Rogue Tracking?

Mager

Dalayan Beginner
I don't play a rogue and typically don't even group with rogues often but I heard a comment saying something about it would be neat if Rogues could have a tracking ability while indoors or inside or in a dungeon type zone.

So here I am in the suggestions board posting this as a suggestion.

I think it would be a great skill for rogues to be able track but only indoors or maybe only in certain dungeon type zones.

Thanks,
Cy
 
I think rogues sneaking is already very useful, the fact that you can walk right up to the tracked mobs hidden is something no other class can do :p . I think it's also said that things like that are on the client side and can't be scripted, not 100% sure though.
 
Since rogues can sneak+hide, it would be pointless to have track. If any of the other classes that could track were able to sneak+hide, they wouldn't need track almost 80% of the time.
 
Just because they are sneaky doesn't mean that they are trackers. You think of a rogue as creeping through the shadows allways alert of his suroundings and scanning for danger, not sniffing the dirt and walking with his face to the ground after tracks and such... thats just my oppion though ;)
 
I think the suggestion had to do with assassins knowing their prey ... It's not possible, and I think it's a bad idea anyway.
 
Clue: Stop. Trolling.

As to the idea: I'd rather not put rogues into ranger territory here, they're kinda similar in a number of aspects as it is.
 
I'd much rather see further range support for the Rogues, allowing them to be the most like rangers and more about damage in all aspects rather then just melee. Although that's just me. ;)
 
I always thought rogues should be able to track *only* players and npcs. Not mobs. The whole assassin knowing their prey type thing.
 
eviiedwin said:
I always thought rogues should be able to track *only* players and npcs. Not mobs. The whole assassin knowing their prey type thing.

... "Mobs" are players, NPCs and corpses.¨

So you're saying they shouldn't be able to track corpses?

:brow:
 
Let me clarify... by mobs, I meant everyday things that are fought for XP... kobalds, dragons, gnolls etc etc.

By NPCs I meant humanoid city dwellers.

I never considered 'mobs' to be quest givers, bankers, guild trainers, vendors, or anything along those lines.

I've always thought rogues should be able to track players, and the NPC types I listed above. Should they be able to track a spider or a skeleton? No. Even just tracking players would be enough if there's no way to differentiate between the 'mobs' and 'npcs' (using my definitions).

I suppose your definition of mob is the more correct one though. If I remember correctly mob stands for 'moving object', which would include all npcs and players.

**Edit... or just having rogues be able to track in city zones would be interesting as well.
 
when a character is described following a mob for the kill i don't think of a skilled rogue, i think of a common street thug. to me a rogue would, yes, know his victim/target, and as such will lay in silent ambush for the target. a rogue is a professional killer, or assassin, and would have studied their target. and i think, rather than follow the target, they let the target come to them and strike out of the shadows.

i think if you've read even a crappy fantasy/adventure book they are depicted as such. and any 'stalking' they do is covered by sneak.
 
As a rogue I say it's not a good idea. There are many other things a rogue could use rather than tracking. i.e. Poison. (I know WIz, there are more imprtant things than rogue poison abilities, and I agree). Other examples of "roguish" style things would be a valuation style ability, like being able to find out what somethiing is worth before they loot it. I think this works in much better than tracking, because Rogues, as well as being assassins, are known for stealing items, and a good rogue will not steal worthless junk, but will rather know what is worth taking, and what is not.
 
well, it would be misleading. A diamond sells to a vendor for ~190pp.. but to a player for, what, 300? which value is going to be shown?

and what about item drops?
 
yeah, i think knowing the value of items falls onto the human side of the character, meaning the actual human playing the character.

RL exp in the game has to count for something.
 
let me attempt to clarify my suggestion.

Presume I currently have 71 CHA. and I loot a Diamond. Now loot will only sell to PC's for what they are willing to pay, depending on rarity, need, etc, so the valuation skill would have to be based on NPC Vendor prices, which is fairly stable depending on very few variables. Let's say a Diamond is worth 150PP in a city where I have Dubios faction (I think this is the lowest faction you can have and still sell, maybe it is indifferent), and it sells for, say, 190PP where I have ally faction. (I read somewhere that faction affects prices of items). Now if I did a valuation on the diamond it would say something along the lines of " you think a Diamond is worth between 150 and 190 Platinum Pieces". Alternatively it could say "you think a Diamond is worth approximately 170 Platinum Pieces" (The Average of the lowest and highest prices you could sell for. This may appear to be a lot of work, but presumably the formulas for working out what loot is worth are already in the game for when we actually use Vendors to sell an item.

There could also be different messages depending on success/skill level. i.e. "You think a Diamond is worth 10 Platinum Pieces" or "You think Leather Arms are worth 200 Platinum Pieces" and also "You have no idea what a Diamond is worth".

Alternatively, there is another break off of this skill that would fall into Rogue style skills and that would be an "availability"style Valuation. Let's say I loot the above Diamond and use my availabilty (probably not the right word to use, but I cannot think of another at the moment) skill. The message would read (for a success) something like "a Diamond is a very rare item" or in the case of something that is not common but not overly rare "a Diamond is an uncommon item" or for a common item "a diamond is a common item". This would give new rogues the ability to judge roughly what an item would be worth to Player Characters, as a rare item is going to be of more value to a Player than a common item.
 
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