Those of you that know me, know that I like to keep people updated on what's going on, so here are your Ranger Dev 2016 updates for right now:
Currently in Proposal:
*MoN changes to help address the following issues:
1. Doesn't work in areas with an urban enviro more urban than neutral.
2. Doesn't last long enoughh.
3. Can't cast it unless in intensely wild areas.
4. Not a valid way to deal with the city as a lower-mid circle Ranger.
*Ranger SIGNAL expansion
- This will include a project to gather suggestions for new SIGNALs.
I can give more details once the projects become approved. Yes, there are other projects I'm looking at, but these are the ones I'll have out first.
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NaOH+HI
[Notification] Ranger Dev 2016 on 12/22/2015 10:56 AM CST
Re: [Notification] Ranger Dev 2016 on 12/22/2015 12:42 PM CST
NaOH+HI,
Thanks for the updates.
I do like that the lower-mid circle rangers dealing with a urban environment is going to be looked at. One question though, has there been any thought to making our bonus work like the thieves bonus? Ie not worth a darn while in town but go to full when we get out or town?
Bluefalcon
Thanks for the updates.
I do like that the lower-mid circle rangers dealing with a urban environment is going to be looked at. One question though, has there been any thought to making our bonus work like the thieves bonus? Ie not worth a darn while in town but go to full when we get out or town?
Bluefalcon
Re: [Notification] Ranger Dev 2016 on 12/23/2015 10:35 AM CST
Re: [Notification] Ranger Dev 2016 on 01/01/2016 09:22 PM CST
Re: [Notification] Ranger Dev 2016 on 01/10/2016 08:38 PM CST
Re: [Notification] Ranger Dev 2016 on 01/11/2016 07:27 PM CST
Updates! You're ready for those, right? I hope so.
Here's what's been approved:
SIGNAL updates
The project to expand Ranger signals has been approved with the following information:
A google doc will be posted eventually (read: when I get around to it) that will enable all players to submit ideas for new signals + their messaging. The doc will remain open for about a month. All signals will be subject to senior staff review before going live.
MoN updates
The project to adjust the Ranger Spell Memory of Nature has been approved with the following information:
MoN will become a ritual spell. Currently, Rangers have no ritual spells right now and this will help facilitate the other changes below. A new temporary focus may show up in the Artificer's shop. Permanent life foci will work for the spell.
The duration of the spell will be increased to what is deemed appropriate for a ritual spell. Team Magic will determine the final max duration during development. MoN will give a buffer even in intensely urban rooms instead of only in neutral or more wild rooms. This will make the spell more useful for Rangers attending city events.
Messaging will be updated to better indicate the level of success and when the spell is working to aid Rangers. Casting will be allowed in rooms that are neutral to wild. The more neutral the room is, the more penalty a Ranger will incur. This penalty will be reflected with messaging -- likely during preparation.
Finally, MoN will be able to be cast on other Rangers, but with slightly less strength.
Add on piece for MoN:
We'll be looking at a tool for Rangers that will enable them to submit rooms for enviro-review if they are described as very wild, but their enviros do not match. For now, please do not submit bugs for these rooms.
Excited yet? I hope so. I'll be working with Team Magic on the MoN stuff, since several pieces of it are entirely new to me. The signal project will likely begin first and probably in the next few weeks.
---
NaOH+HI
Here's what's been approved:
SIGNAL updates
The project to expand Ranger signals has been approved with the following information:
A google doc will be posted eventually (read: when I get around to it) that will enable all players to submit ideas for new signals + their messaging. The doc will remain open for about a month. All signals will be subject to senior staff review before going live.
MoN updates
The project to adjust the Ranger Spell Memory of Nature has been approved with the following information:
MoN will become a ritual spell. Currently, Rangers have no ritual spells right now and this will help facilitate the other changes below. A new temporary focus may show up in the Artificer's shop. Permanent life foci will work for the spell.
The duration of the spell will be increased to what is deemed appropriate for a ritual spell. Team Magic will determine the final max duration during development. MoN will give a buffer even in intensely urban rooms instead of only in neutral or more wild rooms. This will make the spell more useful for Rangers attending city events.
