Ranger Tracking 06/07/2020 07:33 PM CDT
Rangers now have the innate ability to TRACK creatures within hunting grounds. The syntax is TRACK {creature}, where {creature} is one that can normally be found in that area. Successfully tracking the creature will move the Ranger to a room where a live creature of that type is present and no other players are currently engaged with it. Tracking success is based on the Ranger's Intuition and Wisdom bonuses, their Survival and Perception skills, and the level difference between the Ranger and the target creature. Rangers gain a bonus to successful tracking if they currently have an Adventurer's Guild bounty for that creature. There is a one minute recovery period after tracking a creature, success or failure. Tracking results in some roundtime, which can be reduced by Survival training and having their animal companion present.

Note that Rangers can also track while hidden to attempt to sneak up on their target, or, if they're leading a group, can lead their group members to the creature.

GameMaster Oscuro
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Re: Ranger Tracking 06/07/2020 07:54 PM CDT
Neat

Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
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Re: Ranger Tracking 06/07/2020 08:09 PM CDT

Well, it's nifty and all but it would be a lot cooler if we could track players too :) - you know, to bring them presents.
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Re: Ranger Tracking 06/07/2020 11:23 PM CDT
How does it work for summoned creatures amd sunfist, bandit, or escort type activities?

Could you track a ki-lin, a bandit, a grimswarm warchief, or an SOS shaper's snake?
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Re: Ranger Tracking 06/08/2020 11:25 AM CDT


this is freaking AWESOME!
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Re: Ranger Tracking 06/08/2020 01:02 PM CDT
'member when 605 was the Tracking spell? I 'member.

I am happy to see rangers getting this ability.
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Re: Ranger Tracking 06/08/2020 01:17 PM CDT
'member "Article #3011: Ranger Base Spell List" on the page 930 Tomes? "As of March 24, 1994, spells 1-4 and 6-20 on this list have been implemented."

And yes, 605 was Tracking. <sniffle> No love for Tracking. :(

.

.

Heh. That said, I have never used Whispering Willow/605 with either of my Rangers. <sniffle> No love for 605 anywhere. :(
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Re: Ranger Tracking 06/08/2020 01:35 PM CDT
before lich came around, I used whispering willow a lot. but in today's game it is pretty much useless.
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Re: Ranger Tracking 06/08/2020 04:14 PM CDT
I use 605 get get ahold of the lich people that can't be bothered with a crystal amulet.


Starchitin, the OG

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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Re: Ranger Tracking 06/08/2020 05:54 PM CDT
>> I use 605 get get ahold of the lich people that can't be bothered with a crystal amulet.

This is pretty much me for any character that doesn't have a society ability to keep the thought net up. It isn't worth the additional effort to keep a supply of crystal amulets for my characters that don't have a society ability for this.

There is chatter 24x7 on LNet across multiple channels (even without using the actual LNet channel which is pure garbage). I talk to someone on the thought net maybe once a month.

-- Robert

>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
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Re: Ranger Tracking 06/08/2020 08:12 PM CDT
Do you have a list of the old ICE Age names for the Ranger spells? I had it once, but it was years before I took my break.
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Re: Ranger Tracking 06/09/2020 08:40 AM CDT
"Do I have" some arcane piece of useless knowledge from a quarter-century ago?

Who do you think you're talking to, here?!?!

:)

.


Hues
Resist Elements
Forage
Skinning
Tracking [+]
Phaon's Strength
Sounds
Tree Door
Utterlight
Tangle Weed
Mass Hues
Whirlwind
Inner Wall
Imbue
Whispering Willow
Spike Thorn
Silent Moves
Mobility
Mass Calm
Tangleweed True
Nature's Healing [+] (625, after a spell gap)

[+] Not implemented as of 24 March, 1994.
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Re: Ranger Tracking 06/09/2020 09:44 AM CDT
Neat idea, but rewarding a critter with 10-15s of free attacks on you after you have successfully tracked it seems the wrong way round.

>track cy
You carefully study the area, searching for signs of a cyclops's presence. Your keen eye spots the beginnings of a trail and you rush to follow it.
[Noman's Land, Cave]
A massive pile of urgh hides lies in the center of this room. A cloud of fleas rises from the putrid rags. A splintered barrel lies at the foot of this makeshift bed. The firepit is cold, though someone has already prepared their next meal and left it here for cooking. The flayed and quartered corpse was probably a goblin. You also see a cyclops.
Obvious exits: north
Roundtime: 10 sec.
R>
A cyclops swings a splintered tree trunk at you!
You move at the last moment to evade the attack!

