Post by hnefi on Apr 6, 2009 0:58:51 GMT -5
In my opinion, there are far too many traps. More to the point, it doesn't make sense that each and every area that is not outdoors is trapped up the wazoo. It doesn't make sense from an IC perspective because these critters couldn't live in an area where touching any wall or walking through any door is likely lethal. It doesn't make sense from an OOC perspective because it means only rogues can really explore. It's fine to make rogues more relevant than they usually are, but we shouldn't be entirely reliant on them.
It would be much, much better if only some areas were trapped. The dev team might want to consider dividing the areas into several groups; some areas are optimized for fighters (no traps, lots and lots of relatively easy critters with high HP, low AC), some are optimized for blasters (some traps, mostly elemental and fewer, tougher mobs with high AC and low HP) and some are optimized for rogues (lots of traps and tricks, mobs using offensive magic). You could even have different levels of a dungeon cater to different types. But to have all areas in all dungeons cater only to one type is a mistake, IMHO.
It's very evident right now that things aren't right, in-game. I've tried to explore higher-level areas now that the horrors in the Haunted House "only" give me 53 XP (and the one chest in that area that seemed to work a level ago now tells me I'm too high level). I'm content with staying there, but I've been there several levels and there are others who want the opportunity to kill them. But both ogres and hill giants are way too tough for the very minor payoff in XP, and to make matters worse the ogre caves are far too heavily trapped. So I'm stuck. And so are others. Yesterday I met a group in the Haunted House consisting of five people; one of them was around level 20! I asked them to join me in exploring a different area, but they didn't want to. And why would they? The rewards of exploration aren't worth the risk, especially now with these deadly traps littering the ground (and doors, and corpse bags, and chests...).
So, I suggest pulling the trap script for a while and divide the areas in some reasonable way between different types of character, and then reintroduce the script in the areas aimed at rogues or epic parties.
It would be much, much better if only some areas were trapped. The dev team might want to consider dividing the areas into several groups; some areas are optimized for fighters (no traps, lots and lots of relatively easy critters with high HP, low AC), some are optimized for blasters (some traps, mostly elemental and fewer, tougher mobs with high AC and low HP) and some are optimized for rogues (lots of traps and tricks, mobs using offensive magic). You could even have different levels of a dungeon cater to different types. But to have all areas in all dungeons cater only to one type is a mistake, IMHO.
It's very evident right now that things aren't right, in-game. I've tried to explore higher-level areas now that the horrors in the Haunted House "only" give me 53 XP (and the one chest in that area that seemed to work a level ago now tells me I'm too high level). I'm content with staying there, but I've been there several levels and there are others who want the opportunity to kill them. But both ogres and hill giants are way too tough for the very minor payoff in XP, and to make matters worse the ogre caves are far too heavily trapped. So I'm stuck. And so are others. Yesterday I met a group in the Haunted House consisting of five people; one of them was around level 20! I asked them to join me in exploring a different area, but they didn't want to. And why would they? The rewards of exploration aren't worth the risk, especially now with these deadly traps littering the ground (and doors, and corpse bags, and chests...).
So, I suggest pulling the trap script for a while and divide the areas in some reasonable way between different types of character, and then reintroduce the script in the areas aimed at rogues or epic parties.