Report 117

Report #117
Skillset: Tracking Skill: Traps
 Org: Ebonguard Status: Completed Jan 2009
Furies' Decision:
Solution #2, with the caveat that it will only alert in the local area.
Problem: Currently there is no way for a tracker to tell when a trap has fired.
This is something that would be quite beneficial to the Tracking skillset as a
whole.
[A: 0 R: 0] Solution #1: Allow your wolf/dog companion to hear when one of
 your traps is tripped, and do an emote ('goes on
 point' for the dogs, a howl for the wolf, or
 something else that feels appropriate). This would
 not tell you who or where, just that something has
 happened (and you'll only know if you have your
 companion with you).
[A: 0 R: 0] Solution #2: Allow a tracker to attach 'bells/chimes' to their
 traps, which would alert the tracker that one of
 their traps has been tripped (along with the room
 name). This would cost 1-2 metal comms per, and only
 work on the same plane.
[A: 0 R: 0] Solution #3: If the above are too complicated, just always inform
 a tracker of the location of a tripped trap of theirs
 if they are in the same area.
Player Comments:
---[Shuyin on 1/11 @ 03:59 writes]:
I like 2
---[Synl on 1/11 @ 16:43 writes]:
I like solution 3, if only because it -seems- the cleanest/simplest. Generally a
good change, though
---[Gregori on 1/12 @ 00:21 writes]:
I like 2. Limit to same plane, though.
---[Xiel on 1/12 @ 10:03 writes]:
As above, solution 2 looks good, though I wouldn't mind seeing the Tracking pets
do something awesome like that too.
---[Nydekion on 1/13 @ 16:05 writes]:
Solution 2 sounds good. I think it should also give an indication as to which
room the trap was tripped in and (possibly) who tripped it.
---[Xenthos on 1/13 @ 23:04 writes]:
In that case it might need to be limited to local area instead of plane, or comm
cost might need to be bumped up. I'm not really set-in-stone on any of these
solutions, though!
---[Nydekion on 1/13 @ 23:52 writes]:
Comm cost is already quite high for traps, making it, by far, the most expensive
knight specialization. If anything it needs a reduction in cost.
---[Xenthos on 1/15 @ 02:43 writes]:
Though I don't mind comm costs being reviewed a bit, I don't think that answer
has much relevance here when the base functionality would not be having an
increase in cost. The only increase would come with trying to conceal multiple
traps at once (which should have an increase). Also: If orgs are using their
huge amounts of excess gold to pay for traps and pits (I know some do), there
really isn't much of a personal drain at all. Maybe that's the "lower comm
cost" option you're looking for?
---[Nydekion on 1/15 @ 17:54 writes]:
Huh? I'm only just agreeing with what you put up for solution #2, do you feel
that it is too much of a change now?
---[Xenthos on 1/16 @ 00:29 writes]:
No, I was commenting on the suggested enhancement to it (though perhaps that was
just an off-the-cuff suggestion and not entirely serious?). I think #2 is fine
as-is.
---[Xenthos on 1/16 @ 22:44 writes]:
Oh, I see. I think I mixed up the Tracking reports. *cough* Sorry about that!