...

For that sort of RT it ought to have a camo style effect where you are put in hiding and get an extra bonus if it hasn't managed to sniff you out before the RT is up.
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Re: Ranger Tracking 06/09/2020 11:03 AM CDT
Tracking has potential to eliminate the need for script hunting (the wandering part), at least for some players who might be on the fence about it. I agree, though, that the RT makes it a non-starter for most solo, open hunting situations, where getting hit with one maneuver or spell could end the hunt. The cooldown also seems awful long. 20 sec or less would probably be sufficient. Or, maybe it's a skill the ranger can get better at, like a guild skill.
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Re: Ranger Tracking 06/09/2020 06:07 PM CDT
>>How does it work for summoned creatures amd sunfist, bandit, or escort type activities?

>>Could you track a ki-lin, a bandit, a grimswarm warchief, or an SOS shaper's snake?

It only works for normally spawning creatures in standard hunting areas. So no bandits, no Grimswarm, etc. It does work on lurks in SoS, however, since they spawn naturally and not just from being "summoned" by shapers.

>>Neat idea, but rewarding a critter with 10-15s of free attacks on you after you have successfully tracked it seems the wrong way round.

The absolute maximum for a successful track is 12 seconds, which is unlikely to ever occur with a modicum of survival training. You get extra RT for a failure, but a failure also puts you in an empty room so there's no immediate danger. You can reduce the RT with additional Survival training and by having your animal companion present to as little as 2 seconds (or 1 second with incredible enhancives). This ability is meant to encourage further training in Survival.

>>The cooldown also seems awful long. 20 sec or less would probably be sufficient.

A CD as low as 20 seconds would quickly lead to Rangers being able to pick up every spawn of a particular creature type in areas with multiple creature types. Running numbers on 30 seconds vs spawn rates, and it was still doing it in some areas. 60 seconds is a way to let Rangers use the ability frequently enough to impact their hunt without causing a very negative experience for other potential hunters in the area. We tried to avoid the Provoke problem here where it was a benefit for the user, but others frequently hated it.

>>Or, maybe it's a skill the ranger can get better at, like a guild skill.

I think most of us on the dev team consider guild skills are in a "maintain only," state. We're not looking to expand their use when they're onerous for players to do and for us to code. If Ranger Tracking was instead a guild skill, it would take many dozens of hours to master and probably have taken me upwards of a 10 to 100 times as much effort to code. This would mean I'd be less likely to code it and, if released, players would be less likely to use it.

You can improve your ability to track via stats and character manager skills instead. They can get better (RT-wise) with training Survival, and can improve their success rate with higher WIS, INT, Survival and Perception. Consider using Assume Aspect, particularly Yierka for a good boost.


GameMaster Oscuro
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Re: Ranger Tracking 06/09/2020 06:56 PM CDT

>The absolute maximum for a successful track is 12 seconds, which is unlikely to ever occur with a modicum of survival training. You get extra RT for a failure, but a failure also puts you in an empty room so there's no immediate danger. You can reduce the RT with additional Survival training and by having your animal companion present to as little as 2 seconds (or 1 second with incredible enhancives). This ability is meant to encourage further training in Survival.

10s is the minimum I've seen. Do you actually have the ability to train enough ranks to get a reasonable RT before you are pretty high level if not post cap?
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Re: Ranger Tracking 06/09/2020 07:43 PM CDT
>>10s is the minimum I've seen. Do you actually have the ability to train enough ranks to get a reasonable RT before you are pretty high level if not post cap?

Do you have any Survival ranks, because 10s is the minimum RT for 0 ranks. At 100 Survival ranks and an animal companion, so 2x at level 48, you can get 4s. I would call that reasonable. The RT reduction is linear in skill bonus.

GameMaster Oscuro
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Re: Ranger Tracking 06/09/2020 10:41 PM CDT
>>Well, it's nifty and all but it would be a lot cooler if we could track players too :) - you know, to bring them presents.

I second this. Maybe tying it into lore training or thresholds of survival/perception training. It wouldn't be game breaking since it would be limited travel and could lead to opening it up for usage in towns. Would be a great tool in finding deaders or assisting those calling out for help, RP-wise. Nothing is more rangerly than showing up via tracking to someone requesting aid while stuck in 10 seconds of RT and watching them die ;)
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Re: Ranger Tracking 06/10/2020 09:05 AM CDT
We'll see how ultimately useful this trick is, but it sounds pretty solid with a well-considered design.

