Traps

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Winky Willis
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Traps

Post by Winky Willis »

Just an observation. Having recently adventured in Troll caves and Kolish caves as they are balanced for group adventure, the traps aren't deadly enough. If the area is group based the tanks are buffed so for example Ebenezer has about 300 hps and elemental protection, they aren't really having an effect on the groups. Our group managed to traverse both areas without a rogue and the traps caused very few problems. The traps at most do 100 damage.. even a wizard can take that without dying. If the traps had a bit of a kick groups would start searching out high level rogues. We need to give Loki and Judas something to do other than picking pockets :lol:
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Post by Kell »

That's the first time I hear someone saying traps aren't heavy enough. It'll be looked at, for sure. 8)
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Post by Feral »

hmm, yes we did survive them but they caused a few problems in people needing restores etc... plus the fact that they are permanent and didnt disappear when triggered by one person made them annoying. dont forget winky, we were a pretty high level and well balanced group, not everyone who goes in there will be.
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Winky Willis
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Post by Winky Willis »

Casting restore is hardly a chore is it? The traps are in no way in balance with the monsters, the creatures are tough. So to be in the area and survive the characters need to be tough the traps were doing 50 damages.. its not much of a problem to any +12 level char that really. As for people going in the areas that aren't high enough or balanced... well thats their problem. All I'm trying to get across is the traps.. aren't worrying,scarey or even that much of a problem, they aren't doing their job.. they aren't trapping folk. :)
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Post by Feral »

it was a problem because restores arent automatically memorised, and kasur had to rest a couple of times and shuffle his spells, we also struggled a bit when we lost our sorcerer and without some of the buffs, Luther was taking a bit of a beating and dam from the traps. i agree people should be prepared, we were which was why it didnt seem too bad. i just dont think every area HAS to be perfectly planned to be the correct difficulty for the perfectly balanced party. after all they are only trolls, who is setting these traps for them......?
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Post by Loki »

Feral wrote:after all they are only trolls, who is setting these traps for them......?
:twisted:
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Post by Feral »

Loki wrote:
Feral wrote:after all they are only trolls, who is setting these traps for them......?
:twisted:
now it all adds up!! I thought you always smelled of troll, Loki. tell your girlfriend Mossbreath, to use deodourant more..... :P
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Winky Willis
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Post by Winky Willis »

Yes I agree they are only Trolls... just Trolls that can cast firestorm... Blade Barrier!!!. Also it wasn't just about the Trolls it was the Koilsh caves as well. I can only presume by the creation of these areas they are intended to be done by groups, the monsters have very high hps, some have damage resistance and some groups spawn in quite high numbers. Mages and Clerics summons would stand no chance fighting them as they do in lots of areas of Dasaria, were soloing is very easy for a high level spellcaster... you need fighters to hold them off while the wizards get a breather to cast there spells... old school style like PNP and my personal favourate. But if these areas are to benefit team play thieves need to be needed. Rogues are by far the weakest class in Dasaria so for them to advance or be of use to parties areas need to need thieves so to speak.

As we approached the Troll caves Bal'stra made a joke about Ebenezer and Luther get to the front "meat shields". Shouldn't Ebenezer and Luther be jibing the group thief, start scouting out front " trap man". Bal'stra... was scared of the trolls geting near her. We weren't scared of the traps one bit... at one point you just wandered through them to see what they did. Everyone saw they were weak and followed through. I just think if the areas were truely intended for group play the thieves especially should be an integral part of the group, as they are weakest class. As Bal'sta is scared of the monsters getting near her.. the muscle should be scared of the nasty little traps they can't see.
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Post by Holly »

Man...I like the idea of heavier traps! Maybe even overlapping traps, trickier traps....traps with levers and knobs and switches. traps that insta-summon golems or elementals...

I'm probably really asking for it.

:P
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Post by Winky Willis »

I'm not suggesting trapping the farmlands or anything :o Just thought it would be nice for the group based areas to be more than just a how much damage you can do how much damage you can take areas. Tough traps would sort of give the group a breather add tension as they see the suicidal/brave/stupid rogue tinkering with traps that engulf the whole area in death bringing fire.. just imagine the chuckles we all have watching the likes of Loki and Judas combusting in fiery death. Also tougher traps will help against people invis/sanctuary looting.
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Post by Judas »

I think Winky makes alot of sence here

Its the same with locked doors that can be smashed through faster than lock picked
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Post by Boon »

Judas wrote:I think Winky makes alot of sence here

Its the same with locked doors that can be smashed through faster than lock picked
How about a script that triggers something, i.e. summons or another trap if the door is destroyed? The doors do have HP. So I'm guessing it can be done.
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Post by Mad Season »

Boon wrote:
Judas wrote:I think Winky makes alot of sence here

Its the same with locked doors that can be smashed through faster than lock picked
How about a script that triggers something, i.e. summons or another trap if the door is destroyed? The doors do have HP. So I'm guessing it can be done.
Heh, wandering monsters that are drawn to all the damn noise you're making. Classic :D
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Post by Loki »

Hehe we did the Demon quest on mass the other night.. it makes such a difference knowing that the loot won't be got unless a thief is there... i had a great time - i did almost as good as nothing.. i think i killed a bear that someone has cast a bigby's on.. :twisted: i spent the whole time moaning and having a good verbal battle with Eb.. 'tis nice when the party HAVE to put up with a Loki if they want the loot.. :twisted:
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Post by Timothy Ashton »

I think Jonas would be more then happy to help out with traps, but the problem wit htihs idea is that some of the necessary items for a rogue to keep him/her alive in certain locations (ie, the Koa'lisk caverns) simply cannot be found.

Now obviously, I don't know what's going on RECENTLY, as I've been gone for a month or two, but when I left, I knew of only TWO pairs of Elvenkind boots. I don't know if more are out there, but they are probably in high demand still.
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