?'
I think it could work. If you imagine Nature as a person, the Ranger is the one who knows her best. Making inroads into little-known areas or following seldom-used trails could be seen as building that connection.
So taking the current Scouting exp and combining with some ideas for Connection, you might be able to train by:
- trails
- HUNT
- caring for a natural sanctuary
- growing plants
- caring for an animal or companion
- meditating in different natural spots
- experiencing/exploring certain dangerous wild areas (for those less inclined toward fuzzy animals and plants)
- Navesi
THETECHNOCRACY
Re: Trash Pandas for Everyone - Current Ranger Woes
01/23/2016 11:16 AM CST
>>>>This could be an option, although I'm not sure the current ways of gaining skill would still apply - for instance, do we think running a trail would somehow enhance our 'supernatural natural relationship?'
>>I think it could work. If you imagine Nature as a person, the Ranger is the one who knows her best. Making inroads into little-known areas or following seldom-used trails could be seen as building that connection.
Real world studies continue to demonstrate how much better cognition and mental abilities are with even limited exposure to nature and the great outdoors. Taking the road less traveled is a perfect way for Rangers to maintain their relationship with Nature.
One idea is to continue the scaling of the trail system. Rangers at lower levels are able to access hard to reach areas, skip over chokepoints, compared to non-Rangers. But at a certain point this advantage goes away. I wonder if there are major areas where you could introduce even harder, more advanced trails that would be of benefit for higher circles.
>>I think it could work. If you imagine Nature as a person, the Ranger is the one who knows her best. Making inroads into little-known areas or following seldom-used trails could be seen as building that connection.
Real world studies continue to demonstrate how much better cognition and mental abilities are with even limited exposure to nature and the great outdoors. Taking the road less traveled is a perfect way for Rangers to maintain their relationship with Nature.
One idea is to continue the scaling of the trail system. Rangers at lower levels are able to access hard to reach areas, skip over chokepoints, compared to non-Rangers. But at a certain point this advantage goes away. I wonder if there are major areas where you could introduce even harder, more advanced trails that would be of benefit for higher circles.
LAWREYJRJ7
Re: Trash Pandas for Everyone - Current Ranger Woes
02/03/2016 05:17 AM CST
Yeah there are some other things besides just these we have listed. A few examples would be the following:
Example 1:
Awaken Forest spell. Right now its listed as training TM but it trains no TM at all. IT trains some utility if you manage to cast it high enough otherwise it trains nothing at all. The fact that the forest critter you awaken is all based on TM for its capabilities really had most rangers in a hole so bad that it was not being used by most other than those few that had managed to train TM. The fact it teaches Utility instead of TM was done because the original spell taught completely different from what was originally thought and the person doing the work felt he should make it teach something rather than nothing.
Example 2:
Highly skilled rangers in magic also have another problem when using the symbiosis chaos to switch to train with. The symbiosis chaos performance does not appear to make sense or is not really working right. Here is an example using my skills to cast different tier spells. All spells are broken into Intro spells, basic spells, advance spells and esoteric spells, each level is harder than the one before it making esoteric spells the harder spells to cast. The symbiosis chaos is supposed to make casting these spells more difficult. So explain why this happens to me:
Intro spell compost (trains utility) Discern shows my max cast to be 100, min prep 5.
Prep symbiosis, prep compost 12, cast, produces max learning, without symbiosis I need to cast close to 95 power to get max learning. - CHECK LOOKS OK SO FAR.
Basic Spell Essence of Yew (trains Warding) Discern shows my max cast to be 99, min prep 5.
Prep symbiosis, prep ey 15, cast, produces max learning, 12 does not. Without symbiosis I need to cast near 92-94 power to get max learning. - WHAT I THOUGHT IT WAS SUPPOSED TO MAKE IT HARDER?
Advanced spell Claws of the Cougar (trains augmentation), Discern shows max cast to be 90, min prep 15.
prep symbiosis, prep cotc 30, cast, produces max learning, 12 or 15 do not. Without symbiosis I have to cast this near 85 to get max learning.
Ok, as you can see symbiosis is supposed to make casting spells harder so why is it that it has more affect on intro spells than harder spells to cast? It takes right at 40 for me to to backfire all three of those spells using symbiosis, which appears to make sense. But I would think it would take less power on the harder spells like COTC to learn best as they are supposed to be harder spells. As it stands right now what symbiosis chaos actually does is make it so you need to start using intro spells only. Does that make any sense? Based on progression I almost expected to see 12 power for compost, 9 power for EY and 6 power (which is below min cast so 15 power for COTC). To get max learning you have to cast harder spells higher with Symbiosis chaos? Yet if I cast spells without symbiosis the intro spells have to be cast higher to learn best than all the other spells and the harder spells lower to get best learning. If you just go by my skills in utility and warding they are within 2 or 3 of each other but the basic spell is easier to cast under symbiosis. Something just don't seem right here.
Example 3:
Scouting ideas: We have recall herbname which right now only gives you the old stuff that was in there, nothing new in there last time I checked. Tells you what the herb is basically used for. Might be able to use that with the new herbs to do SCOUT AREA HERB, which would list the herbs you can notice in the room (skill level in scouting getting you to certain vs you think, etc similar to what appraisal does for appraising items), thus teaching some scouting. Could possibly work with wood or mineral or stone as well. Not sure how you would tie those into lumberjacking or mining or foraging for herbs but it could produce a small bonus to what you find when you do watch forest or prospect, or foraging the herbs, etc. But basically it would teach scouting and make it more usable to go after learning it. Also when you go into a new area, perhaps scout area might show if critters are in this area, etc.
Ranger Pfanston and his soggy pup.