Definitely in mazes (e.g., RR Miasmal Forest, minotaur Laby, etc) this will be extremely useful.
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Re: Ranger Tracking 06/10/2020 10:48 AM CDT
So far, testing it with a couple different rangers of varying levels (30 to cap), I'm overall quite happy with this new skill. There are definitely some hunting areas that benefit from it more than others - such as the Keen, with icy rooms and climb skill checks, or other terrain that has environmental hazards, mazes, etc. Probably my one real complaint is hopefully being looked at - that the AC does not immediately get dragged along with the ranger and is subject to the several second delay when it's prevented from entering a room due to specific mechanics and needs to re-locate its ranger. While that's not a huge deal at high affinity levels, I can see where it could be tricky for a lower or mid level ranger who is relying on the AC for a DS boost in a hunting area that swarms. Using it with a group in a swarmy area is nice, and it does make sense that all group members are subject to the same RT. I haven't had an opportunity to try it out extensively combined with hide or camo, but the accounts I've heard so far indicate that's another useful combo - though I am interested in seeing how often the thing tracked leaves the room before the track RT is up while hidden.

That said, I don't know how much I will use it outside occasionally tracking to a specific mob for a culling bounty. My main hunts in places that are easy enough to set up ;wander boundaries in, and while it might mean there is another second or two delay before I wander into a room with, say, a griffin, that's offset by me being able to attack it immediately instead of waiting for 4-5 seconds of RT to drop, where I am potentially going to be hit by more RT from one of its attacks. I expect that I'll probably use it with my other rangers of lower levels once they're in areas with environmental hazards, though again, it'll depend on other factors, such as how often things swarm, how quick their attacks are, etc.

Things that I'd like to be considered to further improve it:

1. Allow rangers to use TRACK SENSE to see what mobs are capable of spawning in a given room, similar to FORAGE SENSE. It'll help reduce confusion of where a player can begin using TRACK in a given hunting area, where there may be multiple rooms that are not set up for mobs to spawn in. It'll similarly reduce confusion for typoing a mob name when trying to track - and it'd also add the option for a point & click interface for those who rely more on it to navigate the game.

2. Allow rangers to use TRACK (player) under certain circumstances, such as if they are in the same region or location. Tie it into a skill check, an AC tracking the player first, Ascension system, something. This would be useful for going to corpses, catching up to a hunting party that moved on while the ranger is still in RT, or simply for the RP factor.

3. Allow rangers to use TRACK to go to summonable creatures, such as the Sanctum snakes, lich qyn'arj, or ki-lin. Allow tracking for grizzled creatures for someone with an active bounty (if they managed to slip away), bandits for someone with an active bounty, Grimswarm for Sunfist members, and (random) undead for Voln members. Make it tied to Ascension if needed.

4. Allow rangers to reduce the 60 second cool down through skills or the Ascension system.

Again, I'm pleased with this positive development for a couple of reasons. First, I like anything that can provide a core game system that reduces the need to rely on lich or third party scripting in order to make the game less tedious. Track absolutely accomplishes this. Second, Rangers have seen incredibly little of class-specific development over the past 10-15 years (with some notable exceptions like the introduction of using 620 on metal armor). As a class, rangers are so well rounded and balanced - on their own or compared to others - that they don't need much.. but being neglected from any kind of development still stings, and it's a very welcome change to finally have a bone tossed our way. I hope that this isn't a one and done type of deal and that we have more positive things to look forward to.

- Overlord EK

>You now regard Eorgina with a warm demeanor.
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Re: Ranger Tracking 06/10/2020 02:11 PM CDT
>1. Allow rangers to use TRACK SENSE to see what mobs are capable of spawning in a given room, similar to FORAGE SENSE. It'll help reduce confusion of where a player can begin using TRACK in a given hunting area, where there may be multiple rooms that are not set up for mobs to spawn in. It'll similarly reduce confusion for typoing a mob name when trying to track - and it'd also add the option for a point & click interface for those who rely more on it to navigate the game.

That is a really cool idea. Maybe a little niche, but there are a ton of odd shaped hunting grounds with mixed level stuff where it would be simply great.

Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
Reply
Re: Ranger Tracking 06/10/2020 02:21 PM CDT
>Do you have any Survival ranks, because 10s is the minimum RT for 0 ranks.

1x in survival

As a test I used tracking at every opportunity (whenever unengaged and out of cooldown) in my last cyclops hunt from belled to fried.

8 failures (2 @15s, 4 @14s, 2 @13s)
2 successes (10s, 9s)

Cyclops being cyclops, a lot of the time there won't actually be an unengaged cyclops to find, so some proportion of the failures are probably down to that.

