Climbing
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Climbing
Just some feedback on this. Climbing takes way to long for a would be sneak moving around say... Cordor. Originally these were added in the cities to allow easy movement around the town for such players. However they are not that useful if we have to wait a long time as the cordor guards (for example) are bearing down on us. Would be a great incentive to to players to add points into climb if hard points reduced the time it took to use the climb function. Just a thought.
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Re: Climbing
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Re: Climbing
Re: Climbing
That would be very appreciated.Kalopsia wrote: Fri Jul 22, 2022 9:26 pm I wouldn't mind reducing the delay a bit. It does seem kinda excessive right now.
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Re: Climbing
Because then you couldn't climb in combat anymore. Which actually works right now, it just doesn't let you take 20 :)
Re: Climbing
Can you even take 20 on climb checks? I've definitely had tough climbs that I had to retry dozens of time before they succeeded, without any enemies being near. If take 20 was a thing, I would have expected it to either succeed the first time, or never have succeeded at all.Kalopsia wrote: Fri Jul 22, 2022 10:06 pm Because then you couldn't climb in combat anymore. Which actually works right now, it just doesn't let you take 20![]()
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Definitely don't make it a convo though because then you also couldn't do it in stealth
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Re: Climbing
For a whole party to climb one at a time it can feel like quite a while, or if there's multiple checks in an area it does become tiresome.
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Re: Climbing
Climbing is too slow, make it quicker will be wonderful, but nobody wants to fall dead with a single mistake click.
-climb command could handle the split. A menu setting may not help.
Re: Climbing
Re: Climbing
That doesn't seem to be the case atm. as characters can both fail and pass checks for the same climbing spot even while out of combat.
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Re: Climbing
KriegEternal wrote:Their really missing mords and some minor flavor things.
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Instant, intransparent, with invisible transitions and often zero feedback on failure :)Party in the forest at midnight wrote: Fri Jul 29, 2022 3:36 pm Except all of the legacy climbing stuff works on walking up to an area without there even be a click spot, and was instant.
I vividly remember spending literal minutes trying to find the transition for that one climb spot to reach Aurilites. Very glad the climb scripts are now streamlined - and the one library that remains can and will be tweaked based on player feedback.
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The problem is that the system handles all climb spots, even ones with absolutely lethal damage :)Party in the forest at midnight wrote: Fri Jul 29, 2022 5:46 pm Oh yeah, the old system is awful. But it was also instant. So "misclicking" is a weird reason to not make the new system instant if the damage on failure is minor.
It should also be consistent regarding the delays. But as I said, I don't object to shortening them a little.
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Re: Climbing
Those cant hurt you. But accidently falling from guldorand's wall because you stood on the climb spot and lagged for a few seconds would be a different case, I think. Over all, I think 5 seconds waiting time is really not that much. I think that it's only a lot when several people want to climb and need to wait 5 seconds between each of them. So I really think that just allowing anyone to climb without the rope being occupied solves the problem.Party in the forest at midnight wrote: Fri Jul 29, 2022 3:36 pm Except all of the legacy climbing stuff works on walking up to an area without there even be a click spot, and was instant.
I'm almost sure that's already the case...Flower Power wrote: Sat Jul 30, 2022 7:29 am It'd be funny if the system could differentiate between an ascent and a descent - and always put you at the bottom of a descent regardless of the result of your roll. Just, uh, with a lot more damage.
KriegEternal wrote:Their really missing mords and some minor flavor things.
Re: Climbing
It does, doesn't it?Flower Power wrote: Sat Jul 30, 2022 7:29 am It'd be funny if the system could differentiate between an ascent and a descent - and always put you at the bottom of a descent regardless of the result of your roll. Just, uh, with a lot more damage.
I've never failed to climb down anything before, only up. Though that might be completely anecdotal.
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Re: Climbing
The update will also improve the feedback text by providing more detailed information on the climb check and not displaying the "move to cancel the climb" message if you've already cancelled the climb by moving :D