loftar wrote:Blaze wrote:Tracking stolen object: Nowhere to be found.
That particular condition is actually a "shouldn't happen" case, where the stolen object has disappeared. I can only guess that it was lost in a crash or something.
Blaze wrote:Tracking hearthfire: Cannot be tracked from this place.
He probably has his hearth fire in a mine, where it currently cannot be tracked into the main world. I'll fix that soon.
I've got a theft clue giving me this error, still, just in case it was thought fixed and has not been.
EDIT:
Another question / bug report and some rambling;
I've noticed that, on occasion, I will see a clue and interact with it, then come back a fairly few short minutes later (usually after miserably failing the tracking) and the clue will be gone. One time I found the clue, used it up and failed, came back to find it gone, and later in the day came back and found it again. Is this intentional behavior (periodic re-rolling of the Exploration/Perception check?) or something being screwy?
As for the rambling, I had a 'knee jerk' negative reaction to this update, ranging from quite worried (the concept of 'blood feuds', which was due to ignorance of the way reincarnation works) to 'anxious but willing to see how it goes'. I have since played with it, ruminated on it, and decided that while incomplete and imperfect (as all things are), it is a pretty ingenious and remarkably simple way of handling the matter. I continuously find myself drawing parallels to the American (Old) West while playing the game, and I realized how much this does give that sort of fibe. Being a hero in the game (my natural inclination) isn't a given - if anything the default is a guy in a straw hat making an endless stream of wicker baskets.
To draw back to the West, tracking down a murderer and putting a bull- err, arrow in the damn dirty dog will win you both the accolades of the townsfolk and the ire of the damn dirty dog's companions. The latter almost seems more important to me than the former, and I imagine is what will go a long way towards making this game fun when we have people who practice actual banditry rather than bored twits and griefers. My only concern is, as Jorb (Or maybe Loftar - I don't remember) pointed out, there may be too much to discourage any bad guys to take care of now, and the profession is probably as low-risk as any other due to the 'law's' superior organization.
Anyway, for the tl;dr version: I've really come to appreciate this system, and thereby the entire game itself quite a bit more in the past few days. I have tremendous respect for Jorb and Loftar, and while I'm aware that a unique game like this (in particular) is going to wind up with the devs stumbling into some bad decisions, they'll have thought a lot more about it than I have by the time I'm reading the development report for the first time.