That it takes significant RT, I don't particularly mind, its that the whole time spent tracking is spent in front of the critter being tracked while it wails away at you feels really wrong from an immersion perspective. When something is taking 9-15s RT there's a lot of time to be influenced by the messaging and its not a consistent picture that it creates.
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Re: Ranger Tracking 06/11/2020 07:06 PM CDT
>>1x Surivval

With 24 ranks of survival, you should see 8 to 10 seconds on a success. Once you get an animal companion, you'll get a another decent drop. If you're up hunting cyclops by quite a bit, that's a big part of why you're failing a lot. The level difference scales quadratically.

>>Cyclops being cyclops, a lot of the time there won't actually be an unengaged cyclops to find, so some proportion of the failures are probably down to that.

A failure due to there not being a viable target provides separate messaging and no RT or CD.

>>That it takes significant RT, I don't particularly mind, its that the whole time spent tracking is spent in front of the critter being tracked while it wails away at you feels really wrong from an immersion perspective. When something is taking 9-15s RT there's a lot of time to be influenced by the messaging and its not a consistent picture that it creates.

Track RT is applied consistently with all movement between rooms that causes RT. That always happens after the move occurs. In fact, that's how (nearly) all actions in GS work. The RT is applied at the same moment the effect occurs and you have to wait it out afterwards. You don't type ATTACK, then wait 5 seconds and then see the attack resolve.



GameMaster Oscuro
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Re: Ranger Tracking 06/12/2020 11:58 PM CDT
>Track RT is applied consistently with all movement between rooms that causes RT. That always happens after the move occurs. In fact, that's how (nearly) all actions in GS work. The RT is applied at the same moment the effect occurs and you have to wait it out afterwards. You don't type ATTACK, then wait 5 seconds and then see the attack resolve.

Even with 2-3 sec RT, players might hesitate to use it in a hunting area where the critter might spawn and hit them with a deadly spell or maneuver in its first action. This "consistency" is a big part of why scripts are needed, unfortunately. If I hunt manually and peer every which way, I might be a lot better prepared than tracking something using these mechanics. Fix the hunting grounds and I'm all for it.
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Re: Ranger Tracking 06/13/2020 01:57 PM CDT
>Track RT is applied consistently with all movement between rooms that causes RT. That always happens after the move occurs. In fact, that's how (nearly) all actions in GS work. The RT is applied at the same moment the effect occurs and you have to wait it out afterwards. You don't type ATTACK, then wait 5 seconds and then see the attack resolve.

In general movement into a critters room ought to give the critter that's waiting for you an advantage. Applying RT in the normal way does this. If I'm struggling up a slippery slope for 10s, the ice troll at the top ought to get a freebie on me, and because of the way critters act, RT has to be put on me in the arrival room for that to happen. If it takes me 15s to get my breath back after nearly drowning on the way into the Bowels, again that's time that ought to be spent getting fisted by the swarm of Jarls that were waiting for me.

However, tracking is moving through a whole succession of rooms, all of which are empty, all of which are being checked for cyclops tracks. Spending a long time in an empty room on a failure is fine but it ought to be at least as good as PEER, MOVE on a success and its way short of that. Its not actually teleporting to a cyclops, even though its coded as if it was, and if it was teleporting then a certain amount of disorientation on arrival wouldn't seem out of place.

Since one of the actions that is coded differently is used very frequently by me (caliper measurement of locks) I'm well aware that the RT can be applied differently and it jars all the more.

Ideally I'd have liked tracking that was supposed to take 8-10s on a success and 13-15s on a failure to throw out a couple of flavor messages during the first 8s spent in the original room, abort with a message about it being under your nose the whole time if a cyclops walks in, and then teleport me to the cyclops with 0-2s on a success, or to an empty room with 5-7s on a failure. That leaves an issue with how to get 0s when the cyclops are all engaged, which I'd deal with by spawning a new one in an empty room if they all became engaged during that 8s. I'm not expecting it to happen, but I do think the flavor for lower level rangers would have been a lot better if it had been coded this way. I think PEER, MOVE is a better comparison to how track RT ought to happen than swimming into the Bowels in full plate.
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Re: Ranger Tracking 06/14/2020 11:41 AM CDT
<Since one of the actions that is coded differently is used very frequently by me (caliper measurement of locks) I'm well aware that the RT can be applied differently and it jars all the more.>

I had this pop into my mind as an example when I saw that NIR message as well.

Starchitin, the OG

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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Track Changes 06/23/2020 10:15 PM CDT
Ranger tracking has received the following updates:

1) Companions should now be brought along with the Ranger immediately if they assist the Ranger with tracking.

