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Climb skill proving bad investment so far.

Posted: Sun Feb 28, 2021 2:18 pm
by UilliamNebel
Every place I have found to use it, has just been a no go difficulty.

Honestly, feel like the skill points I invested here were a waste to the degree of wanting a rebuild token. If a dex and str of 20+ with the skill over 8 has thus far been not good enough for every single climb, without needing a silly number of climb specific items, and the lasso being no help, it is a waste.

I get it is meant to be an investment, but thus far, looking where the climbs actually go, yeah no they are not worth it so far to the point the climb DCs are absurd, or broke, or something.

Update: Side note, if buying gear, to get accumulative plus + to a skill is the key here, why even have the skill? Skill level, and the investment in, should trump item bonuses. I am not seeing that with the items here.

Re: Climb skill proving bad investment so far.

Posted: Sun Feb 28, 2021 2:58 pm
by Cybren
The idea behind adding the skill was to unify all the different types of climbing that existed in the module, and provide a simpler way for people who aren't naturally good at climbing to pass those checks: climbing gear. I'm not sure how well that plan was in execution, but that's the rationale.

Re: Climb skill proving bad investment so far.

Posted: Sun Feb 28, 2021 3:16 pm
by Irongron
I added a number of climb spots throughout the new Guldorand, and this will gradually increase over time, as I do the Dark Spire Mountain range, and start adding them in potential access points into cities (over the walls).

Really though, mechanically speaking, it is never going to be a great investment, rather just something to aid in exploration. The main reason I wished this added as a skill, was that prior to this, there was simply no way to improve one's climbing - you either could, or you couldn't. Now at least one can, be it via increasing the skill, or by using gear.

As I say though, over time, we will see a lot more locations where it can be used. I want to update Skal at some point to have more actual mountain peaks, and of course there is the potential to use it in cities also (climbing up to windows springs to mind).

It will take time though.

Re: Climb skill proving bad investment so far.

Posted: Sun Feb 28, 2021 7:43 pm
by PlatinumDice
Why not change 'Climb' into 'Athletics' so that people can use the skill to RP outside of climbing?
I believe that people also generally use Tumble as an 'Acrobatics' skill in a similar fashion.

Re: Climb skill proving bad investment so far.

Posted: Sun Feb 28, 2021 9:12 pm
by Spriggan Bride
I really don't think climb skill is working at all. At least in the place I would use it. Dexterity is certainly not being taken into account. Adding climb points doesn't seem to either (which evidently are wasted anyway and this is a bad investment by design?! This is so frustrating, I'm sorry, that seems like a trap to get us to waste points!?). Switching into climb gear does work. In fact I tested two characters in the same exact spot with relatively similar DEX and one has climb skill investment and no gear, the other has no skill investment but does have gear, and their climb skills equaled out--- and the character with gear and no invested skill made the climb but the one who invested skill points but has no climb gear didn't.

This mechanic is totally hidden so I don't know what else to say about why it doesn't seem to work. Except that I was able to figure out how to make climbs before the change and now climbing only seems to work if you carry a half-page of gear in your inventory.

Re: Climb skill proving bad investment so far.

Posted: Mon Mar 01, 2021 12:20 am
by Party in the forest at midnight
An issue I have with climb is not all climb systems work with it. The lasso checks in Sibayad do not, for example.

Re: Climb skill proving bad investment so far.

Posted: Mon Mar 01, 2021 1:16 am
by Irongron
Party in the forest at midnight wrote: Mon Mar 01, 2021 12:20 am An issue I have with climb is not all climb systems work with it. The lasso checks in Sibayad do not, for example.
It really should be, if its not then that is definitely a bug. Also having checked this it doesn't seem to currently be taking account of dex, only str, so will look into that, and getting the roll and DC check displayed for clarity.

Re: Climb skill proving bad investment so far.

Posted: Mon Mar 01, 2021 2:46 am
by Party in the forest at midnight
Thank you very much! I put points into climb on my wizard to help explore the world, especially after hearing it would have a role in the new city and would likely continuously be expanded on. I think it would be cool if there were more climb spots that led to secret areas, but, I'm a sucker for hidden places.