Messaging will be updated to better indicate the level of success and when the spell is working to aid Rangers. Casting will be allowed in rooms that are neutral to wild. The more neutral the room is, the more penalty a Ranger will incur. This penalty will be reflected with messaging -- likely during preparation.
Finally, MoN will be able to be cast on other Rangers, but with slightly less strength.
Add on piece for MoN:
We'll be looking at a tool for Rangers that will enable them to submit rooms for enviro-review if they are described as very wild, but their enviros do not match. For now, please do not submit bugs for these rooms.
Excited yet? I hope so. I'll be working with Team Magic on the MoN stuff, since several pieces of it are entirely new to me. The signal project will likely begin first and probably in the next few weeks.
---
NaOH+HI
Re: [Notification] Ranger Dev 2016 on 01/11/2016 07:35 PM CST
Re: [Notification] Ranger Dev 2016 on 01/11/2016 11:38 PM CST
Re: [Notification] Ranger Dev 2016 on 01/12/2016 06:05 AM CST
Thanks NaOH+HI,
Much appreciated for you getting this done. One question though MON is higher level spell. Is there anything in the works for lower circle rangers to help them improve their ranger bonus? I've noticed that at lower levels I had to worry about my bonus than I do now.
Thanks again for all your work
Bluefalcon
Much appreciated for you getting this done. One question though MON is higher level spell. Is there anything in the works for lower circle rangers to help them improve their ranger bonus? I've noticed that at lower levels I had to worry about my bonus than I do now.
Thanks again for all your work
Bluefalcon
Re: [Notification] Ranger Dev 2016 on 01/12/2016 07:50 AM CST
Re: [Notification] Ranger Dev 2016 on 02/06/2016 02:48 AM CST
Hi DR-NAOHHI!
I know you have a lot on your plate and I haven't properly researched the forums, but any chance you could add horse instructing learning to Ranger Dev 2016?
More specifically, instructing a horse a lesson used to teach a significant amount of Animal Lore skill. I just finished 2 horse lessons that had an approximate combined time of an hour and a half and only moved Outdoorsmanship and Scholarship from 0/34 to 2/34. I do recall reading that getting skills to 34/34 status should reasonably take 20-30 minutes.
Any chance you could boost the learning obtained from Horse Instruction?
Thanks in advance and any insight to this situation would be most appreciated!
I know you have a lot on your plate and I haven't properly researched the forums, but any chance you could add horse instructing learning to Ranger Dev 2016?
More specifically, instructing a horse a lesson used to teach a significant amount of Animal Lore skill. I just finished 2 horse lessons that had an approximate combined time of an hour and a half and only moved Outdoorsmanship and Scholarship from 0/34 to 2/34. I do recall reading that getting skills to 34/34 status should reasonably take 20-30 minutes.
Any chance you could boost the learning obtained from Horse Instruction?
Thanks in advance and any insight to this situation would be most appreciated!
Re: [Notification] Ranger Dev 2016 on 02/17/2016 04:10 PM CST
Update for you all!
Senior staff will be reviewing the new signs and in about a week, I'll be able to start working on updating the system with them.
MoN changes are largely done, I just need to get them fully tested and have someone more familiar with magic make sure I didn't screw anything up.
I'll be picking another Ranger dev item sometime this month and will update this thread with the information.
---
NaOH+HI
Senior staff will be reviewing the new signs and in about a week, I'll be able to start working on updating the system with them.
MoN changes are largely done, I just need to get them fully tested and have someone more familiar with magic make sure I didn't screw anything up.
I'll be picking another Ranger dev item sometime this month and will update this thread with the information.
---
NaOH+HI
Re: [Notification] Ranger Dev 2016 on 02/18/2016 08:39 AM CST
Re: [Notification] Ranger Dev 2016 on 02/18/2016 02:20 PM CST
New projects have been picked and are now proposed. Please keep in mind that what is proposed might not be what gets approved. I'll try to be as transparent as possible about what's in store and what happens.
Here's a look back at what we've had so far:
Project 1: Fix enviros for Riverhaven Ranger Guild and surrounding area - Released.
Project 2: MoN Changes - In Progress.
Project 3: New signs - Under review. Code work will begin in roughly a week.
And here's what's just been proposed:
Project 4: Ways to train Scouting
-- Scout Area. Give biome, terrain, foragables.
