Wrexsoul
2007-03-07 18:13:02 UTC
#75240
This isn't as much a suggestion as a plea for work to be continued at an old project (of Arkov's, if I'm not mistaken). If I recall correctly there was talk about (and scripting done for, and stuff) a script that would have all animals getting close to rangers and druids triggering an AE check, and if passed, they would turn "calm" (as in, still hostile but not attack, akin to Deep Pigs). At the moment when I'm guiding people into the wilds it's sometimes extremely frustrating when I tell people I'll handle animals, and the engine limits me in such a way. With a bit of luck I can even stop a rampaging Deep Lizard in its tracks, but a group of two bats? Nope, we've to kill them. It also frequently leads to various jibes such as "good care you're taking of the animals, wildsman *snigger*" and similar, which can be equally annoying when the matter is entirely out of my hands.
I'm ranting! To sum it up: Can work be resumed on the script letting rangers/druids roll AE checks for all animals getting near them, to calm them? Or is there a nonaroundworkable bug or issue with the script that makes it impossible? I'd love to help testing such a thing if needed, to make things easier.
Metro_Pack
2007-03-07 20:08:35 UTC
#75270
For the record! This is not how AE works, and I am opposed to changing it so.
Arkov
2007-03-08 00:59:18 UTC
#75333
The current script only works this way for druids, not rangers. It's still functioning, as it has been for a long time now.
There are still some bugs with it. I have some ideas about how to fix these, but I won't be able to work on it for a few weeks, simply due to the amount of schoolwork that I have right now. Sorry!
JackOfSwords
2007-03-08 05:14:36 UTC
#75395
For the record! This is not how AE works, and I am opposed to changing it so.
I'm fine with the concept of a "calm" mode being an automatic proximity check against a druid's AE. It seems to make considerable IC sense. But I think the DC should increase as the number of non-druid/non-ranger party members increases. Just because the druid is savvy at not scaring the beejeebies out of fauna doesn't mean the other party members won't make them skittish.
Wrexsoul
2007-03-08 10:00:33 UTC
#75408
Arkov
The current script only works this way for druids, not rangers. It's still functioning, as it has been for a long time now.There are still some bugs with it. I have some ideas about how to fix these, but I won't be able to work on it for a few weeks, simply due to the amount of schoolwork that I have right now. Sorry!
Ah, it didn't kick in for Paha's druid a couple of days ago - might've simply been a slipup of some kind.
Then I'd like to change the suggestion to - Could it be made to work for high level rangers, too? Ranger level six and above or so. It feels at times like even pure rangers get a bit shafted in the naturey department, and logically I could see this working equally fine for a ranger who has spent much time in nature (although not, of course, for Random the ranger1/rogue7 citylurker).
Arkov
2007-03-08 11:03:56 UTC
#75411
JackOfSwords
I'm fine with the concept of a "calm" mode being an automatic proximity check against a druid's AE. It seems to make considerable IC sense. But I think the DC should increase as the number of non-druid/non-ranger party members increases. Just because the druid is savvy at not scaring the beejeebies out of fauna doesn't mean the other party members won't make them skittish.
One of the bugs, I think, is that it won't work at all if there are other non-druid party members around.
So -- maybe that's a feature rather than a bug!
Wrexsoul
2007-03-08 11:41:51 UTC
#75413
Arkov
JackOfSwords
I'm fine with the concept of a "calm" mode being an automatic proximity check against a druid's AE. It seems to make considerable IC sense. But I think the DC should increase as the number of non-druid/non-ranger party members increases. Just because the druid is savvy at not scaring the beejeebies out of fauna doesn't mean the other party members won't make them skittish.
One of the bugs, I think, is that it won't work at all if there are other non-druid party members around.So -- maybe that's a feature rather than a bug!
Unless the aura actually calms them, instead of just not scaring them. :)
*awaits verdict eagerly*
JackOfSwords
2007-03-09 17:55:07 UTC
#75636
One of the bugs, I think, is that it won't work at all if there are other non-druid party members around.So -- maybe that's a feature rather than a bug!
That's actually not so horrible of a bug, as it DOES become difficult to avoid triggering an animal's "fight or flight" instinct when there's more than protagonist the animal is facing, and nearly impossible if you have uneducated, bumbling companions.
I've known several naturalists (my brother being one of them) who are skilled at dealing with animals in the wild. One is a photographer skilled at getting rare footage, and my brother used to capture and release animals for study.
The complications of not "spooking" animals are 3-fold. Firstly, you need to see them before they see you. Secondly, you need to be well-versed on the animal you are facing about how it deals with encounters. Thirdly, you have to have nerves of steel to behave in a manner that will communicate your intent properly to the animal, despite your own "fight or flight" instincts telling you to behave differently.
The larger the group, even if all are highly skilled, the less chance everyone sees the animal and can react before the animal reacts to the group. Add to that either party members uneducated as to what triggers a particular animal, or a lack of confidence/skill to behave appropriately, and it becomes a logistical nightmare.
Both my brother and the photographer I knew detested having to bring people (save perhaps one companion with equal skills) along on their excursions, as it dramatically decreased their chances of success at getting near a subject without it either running away or attacking.
Wrexsoul
2007-03-09 18:46:53 UTC
#75645
JackOfSwords
One of the bugs, I think, is that it won't work at all if there are other non-druid party members around.So -- maybe that's a feature rather than a bug!
That's actually not so horrible of a bug, as it DOES become difficult to avoid triggering an animal's "fight or flight" instinct when there's more than protagonist the animal is facing, and nearly impossible if you have uneducated, bumbling companions.
While this is true, I think the druid ability would stretch beyond the realms of "not startle" into the "being with magical control over nature" realm. I see the aura as more of an actively soothing, "magical" aura - What you describe is probably more like ordinary stealth, which any class can perform with a bit of dedication. I also count high-level rangers into this "more-than-ordinary-stealth" realm, since they do have a higher connection with nature.
After all, if you, via regular Animal Empathy, can make an animal turn against his own flock, charge into the maws of a dragon, and so on - Is it so unrealistic to imagine that the same person can make an animal simply not attack someone just passing by?
Miasma
2007-03-09 21:12:18 UTC
#75677
I like that idea, though I dont think it should work when theres non druid/rangers in the party
EfUIsWhereOrcusLives
2007-03-12 20:18:18 UTC
#76242
I know the frustrations of this as well, having to kill animals because you can only empathy one at a time.
An alternative suggestion though. What about placing this 'calm' effect upon animals when they are released from domination?
Then a druid could calm a group of animals, it would only take time, requiring an AE check for each, then releasing it. Yeah, you'd have the non-AE/calm ones attacking, but it take a little time to calm a pack of wild animals.
Of course, I don't know how the AI with this 'calm' state reacts to combat around it (after I empathy and release the first bat, would the 2nd bat still attacking me before I empathy it cancel the calm state?)
Just an thought.