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(INFO) Traps galore...
Posted: Wed Mar 02, 2016 3:08 pm
by tarashon
Having placed some "standard epic traps" on chests the other day made my "cry like a baby" when I actually triggered them as player. They we about as "epic" as a shortsword +1 *SIGH*
This open display of feebleness triggered my curiosity on the subject and I opened the toolset to investigate further.
First of I realised that overall traps were simply disgustingly weak for a world as the Inner Realms. Secondly I went to see the prices in the Secret Bazaaar, and instantly realised why traps have never really been used by players in the module. Standard prices and effect...SUX !
So seing this have now made for a brand new beginning of traps in the Inner Realms...
4 Categories , minor, average, strong and deadly are now in sale in the Secret Bazaar.
5 types of traps can be found there being, cold, fire, lightning, acid and spike. These are all HEAVELY modified making traps a force to be reckoned with. Also their balance between types have been redesigned so it should be much more equal allthough each specialising in its own niche.
Princing have also been heavely modified to...
Minor = 100
Average = 200
Strong = 400
Deadly = 750
Deadly traps are only sold 2 of each per server reset; the rest are infinite. The balance of this both power and price wise is obviously under scrutiny for now and feedback is appreciated.
Overall the use of traps in the Inner Realms is about to be upped dramatically and the enforced traps will soon enough all require a small trap skill. Also some chest scattered around might be set to be trapped now and others might be placed around.
As a notion observe that chests or doors trapped are sone so that they keep being trapped/locked until actually disarmed. ( always were in effect the places where we use traps pt. )
/tara
Re: Traps galore...
Posted: Thu Mar 03, 2016 2:58 pm
by Li'l Rose
I like the idea of stronger traps. However 750 gold for one trap seems rather expensive, since most creatures give much less gold per kill. From what I have seen of traps, is that they only damage the first creature to enter the trigger. I do not recall if the traps will do damage to a large area or not. Would be more worth the gold if they can damage a large group. Some things I am curious about. Will your set trap skill have any effect on trap damage? Also will these traps have any effect on bosses. Lastly will these traps be findable inside treasure chests?
I think I will be trying more often to recover trap, rather then disable trap. This will help rogues for getting free traps, which is something bards and find traps spell cannot do.
Re: Traps galore...
Posted: Thu Mar 03, 2016 4:48 pm
by tarashon
Howdy Rose
There are different traps with different specialities. Obviously a trap with petrify effects will not affect a creature immune to petrification. Both fire and electrical traps are
area based in their specific ways,
and I altered firetraps areasize from medium to large. All I can really say is give it a try before being sceptical. These traps are FAR superior to standard traps and their price ( except spike traps ? ) is FAR cheaper than standard. Once again there is talk of a 100% BONUS in every and all way so basically being sceptical towards it is....meaningless.
Gametest it and come up with your comments after
Also observe that the idea here is NOT to have rogues outdamage/pwn/kill everything for free. It is a BONUS GAME OPTION that can be used or not, and at a cost. Infact knowing how powerfull many of the traps are chances are much more likely that prices will be set higher after gametesting.
/tara
Re: Traps galore...
Posted: Thu Mar 03, 2016 6:53 pm
by Li'l Rose
Actually it was more observation than skepticism, and I did have some questions. I just would like to know if what I am buying is worth the cost. Another question I have is, will these traps be craftable with the craft trap skill.
The biggest problem with using traps is that nobody waits for setting the traps. I would use traps more often, if I could have them set before the fighters killed all the creatures. Is like that on every server, rush rush rush, which can be annoying.
I do thank you for making the traps more useful, and yes, I will try them.
Re: Traps galore...
Posted: Fri Mar 04, 2016 12:12 am
by tarashon
So far my playtesting ahve shown them to be a huge improvement but not sure if actually perfect yet. I dont believe they will be made available with the craft trap skill no. Atleast that is not my intention, since my plan was to make them great weapons but having the price be one of the balance modifiers.
Like I said ingame tactics will become ever more important on EPIC levels and I would imagine setting up the pull with these traps could be rather interestings and beneficial for a group. Atleast that is my intention and what these traps should be balanced for also.
Looking greatly forward to feedback on their use and also on different levels...
/tara
Re: Traps galore...
Posted: Fri Mar 04, 2016 3:31 pm
by Li'l Rose
I will test them when I can, but at the moment have no set trap skill, so will need some levels first.
I think crafting the traps would be a great idea. Crafting traps requires the craft trap skill, and a certain amount of ingredients (check crafting conversation for types and amounts). You could have the ingredients sold by the traps guy, but have the price slightly lower than the price of a trap kit. Thus if a person wanted to save a little gold, they could spend the skill points and make their own traps. I would suggest removing the deadly trap kits, and ingredients needed to make them, from the shop, and have those only available for people who craft their own traps. Just need make the ingredients rare to find. Would love to be able to find ingredients in chests and make my own traps. I think would be a better solution than setting limits based on server resets, which can be often or rare, since it seem to be manual reset. For deadly traps, find the ingredients and craft the traps. For all other traps, can find or buy the traps and ingredients. If you want include epic traps, could have them only available for 20 rogue, 20 assassin, or 30 ranger.
Re: Traps galore...
Posted: Fri Mar 04, 2016 5:20 pm
by tarashon
Hmm...
Would you know the name of the conversation for creating traps ?
Considering your concept of having them craftable, but then using fx special crops on the farm like "Fire Vorte" , "Lightning Petals" , "Acid Bloom" "Frost Figs" and "Splinter Tree" as ingredients. This would also makes for some interesting change in farm looks.
Deadly traps should then require "Ibis" also and EPIC traps the elusive "Moorberries". This would make these findable crops more used again, and encourage exploring and trading between characters.
I also suspect this would make it more useable in the sense that it would be easier for characters to transport crafting materials and suply traps on the run rather than stacking their intire inventory full of traps... Something other classes will be forced to do if they have some skill due to statbonussses etc.
I am open to the idea of crafting though, aslong as a suitable balance can be found there also...
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For now though my main concern is truly and utterly the strenght, DC and areasize balance for these traps. DC both determines how hard it is to save versus the trap and how difficult it is to set them, as far as I can see.
/tara
Re: Traps galore...
Posted: Fri Mar 04, 2016 6:13 pm
by Li'l Rose
Is the same conversation that is used for crafting armour, weapons, etc: x0_skill_ctrap
I love the idea of using farms for the ingredients. I hope can grow some flowers for these items. Rose thorns would make nice spike traps.
Re: Traps galore...
Posted: Fri Mar 04, 2016 6:37 pm
by Twilighteyes
I am SOOOOO making a trapper when I get back!!!
Re: Traps galore...
Posted: Fri Mar 04, 2016 7:10 pm
by tarashon
"Rose Thorns" is hereby "bought" as name instead of "Splinter Trees"
And glad to see your still around Twillighteyes, even in your absense ...
/tara