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Post by psycho1976 on Apr 5, 2009 12:23:00 GMT -5
I like the initiative of making this script and the suspense in brings. A small tweak though might be in order to perfect it (and we aim for that, no? ) -Might be an idea to make the script not fire around PCs as it makes little sense for a trap to suddenly appear under your very nose. All that makes is frustrated players when doors, chests and floors retrap themselves. Seen it happen quite a few times. Also even the best of rogues out there won't be able to react when the trap appears 1 feet ahead of you. -Still I think the number of traps spawned is a tad high. Especially with how loot is set at on BG. We need to buy ourselves a large amount of healing kits, all of which can be a strain on an already strained economy. During a run through the Sharptooth caves I easily went through 7 or so kits, and I am playing a cleric. I feel sorry for the fighters out there
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Post by shorn on Apr 5, 2009 14:16:09 GMT -5
Also, as obviously fighter types take the brunt of these since mages can nearly immune themselves, or even at low levels, really take the edge off them...and I know I am going to hate myself for suggesting this, but I feel it needs to be done (bye bye spell protections).
Perhaps you could see about adding more upscaled divine traps (more damage) some custom scripted positive traps, some breach traps (A breach trap would effect casters only, while not being debilitating due to the number of spells they remove), and last and actually least, a custom scripted addy spike trap that bypasses spellcaster DR.
I play two casters, and while I thouroughly enjoy walking through traps on a whim, I do NOT think it is the way it should be done. I want something I have to worry about, something that makes a rogue more than just a spare minion.
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Post by DEV Jlf2n on Apr 5, 2009 19:12:31 GMT -5
cool.
How do the rest of you feel? Are they to high?
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Post by luna on Apr 5, 2009 19:26:09 GMT -5
Also, as obviously fighter types take the brunt of these since mages can nearly immune themselves, or even at low levels, really take the edge off them...and I know I am going to hate myself for suggesting this, but I feel it needs to be done (bye bye spell protections). Perhaps you could see about adding more upscaled divine traps (more damage) some custom scripted positive traps, some breach traps (A breach trap would effect casters only, while not being debilitating due to the number of spells they remove), and last and actually least, a custom scripted addy spike trap that bypasses spellcaster DR. I play two casters, and while I thouroughly enjoy walking through traps on a whim, I do NOT think it is the way it should be done. I want something I have to worry about, something that makes a rogue more than just a spare minion. I did a few custom traps for the chests. Mostly lets call it in the beta stage right now. The good news is nobody has complained about them so I guess it's going well. Two of the custom traps are divine and magic damage based, so you can't get immunity to their damage. So we can look at expanding that a bit I imagine because right now that is only hooked up to the chests. It's not hooked up into the mass trapping system as of right now.
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Post by draken2223 on Apr 5, 2009 19:27:58 GMT -5
i'd have to say yes, for me it's getting really expensive for my lvl 14 tank to go inside anywhere with the amout of healing kits i end up going through, and thats even with being able to pass %90 of the saving throws against them
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Post by shorn on Apr 5, 2009 19:36:29 GMT -5
I love the traps personally. We can no longer walk around like we own the place, we have to take our time. Anything to increase this...awesomeness.
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Post by Shadoril on Apr 5, 2009 19:41:43 GMT -5
Too high...
Also, I don't think it makes ANY sense how remains are trapped. It's fine if remains can't be trapped and they are toned down a little bit.
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Post by psycho1976 on Apr 5, 2009 20:27:41 GMT -5
Also, as obviously fighter types take the brunt of these since mages can nearly immune themselves, or even at low levels, really take the edge off them...and I know I am going to hate myself for suggesting this, but I feel it needs to be done (bye bye spell protections). Perhaps you could see about adding more upscaled divine traps (more damage) some custom scripted positive traps, some breach traps (A breach trap would effect casters only, while not being debilitating due to the number of spells they remove), and last and actually least, a custom scripted addy spike trap that bypasses spellcaster DR. I play two casters, and while I thouroughly enjoy walking through traps on a whim, I do NOT think it is the way it should be done. I want something I have to worry about, something that makes a rogue more than just a spare minion. I did a few custom traps for the chests. Mostly lets call it in the beta stage right now. The good news is nobody has complained about them so I guess it's going well. Two of the custom traps are divine and magic damage based, so you can't get immunity to their damage. So we can look at expanding that a bit I imagine because right now that is only hooked up to the chests. It's not hooked up into the mass trapping system as of right now. I can't recall the difficulty of the traps on the chests off my head, but I DO know that it is the other kind of traps that tend to take the biggest chunk of health. This is because the latter has the numbers and they might also be the most nasty ones as well. Getting hit for 40ish HP at lvl 11 is nasty, especially when you have many many more traps to contend with.
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Post by CrispyWalrus on Apr 5, 2009 22:01:24 GMT -5
cool. How do the rest of you feel? Are they to high? I never had an issue with the lower level areas. I do think the server is trap heavy, but those were not deadly-- they just slowed one down due to rest or healing needs. I do however think that traps get more out of control in the higher level areas. To my knowledge the only epic areas to loot are the Crystal Palace and Durlag's Tower. Both are trapped out the wazoo. Epic rogues can disarm. Epic casters can immune. Epic fighters die.
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nael
Senior Member
42
Posts: 294
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Post by nael on Apr 5, 2009 22:25:45 GMT -5
Also: I don't know if the acid traps are bugged, but when I've got my monk prowling the lower depths of the Cloakwood mines I see a successful reflex save. However I still get hit for 20-30 dmg. And the doors are trapping themselves as soon as they shut in most cases. I think it may be a push in the right direction, but it can be brutal to get stuck in a room that you've just barely survived an encounter in and all of the exits are trapped. Including the one you just opened 30 seconds ago.
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Post by Shadoril on Apr 5, 2009 23:43:39 GMT -5
Another thing, the electrical traps seem to complete ignore my storm lord's resistance..
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Post by broham2 on Apr 5, 2009 23:47:44 GMT -5
I dont think the traps are so bad.. for a rogue. Which to me, should be the point of most traps. What good are they if they offer no challenge? They wouldn't be worth having in the game if they didn't offer a little danger would they?
Every class has its role and all that.
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Post by Shadoril on Apr 5, 2009 23:58:26 GMT -5
Not saying remove them but there's just too many traps. And it doesn't makes sense for remains to be trapped
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Post by broham2 on Apr 6, 2009 0:03:33 GMT -5
Ha ha.. yeah you are right there. I dont know alot about scripting but it seems that it will put a trap on anything that gets placed (like the trapped campfire that was spotted, lol).
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Post by DM Sir Carnifex on Apr 6, 2009 0:45:25 GMT -5
Ha ha.. yeah you are right there. I dont know alot about scripting but it seems that it will put a trap on anything that gets placed (like the trapped campfire that was spotted, lol). Don't try roasting marshmallows over one of those things!
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