Report 1614

Report #1614
Skillset: Tracking Skill: Traps
 Org: Sentinels Status: Completed Feb 2017
Furies' Decision:
Solution 4, traps will decay over time.
Problem: There is a very large time cost to maintain control of traps in areas
relevant to conflict events. This is exacerbated by how Avenger works with
traps. You need to declare to disarm or trip any traps on Prime controlled by
another player that's online, unless the traps are in territory that player is
enemied to. This incentizes staying online all the time so that other players
can't remove your traps without declaring.
[A:16 R: 0] Solution #1: All traps change to 'unowned' after an hour. They
 won't hit anyone, but can be disarmed or tripped by a
 Tracker. Further, traps in player-org territory
 controlled by a member of that org don't become
 unowned.
[A:13 R: 2] Solution #2: In addition to solution 1, remove the need to declare
 to disarm traps. Second, have damage from traps not
 be assigned as from a specific player, to avoid
 giving status if you die to a trap and remove the
 proccing of masochism when someone trips a trap you
 own.
[A:15 R: 1] Solution #3: Delete pits.
Player Comments:
---[Shedrin on 2/8 @ 18:08 writes]:
I tried to achieve a compromise between the various positions of the Trackers
I've talked to. Solution 3 is a serious suggestion, but not my favoured one by
long shot. I like pits in theory, they're just a pain to get fun for everyone.
Solution 3 would essentially be an admittance that it's too hard to get right.
Tracking would still have a lot of uses without pits.
---[Falmiis on 2/9 @ 01:15 writes]:
I prefer solution 3. Tracking already has decent stuff for 1v1, especially
compared to what the alternatives in the org specific terts give. While pits can
be used to be very annoying in 1v1, I don't really see them contributing to
kills in these situations. Darts are much more effective imo. This leaves pits
as really only dominating and promoting fortress battles.
---[Kaimanahi on 2/9 @ 02:42 writes]:
I'm actually a proponent for deleting pits, but if that's an unpopular option,
I'd prefer to instead limit the number of traps a person can maintain (5, 10?)
and/or have them drop upon death.
---[Demartel on 2/9 @ 20:14 writes]:
I have said both jokingly and in all seriousness to delete pits for a long
while. Currently Tracking is a skillset that everyone refers to as "Pits", with
good reason. I stand by the opinion that deleting the pit based traps would open
up the other traps to not only be used, but adjusted in quality/design as
needed. Removing Pits also helps lessen the Fortress Meta and makes combat
focused on personal/group ability more than who fell in the hole that we can
kill the fastest. So I whole-heartedly throw support behind Solution 3.
---[Xenthos on 2/10 @ 00:25 writes]:
Now that there's just one trap per room, the difference between Trip and Disarm
is pretty minimal-- might as well make Disarm just not require declare at this
point (I think I objected to this under a previous report due to time
differentials, but it's -far- smaller now). I will say that I would prefer the
other options vs. just deleting pits, but I'm not rabidly opposed to it.
---[Shango on 2/12 @ 01:06 writes]:
I support 1, long as org-owned territory lain traps are indeed left alone (home
field advantage and all, and rather difficult to lay traps after a raid's
already started). Though will honestly say I'd support #3 the most, on a
personal note.
---[Aeldra on 2/12 @ 17:20 writes]:
Support for all three solutions. Would also support the suggestion by Kaimanahi,
but I'll leave the actual decision up to those people who actually use Tracking,
as this is definitely a big change for them. I think moving away from this is a
good idea, though. (less fortress!)
---[Shuyin on 2/16 @ 02:18 writes]:
I don't think pits are that bad now that you can only have 1 per room. Tbh, I'd
rather pits just decay/disappear after an hour, but flipping to unowned is fine
---[Wobou on 2/16 @ 05:59 writes]:
I voted my support for all 3 but I think the more measured response is to try
sol. 1 and 2 first.
---[Gero on 2/16 @ 06:30 writes]:
Support for all three.
---[Ixion on 2/16 @ 22:13 writes]:
Pits certainly need some adjustments. I think solution 1 removes the eternal pit
war problem and lets battles start on neutral ground, which is great. It also
lets people still have tracker conflict and battles over area control on a
limited scale an hour before something. Preparation giving an advantage is not a
bad thing here. I'm opposed to solution 2 as it would remove the kill credit
from pit damage kills. Solution 3 has merits: I'd be okay with removing them
entirely with some caveats. Pit skills are a major chunk of the tracking
skillset, and removing them all would make way for some new and exciting trap
types and/or upgrading the other trap types into something more useful in
general. Trackers have considerable need for a non-active (requiring prep is
fine) ability to work in conjunction with knighthood in keeping a target in the
room. If pits get removed, most of that ability is lost and trackers suffer a
significant tool to keeping someone in the room which would need to be
compensated for going forward.
---[Ixion on 2/28 @ 20:54 writes]:
Thinkings further on tracking, if solution 3 is implemented, solution 1 needs to
be also implemented on all other trap types so that trap wars don't happen for
hours over thousands of rooms.