Oh- Another thing with climb is it doesn't show up on the dweomercrafting basin skill list. I was hoping to add it onto my gear.

Re: Climb skill proving bad investment so far.

Posted: Mon Mar 01, 2021 5:13 am
by Morgy
Please keep adding climb stuff Iron! It's really exciting having new risks in the game other than just combat. I saw a player fall to their death in the Wells, it was really a shocker but also awesome!

Re: Climb skill proving bad investment so far.

Posted: Mon Mar 01, 2021 6:08 am
by Absolute Territory
This might be having an effect on some of your experiences: viewtopic.php?f=12&t=32518&p=255956#p255956

It's a bug thread. For climb. Hasn't been noticed yet, but hopefully now it will.

Re: Climb skill proving bad investment so far.

Posted: Tue Mar 02, 2021 5:33 pm
by Gwenneth_Corvain
I do not understand this system.
I have succeeded "near impossible to climb" checks for no apparent reason before.. and i seem entirely unable to pass a "routine" check.

This combined with the complete lack of feedback whether there is even a chance to succeed really makes this -feel- broken and somewhat frustrating.
Image

(this check was tried about 10 times.. and i just appear back at the bottom of the rope without any message of success, failure or damage taken)

Re: Climb skill proving bad investment so far.

Posted: Tue Mar 02, 2021 5:42 pm
by Ork
You need to stand still and wait for those climb checks.

Re: Climb skill proving bad investment so far.

Posted: Tue Mar 02, 2021 6:50 pm
by Gwenneth_Corvain
Ork wrote: Tue Mar 02, 2021 5:42 pm You need to stand still and wait for those climb checks.
i did.. the 5 seconds pass, my character vanishes, and reappears a moment later.

Re: Climb skill proving bad investment so far.

Posted: Tue Mar 02, 2021 7:11 pm
by Irongron
Gwenneth_Corvain wrote: Tue Mar 02, 2021 6:50 pm
Ork wrote: Tue Mar 02, 2021 5:42 pm You need to stand still and wait for those climb checks.
i did.. the 5 seconds pass, my character vanishes, and reappears a moment later.
Actually this sounds like you succeeded, as if you failed you would visibly fall. This one is going to be my fault, as I obviously haven't sent the success destination correctly, can you let me know the area where this happened?

Also we are going to add a visible roll and DC with such checks.

Re: Climb skill proving bad investment so far.

Posted: Tue Mar 02, 2021 7:16 pm
by Gwenneth_Corvain
It was a "Rope Up" transition in the Deep Wells - the area with Galeb-Duhr, Grey Renders and brown Mushroom fields.
Unrelated Sidenote: Absolutely awesome areas. I feel epic just for having -escaped- it :P

Re: Climb skill proving bad investment so far.

Posted: Tue Mar 02, 2021 8:26 pm
by Archnon
Gwenneth_Corvain wrote: Tue Mar 02, 2021 6:50 pm
Ork wrote: Tue Mar 02, 2021 5:42 pm You need to stand still and wait for those climb checks.
i did.. the 5 seconds pass, my character vanishes, and reappears a moment later.
On a successful check your character sometimes doesn't move. The game things you are up there but your still visibly where you started. Especially if it is not a loadscreen transition.

Re: Climb skill proving bad investment so far.

Posted: Tue Mar 02, 2021 9:31 pm
by Irongron
Gwenneth_Corvain wrote: Tue Mar 02, 2021 7:16 pm It was a "Rope Up" transition in the Deep Wells - the area with Galeb-Duhr, Grey Renders and brown Mushroom fields.
Unrelated Sidenote: Absolutely awesome areas. I feel epic just for having -escaped- it :P
Found it, as I suspected I hadn't set this up correctly. Will upload a fix shortly.

Thanks for the feedback!

Re: Climb skill proving bad investment so far.

