Semli
2006-02-01 20:29:24 UTC
#7910
Dunno if this has been brought up, but if it has hit this thread with the flame throwers and maybe toss a link on a smoldering ashes. I clicked around after using the search function for traps but didn't read everything, because there was obviously a good amount of material to cover.
So, instead of having the 20-30 damage traps that can easily slay low HP characters who haven't ran the quest enough to memorize the trap layout, would it be possible to instead randomize the location of weaker traps, so a mistake is survivable but still gives benefit to having a rogue in the party? Rogues also seem to have trouble disabling some of the current traps... are they too difficult at lower skill levels (if so, I'd recommend lowering the disarm DC because level 10+ characters won't be doing these quests) or are the traps simply not coded for this?
I realize that it would be too server and coding intense to have completely random trap locations, but if you have 20-30 locations where traps could appear and people are fairly likely to step, it could make things much more interesting then they currently are.
Arkov
2006-02-01 20:33:40 UTC
#7913
Expect substantial improvement to quest trap layout, placement, and randomization once we get updated to v1.67. :)
Howland
2006-02-01 20:33:52 UTC
#7914
(1) Traps can not currently be reset for different groups (which is why most of them are non-disableable)
(2) Traps can not be moved around or randomly placed as far as I know
(3) I really dislike the idea that a group could just stomp through the traps with no consequences
(4) Meta-gaming location of any traps is not allowed by anyone
The detection DCs are generally well within the range of a rogue or character that has any kind of investment in search, it's really fully intended for some of our more difficult quests to heavily favor groups that bother to scout instead of just rushing everything.
Jadelink
2006-02-15 13:49:56 UTC
#9226
I think it is posible to have traps that may or may not be there on the basis of a diceroll. If so, then that can be used to make the layouts different each time, as the group wont be able to metagame trap locations.
Jadelink
Coldburn
2006-02-15 13:51:57 UTC
#9227
Jadelink
I think it is posible to have traps that may or may not be there on the basis of a diceroll. If so, then that can be used to make the layouts different each time, as the group wont be able to metagame trap locations.Jadelink
I hope the v1.67 holds it, but for the time being:
Arkov
Expect substantial improvement to quest trap layout, placement, and randomization once we get updated to v1.67. :)
we're stuck.