-- Scout Area Review (Submit an area to have the enviros reviewed.)
-- Analyze. Used for harvesting systems, awards Scouting exp to Rangers.
-- Appraise Creature. No major changes, just a bit of Scouting exp to Rangers.
Project 5: Companion improvements 1.0
-- Companions do not leave. If starved/ignored, can be recalled.
-- Accelerated growth speed when cared for.
-- New fluff type verbs.
-- Improved messaging and atmo window routing.
-- Randomized new taps for companions. Existing companions get the option to randomize once.
AGAIN Note that the above stuff may or may not be approved, this is only what's proposed. Please don't go bananas.
---
NaOH+HI
Here's a look back at what we've had so far:
Project 1: Fix enviros for Riverhaven Ranger Guild and surrounding area - Released.
Project 2: MoN Changes - In Progress.
Project 3: New signs - Under review. Code work will begin in roughly a week.
And here's what's just been proposed:
Project 4: Ways to train Scouting
-- Scout Area. Give biome, terrain, foragables.
-- Scout Area Review (Submit an area to have the enviros reviewed.)
-- Analyze. Used for harvesting systems, awards Scouting exp to Rangers.
-- Appraise Creature. No major changes, just a bit of Scouting exp to Rangers.
Project 5: Companion improvements 1.0
-- Companions do not leave. If starved/ignored, can be recalled.
-- Accelerated growth speed when cared for.
-- New fluff type verbs.
-- Improved messaging and atmo window routing.
-- Randomized new taps for companions. Existing companions get the option to randomize once.
AGAIN Note that the above stuff may or may not be approved, this is only what's proposed. Please don't go bananas.
---
NaOH+HI
Re: [Notification] Ranger Dev 2016 on 02/18/2016 02:34 PM CST
>>Scout Area. Give biome, terrain, foragables.
Hate being that guy but can at least the foragable thing not be guild-restricted? I feel it's along the same lines as prospect and watch forest and I'd love to know what room has what plants.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Hate being that guy but can at least the foragable thing not be guild-restricted? I feel it's along the same lines as prospect and watch forest and I'd love to know what room has what plants.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: [Notification] Ranger Dev 2016 on 02/18/2016 02:41 PM CST
Can you make the ranger shelf in Riverhaven so that a ranger can pick up more than one item from it? It has loads of junk on it and you can't even see the stuff on it that will help out a younger ranger. if you just remove some of the restrictions the local rangers will clean it probably keep it stocked. Currently it is kind of like a trash bin that no one can empty because young characters put stuff on there with good intentions at times that is basically useless. The one item restriction/level restriction kind of makes it a less functional than it should be.
Re: [Notification] Ranger Dev 2016 on 02/18/2016 02:49 PM CST
>Project 4: Ways to train Scouting
I can't speak for all rangers, but training scouting was never the problem, it was having it serve a useful purpose. Scout Area showing biome and foragables would be awesome and a good step towards scouting existing for something other than tdps and circle requirements.
I can't speak for all rangers, but training scouting was never the problem, it was having it serve a useful purpose. Scout Area showing biome and foragables would be awesome and a good step towards scouting existing for something other than tdps and circle requirements.
Re: [Notification] Ranger Dev 2016 on 02/18/2016 02:54 PM CST
>>Hate being that guy but can at least the foragable thing not be guild-restricted? I feel it's along the same lines as prospect and watch forest and I'd love to know what room has what plants.
You have a point. I'll keep it in mind. I only just proposed this stuff today and it'll likely be a month or so before it sees a live environment.
>>ranger shelf
Is it only a problem at the Riverhaven guild?
>>training scouting was never the problem
That's not really the feedback I got during the wishlist and complaint threads.
---
NaOH+HI
You have a point. I'll keep it in mind. I only just proposed this stuff today and it'll likely be a month or so before it sees a live environment.
>>ranger shelf
Is it only a problem at the Riverhaven guild?
>>training scouting was never the problem
That's not really the feedback I got during the wishlist and complaint threads.
