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when enemies go on traps

please make them set them off. seriously. the urdlen high priestess was standin right on a trap. why didn't it go off? why did i have to die?

Thomas_Not_very_wise why did i have to die?

Because you stood on a trap.

As with friendly traps, it's assumed a trapmaker tells those close to him how to avoid setting them off.

THE FRICKEN URDLEN PRIESTESS WAS STANDIN ON A TRAP!!!!!!!!! the only reason i died was because the stupid battle system moved me onto one.

Besides, it's not exactly a trap as such. I view that particular place as 'hallowed ground'.

NEGATIVE ENergY TRAP!

Yes, Thomas, mechanically it is represented as a trap.

As well, its so easy to -direct- an ennemy on their own trap, 1 arrow, and boom, the idiot runs off on it.

Shit happens Thomas, the best way to avoid it is to watch where your character is running and not go pour yourself some soda while you're in combat.

Thomas_Not_very_wise THE FRICKEN URDLEN PRIESTESS WAS STANDIN ON A TRAP!!!!!!!!! the only reason i died was because the stupid battle system moved me onto one.

She didn't set off the trap because she *set* the trap and knew where to step and where not to step. When you ran onto the trap, you lacked that knowledge set it off and died.

That is actually how it *should* work.

Notice how when your party member sets a trap you can't trip it?

I can only second what has already been said. If you or one of your companions sets a trap, it is assumed that you know where it is, there you must know how to avoid setting it off. It is also assumed that it works the same way with your enemies. Step on a friendly trap - you avoid it. Step on a hostile trap - you get whipped.

. Step on a friendly trap - you avoid it. Step on a hostile trap - you get whipped.
It doesn't even have to be hostile, simply setting up a trap will target anyone not in the party, regardless of whether they are hostile or not. And even if they are invited into the party, they still set it off, because they cannot see it being set up.

really. seriously. my point is. if its a hole in the ground. why didn't she fall in then? eh eh eh?

Maybe because it's not?

Just a wild guess.

Yeah I remember a d.m putting an especially enticing massive diamond onto that "unholiest of ground"

And the holes are there likely in honor of urdlen who likes holes in the ground as all moles do, especially a deity of them.. The holes arent so big you cant walk over them, and seeing as though the priestess is an urdlenite and a high ranking one, it makes sense she'd have some sort of affinity to not falling in the holes.

Seeing as though this unhallowed ground has been implemented as a trap.

Maybe it's possible good aligned clerics could set a special trap that does divine damage to undead (for hallowed ground).

I'd like to see the CONSECRATE and DESECRATE spell both implemented in some fashion.

I do agree though that sometimes if theres scripted npc trap layers, that other npc's that didnt see them get layed may well stumble into them at the hilarity of the watching party members.

"Step around that one!! " Rogue whispers.

"HaaaAhha! you should have said that louder for the benefit of that goblin" Warrior says watching the smoking ruin of the goblin.

..........................................okay....................

Okay here's a mechanics answer.

NPCs don't set off their traps because it helps prevent lag and exploiting. Why? well.

If NPCs set off their own traps, we'd have to have custom AI for every npc of every quest that contained traps so that they would attempt to walk around it. This would add more work for the server and thus create excessive pointless lag.

Also if the AI wasn't perfect, it'd probably get stuck trying to avoid objects and players would exploit luring them onto their own traps.

If NPCs don't set off their own traps, the AI can be simpler, and we can pretend they avoid it by running quickly around one side, or hopping over it, because it's easier and more reliable.

Therefore - NPCs don't set off their own traps.

Thanks.