Lol, well... if you are expecting an apology from me for being a noob here ? ..it isn't going to happen fella.belgear wrote:Man, it is hard to take you seriously when you obviously have no idea how the mechanics you are offering input on work.
At least I am willing to expose myself to criticism and examination by offering suggestions and feedback, which is much, much more than I can say for (not all but many) veteran players who still actively play this game, and even some who don't play any longer either.
I understand what you are saying here, all of it, and I agree too !belgear wrote:The reason that scents should just stay the same is because it is the easiest part of the justice process.
A noob can find where their attacker lives, can then decide if they
A: want to try and take them on themselves
B: want to get help, people being more inclined to help if they do not have to run through the woods for 4 hours
C: maybe they just want to wait until they can bring their own justice down the line. No matter the case, a noob is capable of being a part of the justice process.
But, adding a (negotiable) humor drain to tracking, or adding (early to mid) prerequisite skill requirements to track wont hinder A, B, or C.
Look:
I don't understand most of the formulas that Chrumps laid out in his original suggestion(s) to tweak tracking. And he doesn't seem to hip on explaining himself either, so I'll leave any discussion about his proposal(s) up to the veteran players here.
The only part of Chrump's suggestion that I do support is: I too think that there should be a cost to leaving tracking turned on, maybe have the cost only be a %-drain on a certain bile/humor, that way it would be fair(er) to newer players.
No points or arguments to the contrary have been made here so far that are very convincing as to why not have tracking incur a cost when activated, a cost in either humor drain or adding (early to mid) prerequisite skills to acquire the skill itself.
belgear wrote:If anything instead of reworking those, maybe rework the TBC process so that the "layers of defense" a raider has protecting their HS actually means something.\
I totally agree with you on this, especially after recently finding out that criminals can hide behind 'eleventeen' layers of walls to avoid justice.
belgear wrote:Getting justice already requires MANY skills and MUCH time. Adding another layer of complication there is just silly and isn't 'fun'
Maybe I am missing something, because I still don't see tracking scents as a form of bringing justice. Tracking is tracking, period.
...Bringing justice is: a player charging another player with a crime to place that criminal in the stocks.
Or, a player using the revenge skill.
Or, a player or players using TBC.
Or, a player or players just straight out harassing or killing a criminal by using other features that already exist inside of the game.
So, I only agree with you to a certain extent as to "lets not make it more complicated" than it already is.
...But, then again just about every part of the game besides traveling the map is complicated and can be described as "not fun" too ...So, that's just Salem, and for me anyway, it's an extremely fun game to play. Some folks don't like easy, especially in a survival game.
I'm really not sure what you mean by covering up scents.belgear wrote:Scents will CONTINUE TO GET COVERED, EVEN IF IT WERE REWORKED. (the whole reason the change was proposed in the first place was to get people to leave unguarded scents. It just won't happen. Not in any situation where they can cover them, anyway. Unless they just don't care about the character, at that point why offer them an additional layer of protection?
If you have time, maybe you can explain exactly what you are referring to ?
Otherwise: If you mean covering up scents in the way of leaving scents inside of your own territory, then that argument is extremely self serving.
I actually tried to cover up a desecration scent by building a leanto semi-hiding most of the scent's graphic on the ground when I transplanted my ancestor's tombstone to my new base, lol.
...So if you mean covering up in that way, then your argument is from a position of being to lazy to do a little searching.
However, if there is some sort of exploit in the game where scents can be covered in a cheat or otherwise unfair way, then that needs addressed inside of the bugs and technicalities area of the forums, and not used as a point to argue against a scent-related suggestion here.
belgear wrote:P.S. Lilypads ARE the bridges.
I have a suspicion that bridges (if implemented) will be much, much easier to construct than finding lilypads currently are.