---
NaOH+HI
Re: [Notification] Ranger Dev 2016 on 02/18/2016 03:19 PM CST
Re: [Notification] Ranger Dev 2016 on 02/18/2016 03:22 PM CST
>>training scouting was never the problem
Yeah I am with Naohhi as I think its a valid point with the training as I do a ton of things that train a trickle of scouting but it never gets locked unless I endlessly run trails which is a very....underwhelming way to train it. But I do agree in that I wish it did more as right now it feels like its only useful for the trails and nothing else
Re: [Notification] Ranger Dev 2016 on 02/18/2016 04:28 PM CST
Yeah I'm not sure why my experience with scouting is so divergent from others. My scouting is my second highest survival by almost 60 ranks and is closing in on 500. When faced with the option of having a somewhat challenging skill to train that does something interesting or an easy to train skill that does nothing I'm interested in the former, I don't need another performance.
Re: [Notification] Ranger Dev 2016 on 02/18/2016 05:15 PM CST
Re: [Notification] Ranger Dev 2016 on 02/18/2016 06:27 PM CST
The others are correct that you generally won't get above 4-6/34, but it does gain ground in the fact that it's a skill you can keep rolling while hunting and while working on town/non combat skills is I think why it got so far ahead for me. In combat I just use hunt every minute and half (the cooldown on exp is 75 seconds if E-pedia is in the right). I rarely get more then 2 or three mindstates from this but exp pulses are on a two minute timer you can always keep this pool pulsing.
Outside of combat, find a nice convenient short trail and learn to love it. The length and difficulty of the trail doesn't really seem to matter for teaching in my experience. I'm still using the trail from just outside the northeast gate up to the north road docks and back down, 4 mind states for a round trip. I interweave it when training skills around town and make sure to hit the trail again anytime I'm at 1/2 mind states.
It's worth your time to find a trail near your hunting grounds if you're going to be away from your home base for awhile, most hunting grounds have a convenient round trip trail somewhere near by, even on Aesry you can keep scouting moving while training outside of combat.
The only time I really went out of my way to work scouting was a period when I was in the 150's. I imagined personal trail markers would be the best thing since ever so I really wanted that 175. Those end of the evening time periods when I just wanted to zone out I'd just run a trail back and forth for 30-60 minutes before bed while I watched the scouting scroll and something on Netflix. It was normally enough to hit mindlock before I'd have to log lest unconsciousness win. A mind lock soaking overnight will keep the skill at the top of your survivals.
Added benefit of this practice is your perception will be bonkers, all of your scouting training will train perception as well, throw outdoorsmanship on top of that and it's rare that you'll go to sleep with less then a mind lock in perception. Soon you too can be watching the endless thievery in the pine needle path.
Outside of combat, find a nice convenient short trail and learn to love it. The length and difficulty of the trail doesn't really seem to matter for teaching in my experience. I'm still using the trail from just outside the northeast gate up to the north road docks and back down, 4 mind states for a round trip. I interweave it when training skills around town and make sure to hit the trail again anytime I'm at 1/2 mind states.
It's worth your time to find a trail near your hunting grounds if you're going to be away from your home base for awhile, most hunting grounds have a convenient round trip trail somewhere near by, even on Aesry you can keep scouting moving while training outside of combat.
The only time I really went out of my way to work scouting was a period when I was in the 150's. I imagined personal trail markers would be the best thing since ever so I really wanted that 175. Those end of the evening time periods when I just wanted to zone out I'd just run a trail back and forth for 30-60 minutes before bed while I watched the scouting scroll and something on Netflix. It was normally enough to hit mindlock before I'd have to log lest unconsciousness win. A mind lock soaking overnight will keep the skill at the top of your survivals.
Added benefit of this practice is your perception will be bonkers, all of your scouting training will train perception as well, throw outdoorsmanship on top of that and it's rare that you'll go to sleep with less then a mind lock in perception. Soon you too can be watching the endless thievery in the pine needle path.
Re: [Notification] Ranger Dev 2016 on 02/18/2016 06:28 PM CST
Re: [Notification] Ranger Dev 2016 on 02/18/2016 06:29 PM CST
And just to clarify, I'm totally fine with adding more ways to train it, and I'm ecstatic to see Rangers getting some love. I just also really want to feel that scouting practice is making me better at something, and having some more useful abilities come out of it like finding foragables in an area is awesome!
