That seems like a cool set of ideas, Sowplz.
(1) Render all named mobs "untrackable" to prevent tracking from being used as an overpowered farming tool.
(2) Offer trackers the ability to specialise in certain mob type(s) that would enable them to overcome the named mob untrackability.
For example, a goblin-hunting (or whatever) ranger would be able to track Lord Pickclaw in Runnyeye, but an orc-hunting ranger would be unable to. They'd both be able to track all the trash mobs though.
Tethys said:That seems like a cool set of ideas, Sowplz.
(1) Render all named mobs "untrackable" to prevent tracking from being used as an overpowered farming tool.
If I see two bloodthirsty ghouls up, either someone has killed the frenzied ghoul's PH, or the frenzied is up. If you know the placeholders, NOT seeing a named is almost as good of an indicator, especially if you're popping into a zone that isn't being camped.
Vandraad said:The tracking skill, if it will exist, should do exactly what it says, that is to identify and follow the tracks of something that moves. It should not be some god-like radar that lets you see around corners to 'see' a creature that does not path past the point where the tracker is standing. This would mean that a creature like Lord Nagafen or Trakanon, creatuers who never leave their lair at the far end of the dungeon, could not be seen using the track skill. The skill would only let you see the path that an entity took near the position you are currently standing. Nothing more.
As your skill increases, you can follow the tracks further and further.
I am 100% on the same track (pun intended)
Tracking means to follow traces . Something made them so with a good tracking skill you may be able to know what that something was . Further a good tracking skill would allow you to FOLLOW the tracks . Eventually you could find the something at the end of the tracks . Or perhaps not . In any case at no moment you would know where the something really is and not even if you will finish by finding it . Creatures that leave no traces of any kind cannot be tracked (example ghosts) .
To that adds that no tracking based on visual traces can work in stone buildings and dungeons for the simple reason that there are no visible traces . An option would be olfactory tracking which works like visual tracking but you rely on odors . This could be introduced on a racial basis (Halflings are excellent , Elfs are average , humans are bad) and/or on a pet basis (rangers have pets who are excellent at olfactory tracking) . Of course olfactory tracking works everywhere even in stone buildings . However regardless whether one tracks with eyes or nose , one always only follows traces which give a direction of the tracks but NOT of the creature who made the tracks . A special remark on the Trakanon example - he indeed leaves no visual traces outside of his lair but a good dog would immediately smell a dragon and have an idea of the direction this smell is coming from .