2) Rangers who have a dangerous creature bounty and have already gotten the creature's attention (i.e. the grizzled creature has been spawned) can track that creature. No special command is necessary; if you have such a foe available (and it's not hiding due to being burrowed or faded or some other similar ability), it will always choose that foe first.

3) TRACK AREA is now an option which will display all creatures that will normally inhabit that room for which the Ranger has the possibility of succeeding at tracking. For players with point-and-click enabled, the list is able to be interacted with in that sense.

GameMaster Oscuro
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Re: Ranger Tracking 07/22/2020 09:07 AM CDT
I'm not sure if its intended or not, but tracking can move a companion into an area it normally wouldn't enter.
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Re: Ranger Tracking 07/23/2020 10:06 PM CDT
>>I'm not sure if its intended or not, but tracking can move a companion into an area it normally wouldn't enter.

It's not intended. TRACK should be respecting the room settings with regards to companions. Can you please BUG the room that you find that happening and mention TRACK in the bug report? Thank you.

GameMaster Oscuro
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Re: Ranger Tracking 07/24/2020 12:51 AM CDT
>It's not intended. TRACK should be respecting the room settings with regards to companions. Can you please BUG the room that you find that happening and mention TRACK in the bug report? Thank you.

I bugged one where it followed with TRACK and wouldn't have otherwise. There appears to be a check every few minutes that causes it to leave when it notices its somewhere it shouldn't be, so it wouldn't stay around for the whole hunt, but I could get it to attack the tracked critter.
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Re: Ranger Tracking 12/09/2020 02:51 AM CST


So, I think it is time that rangers get a guild.

Tracking seems great in theory, the rt seems like an issue.

I have always wanted my ranger to be able to set snares and/or make pits for catching creatures.

I don't have a full idea of guild skills, BUT the ones I do have are awesome. (I think)

You can have one skill for traps. Start off by making tripwires that knock creatures off balance or make them fall down.


TRAPS
Reps include:
Critter reps, successfully making a like level critter trip or fall.
Cleaning reps.
Master Teach reps.
Trap making reps.

Kinds of traps in order of ranks.
Tripwire, Snare, Jaws traps, Nets, and Pitfalls

>Trap setup snare
You kneel down and begin meticulously twisting and connecting lengths of wire to form the snare.(Someone better than me can finish it lol)
Roundtime: 20 seconds.


Traps wont entangle player characters and are just like the traps from bandits in how they work.
Traps can't be sold, but you will have to have items on you to build traps. Wire, sticks, spikes, a shovel(MAKE displaying harnesses hold shovels!! I'd love to be able to make a ranger, rp him like a nomad hunting for food, and have him swing a shovel from hiding. lol)

The other guild skill I think would be nice, is Lure.

Being able to make a lure that is aimed towards a type of critter.
Reps include building lures in the workshop, taking apart lures in the workshop.
Cleaning/Some boring task
Successfully luring a creature.

Lures can be left in the same room with traps to help try to bring in more.

Often bring in a flash mob of 2-4 critters based on training. Will have a cooldown for uses. BUT you can make a lot of them and just "Toss lure" and you'll just throw it on the ground for stuff to sniff out.




Ok, I'm done. Maybe it's just a way to get the ball rolling? Idk. Always liked rangers, thought that the whole semi area of GS needed guilds. I'd rather build traps and things than crank away at LM or Alchemy.

-Kisun-NOT a ranger.
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Re: Ranger Tracking 12/10/2020 01:37 PM CST
The +5 sec RT penalty for a failed TRACK attempt has been removed. That was too punishing in addition to already failing and still being put into cooldown.

In addition, the baseline success chance for TRACK has been increased by 15. So, for example, if you had a 33% success rate before, you should see a 48% now.

If you find yourself failing tracking attempts frequently against like-level creatures, the primary recommendation is to increase your Survival training.

GameMaster Oscuro
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Re: Ranger Tracking 12/10/2020 03:35 PM CST
Nice to see some positive updates to this! I haven't used track since buying a ship, but it was useful for culling creatures bounties.

- EK

>You now regard Eorgina with a warm demeanor.
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Re: Ranger Tracking 12/17/2020 07:12 PM CST


I've gotten to play around with TRACK some more since the changes and it feels much better even at 1x survival. I actually do give it a shot anytime I can as it is fun to zip around and see if I find things.

I may actually bring my survival closer to 2x for the sole purpose of TRACK once I get enough CM for shadow mastery rank 5.

Thank you to the Dev Team for taking a look at this ability and seeing that it could use some adjustments.
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