Re: [Notification] Ranger Dev 2016 on 02/18/2016 06:31 PM CST
Re: [Notification] Ranger Dev 2016 on 02/18/2016 06:34 PM CST
Re: [Notification] Ranger Dev 2016 on 02/18/2016 07:11 PM CST
<Yeah I am with Naohhi as I think its a valid point with the training as I do a ton of things that train a trickle of scouting but it never gets locked unless I endlessly run trails which is a very....underwhelming way to train it. But I do agree in that I wish it did more as right now it feels like its only useful for the trails and nothing else>
Send me a thought in game I'll show you how to lock it very fast.
- Brachius
Send me a thought in game I'll show you how to lock it very fast.
- Brachius
Re: [Notification] Ranger Dev 2016 on 02/18/2016 08:08 PM CST
Re: [Notification] Ranger Dev 2016 on 02/18/2016 09:33 PM CST
<That's fine. Not every piece of dev will be interesting to everyone.>
Appreciate you not taking it personally. If other people are liking this I might just be curious why exactly, not to question it but just to understand it better. I'm guessing it's good for alchemy, although it's just odd to me that a ranger would use their primary guild skill for alchemy when they're lore tert and have no bonus to alchemy but if you're doing alchemy then I can understand it.
Appreciate you not taking it personally. If other people are liking this I might just be curious why exactly, not to question it but just to understand it better. I'm guessing it's good for alchemy, although it's just odd to me that a ranger would use their primary guild skill for alchemy when they're lore tert and have no bonus to alchemy but if you're doing alchemy then I can understand it.
Re: [Notification] Ranger Dev 2016 on 02/19/2016 09:39 AM CST
Speaking as one of the few Rangers in Plat any improvement to scouting is a huge win. Hunting works well for training in prime because there are other hunters in the area, thus creating a way for the skill to train in combat. In Plat this is not the case and the only way to train is by running trails for long periods of time over and over. While it isn't more of a chore than really any other skill to train it takes away from the overall experience for me because you can literally have no interaction with anything/anyone while running trails. Anything that allows me to spend more time on interacting and less time grinding skills is a win for me.
Gross. That's gross. You're gross.
---
NaOH+HI
Gross. That's gross. You're gross.
---
NaOH+HI
Re: [Notification] Ranger Dev 2016 on 02/19/2016 11:37 AM CST
<Hunting works well for training in prime because there are other hunters in the area, thus creating a way for the skill to train in combat. In Plat this is not the case and the only way to train is by running trails for long periods of time over and over.>
Ah, thank you for the insight. Hunt actually does not work well in prime either. I only train it running trails. However, a ranger much bigger than I has informed me the trails I use will eventually stop working so I will have to eat crow on what I said before anyway.
Ah, thank you for the insight. Hunt actually does not work well in prime either. I only train it running trails. However, a ranger much bigger than I has informed me the trails I use will eventually stop working so I will have to eat crow on what I said before anyway.
Re: [Notification] Ranger Dev 2016 on 02/19/2016 12:00 PM CST
Yeah, Scouting is EASY to train, but only for a range of ranks, and only if you are willing to make your character do something that no sane individual would ever in their right minds do, for hours on end.
Scouting is a long outdated, broken concept and making it less of a PITA to train is good for everyone until such a time that the Guild/skill gets a serious overhaul.
Naohhi is definitely taking us on the right track, so thanks for that! :)
GENT
Scouting is a long outdated, broken concept and making it less of a PITA to train is good for everyone until such a time that the Guild/skill gets a serious overhaul.
Naohhi is definitely taking us on the right track, so thanks for that! :)
GENT
Re: [Notification] Ranger Dev 2016 on 02/19/2016 12:09 PM CST
Maybe PROSPECT and WATCH FOREST should teach a bit of Scouting. Would be pretty reasonable if it'll be used for SCOUT AREA showing biome/forageable goods.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: [Notification] Ranger Dev 2016 on 02/19/2016 01:08 PM CST
I train scouting three ways:
1. While hunting I use HUNT every 75 seconds. When I get ready to leave the hunting area I HUNT, HUNT # a few times.
2. While traveling, every time I pass through an area that has a crafting society, magic feat trainer or forest warden I HUNT, HUNT # to them.
3. I climb in an area that is near creatures at my skill level. I run through a bunch of climbs, HUNT, HUNT # to one of the creatures, run the other way through the climbs, collect four piles of rocks and repeat.