Posted: Wed Mar 03, 2021 9:31 am
by Might-N-Magic
It'd be cool if you could use climb in cities to rob NPC homes.
I played a MUD years ago that allowed thief class characters the ability to break into peoples' homes by climbing rooftops and into windows, then each home was a sort of mini-dungeon to find the safe, de-trap, and crack it to take the loot.

Re: Climb skill proving bad investment so far.

Posted: Wed Mar 03, 2021 10:23 am
by Irongron
Might-N-Magic wrote: Wed Mar 03, 2021 9:31 am It'd be cool if you could use climb in cities to rob NPC homes.
I played a MUD years ago that allowed thief class characters the ability to break into peoples' homes by climbing rooftops and into windows, then each home was a sort of mini-dungeon to find the safe, de-trap, and crack it to take the loot.
I agree. I have some plans for that in the new Guld, but didn't want to have it from rollout, as it would have been over exposed. I'm also hoping to get a walkmesh fixed up on the main city tileset, so one can get up on to some of those rooftops and balconies.

Re: Climb skill proving bad investment so far.

Posted: Wed Mar 03, 2021 2:12 pm
by Dreams
Climb is cool. I think it’s just early days and we need to wait until bugs are ironed out, dexterity adding to it and so on.

Re: Climb skill proving bad investment so far.

Posted: Thu Mar 04, 2021 7:52 am
by Party in the forest at midnight
Irongron wrote: Wed Mar 03, 2021 10:23 am
Might-N-Magic wrote: Wed Mar 03, 2021 9:31 am It'd be cool if you could use climb in cities to rob NPC homes.
I played a MUD years ago that allowed thief class characters the ability to break into peoples' homes by climbing rooftops and into windows, then each home was a sort of mini-dungeon to find the safe, de-trap, and crack it to take the loot.
I agree. I have some plans for that in the new Guld, but didn't want to have it from rollout, as it would have been over exposed. I'm also hoping to get a walkmesh fixed up on the main city tileset, so one can get up on to some of those rooftops and balconies.
That sounds REALLY cool.

Re: Climb skill proving bad investment so far.

Posted: Thu Mar 11, 2021 3:54 am
by Party in the forest at midnight
A few issues with climb:

The feedback for it is still very unclear. I'm pretty sure it's basing the difficulty feedback off of raw skill points, not modified. I got the same feedback for something being impossible before and after kitting myself out with as much climb gear as I could find. I was able to make the climb when I tried it, so either I got lucky or it's not counting gear properly when determining difficulty. While I understand aiming for trying to describe difficulty in more of an in-character way, it makes debugging it hard, because I don't know if it's properly displaying information or not.

I'm also confused as to how ropes work with the new climb spots. Do I only need to have rope in my inventory? It tells me I can't use rope on a climb spot when I tried it.

Otherwise, climb is still not in the enchanting basin skill list. Could it please be added? I would love to put climb on my gear. I want to climb on absolutely everything.

Re: Climb skill proving bad investment so far.

Posted: Fri Mar 12, 2021 6:23 pm
by Red_Wharf
I don't want to create another thread just to ask this, but shouldn't vampires be able to successfully pass any climb DCs when in bat form? Maybe RDDs too, but how high can they fly anyway? I'd add Pixies to the list but a Polymorph Self wand would make the whole climbing system trivial, which would be stupid.

Re: Climb skill proving bad investment so far.

Posted: Fri Mar 12, 2021 7:01 pm
by Irongron
Party in the forest at midnight wrote: Thu Mar 11, 2021 3:54 am I'm also confused as to how ropes work with the new climb spots. Do I only need to have rope in my inventory? It tells me I can't use rope on a climb spot when I tried it.
The new Climb spots tell you when a rope helps or doesn't, and when it does then it is used automatically. Sometimes they aren't useful on ascents, or when a rope is already present.

Re: Climb skill proving bad investment so far.

Posted: Fri Mar 12, 2021 8:40 pm
by Party in the forest at midnight
So I only need to have a rope in my inventory then to give a bonus?