When hunting I usually get to about 12/34 for a 20 minute hunt.
When climbing I usually get to 16/34 by the time I lock athletics.
Every time I pass through an area and HUNT, HUNT # I usually gain 2-3 mindstates
I don't lock scouting all that often, only if I happen to climb and hunt back to back. Cycling through all of those and having a little more trickle in while traveling usually keeps enough on my mind that I am learning it the entire time I am logged in.
It was about three years ago Sithix changed trails so they teach both scouting and perception really well, supposedly up to 1500 ranks.
Before that change, every trail taught the same amount no matter how difficult, and by the time you got to 500-600 ranks you'd barely get 1 mindstate per trail run.
Now trails are supposed to scale from ~35 to ~1500 ranks, so if the trail you are using isn't teaching well you should move on to another. When I was trying out different trails after that change, the trail between Shard and Hib ended up working the best for me at ~850 ranks. You can also do magical research or appraisal focus while on a trail to add to the things you can learn.
Now, I didn't list running trails as one of the 3 ways I train scouting.. mostly because I carry a burden and pet bleeders. Trails can be an effective way to train, but only if you don't handicap yourself.
I personally think scouting is easy to train, but I might be blinded by how insanely difficult it was to train just a few years ago instead of comparing it to training other skills now.
First there was just trails that didn't train well at all after 500 or so ranks, then they added HUNT which also didn't train all that well at the time but did give you another place to train scouting.
Then they tweaked trails so they trained well, and shortly after that they tweaked HUNT so it almost doubled how much it taught per action.
(Not in any way saying I'm against new ways to train. More ways to train is great, and more uses for scouting is even better!)
That reminded me of another way to train scouting.. when HUNT was first released (and didn't train all that great) and trails still sucked, I started looking at trails that started/ended near a hunting area with a creature near my level. I'd go down a trail, HUNT, HUNT #, go down the return trail, repeat.
That might be a little tougher now since not all trails teach the same.. you would have to find a trail that teaches well AND has a challenging creature nearby.
Side Note: I am assuming the time it takes to travel along a trail first checks your skill against the trail difficulty to determine the base time, then adds burden, wounds, etc as a penalty. Each trail has a minimum amount of time and once you reach a certain skill in scouting, so if you reach X ranks and are able to run the trail at the minimum amount of time, any ranks above that won't factor in at all. If that is the case, could the ranks above X be used to reduce the penalty caused by burden and wounds?
1. While hunting I use HUNT every 75 seconds. When I get ready to leave the hunting area I HUNT, HUNT # a few times.
2. While traveling, every time I pass through an area that has a crafting society, magic feat trainer or forest warden I HUNT, HUNT # to them.
3. I climb in an area that is near creatures at my skill level. I run through a bunch of climbs, HUNT, HUNT # to one of the creatures, run the other way through the climbs, collect four piles of rocks and repeat.
When hunting I usually get to about 12/34 for a 20 minute hunt.
When climbing I usually get to 16/34 by the time I lock athletics.
Every time I pass through an area and HUNT, HUNT # I usually gain 2-3 mindstates
I don't lock scouting all that often, only if I happen to climb and hunt back to back. Cycling through all of those and having a little more trickle in while traveling usually keeps enough on my mind that I am learning it the entire time I am logged in.
It was about three years ago Sithix changed trails so they teach both scouting and perception really well, supposedly up to 1500 ranks.
Before that change, every trail taught the same amount no matter how difficult, and by the time you got to 500-600 ranks you'd barely get 1 mindstate per trail run.
Now trails are supposed to scale from ~35 to ~1500 ranks, so if the trail you are using isn't teaching well you should move on to another. When I was trying out different trails after that change, the trail between Shard and Hib ended up working the best for me at ~850 ranks. You can also do magical research or appraisal focus while on a trail to add to the things you can learn.
Now, I didn't list running trails as one of the 3 ways I train scouting.. mostly because I carry a burden and pet bleeders. Trails can be an effective way to train, but only if you don't handicap yourself.
I personally think scouting is easy to train, but I might be blinded by how insanely difficult it was to train just a few years ago instead of comparing it to training other skills now.
First there was just trails that didn't train well at all after 500 or so ranks, then they added HUNT which also didn't train all that well at the time but did give you another place to train scouting.
Then they tweaked trails so they trained well, and shortly after that they tweaked HUNT so it almost doubled how much it taught per action.
(Not in any way saying I'm against new ways to train. More ways to train is great, and more uses for scouting is even better!)
That reminded me of another way to train scouting.. when HUNT was first released (and didn't train all that great) and trails still sucked, I started looking at trails that started/ended near a hunting area with a creature near my level. I'd go down a trail, HUNT, HUNT #, go down the return trail, repeat.
That might be a little tougher now since not all trails teach the same.. you would have to find a trail that teaches well AND has a challenging creature nearby.
Side Note: I am assuming the time it takes to travel along a trail first checks your skill against the trail difficulty to determine the base time, then adds burden, wounds, etc as a penalty. Each trail has a minimum amount of time and once you reach a certain skill in scouting, so if you reach X ranks and are able to run the trail at the minimum amount of time, any ranks above that won't factor in at all. If that is the case, could the ranks above X be used to reduce the penalty caused by burden and wounds?
Re: [Notification] Ranger Dev 2016 on 02/19/2016 02:32 PM CST
Re: [Notification] Ranger Dev 2016 on 02/19/2016 03:20 PM CST
>>Scouting is a long outdated, broken concept and making it less of a PITA to train is good for everyone until such a time that the Guild/skill gets a serious overhaul.
Making it less of a pain NOW is much easier than tackling the overhaul, which is in discussion but not something I have time to deal with without a lot of hands helping. It's not something I'm ready to discuss, though, because it's involved, it might not happen for a long time, and I don't want anyone jumping to conclusions.
>>Maybe PROSPECT and WATCH FOREST should teach a bit of Scouting.
Makes sense, I can request to work on it in my proposal.
>>SCOUT AREA for everyone
I don't have a huge problem with this, but if I go this route, you can expect me to make it much better for Rangers, because it suits them. If better means they get more accurate or more info, then I think that's fair. For example: Ranger using SCOUT AREA may see "Boreal Forest" or "Deciduous Forest." Non-Ranger would see "forest." I'm likely going to base the amount of foraging information on a skills. For the skills, I'm looking at Outdoorsmanship, Scouting, and Alchemy, with alchemy being the last factor and Scouting being a stack onto Outfitting for Rangers to give them a bump over others. Let me stress, this is all just conjecture though, nothing is approved.
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NaOH+HI
Making it less of a pain NOW is much easier than tackling the overhaul, which is in discussion but not something I have time to deal with without a lot of hands helping. It's not something I'm ready to discuss, though, because it's involved, it might not happen for a long time, and I don't want anyone jumping to conclusions.
>>Maybe PROSPECT and WATCH FOREST should teach a bit of Scouting.
Makes sense, I can request to work on it in my proposal.
>>SCOUT AREA for everyone
I don't have a huge problem with this, but if I go this route, you can expect me to make it much better for Rangers, because it suits them. If better means they get more accurate or more info, then I think that's fair. For example: Ranger using SCOUT AREA may see "Boreal Forest" or "Deciduous Forest." Non-Ranger would see "forest." I'm likely going to base the amount of foraging information on a skills. For the skills, I'm looking at Outdoorsmanship, Scouting, and Alchemy, with alchemy being the last factor and Scouting being a stack onto Outfitting for Rangers to give them a bump over others. Let me stress, this is all just conjecture though, nothing is approved.
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NaOH+HI
Re: [Notification] Ranger Dev 2016 on 02/19/2016 03:55 PM CST
>>Making it less of a pain NOW is much easier than tackling the overhaul, which is in discussion but not something I have time to deal with without a lot of hands helping. It's not something I'm ready to discuss, though, because it's involved, it might not happen for a long time, and I don't want anyone jumping to conclusions.
WHAT?! I thought this was an entire Guild rewrite. I take back all the nice things I thought about you.
GENT
WHAT?! I thought this was an entire Guild rewrite. I take back all the nice things I thought about you.
GENT
Re: [Notification] Ranger Dev 2016 on 02/19/2016 07:00 PM CST
Re: [Notification] Ranger Dev 2016 on 02/19/2016 07:27 PM CST