Leaving Traps in Bilby's

Started by lovethesuit, June 27, 2011, 04:03:27 PM

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lovethesuit

I finished Bilby's quest, and in the exit way I got hit by two spiked traps in a row, blocking the path entirely between the statues. They were not scripted traps, as they were not detected and they didn't reset. I think it's incredibly obnoxious and mildly hilarious that somebody just left traps here, and it's not the first time either. I know leaving traps unattended or using more than one damaging trap is against the rules already, but I think in a situation like this, designed to blatantly troll other players, there should be a pretty hefty punishment for it.

This even cost me a points penalty on an otherwise perfect run, which I think is more of a bug than anything.

Based on the scoreboard, it's one of these characters: Roberts Cain, Tycho Welbruch, Ash, Sabal Pyder, or Clyde Bekowski.

It happened at 9:02 AM, GMT-8 (PST), in SQA - Bilby's Chambers, with the character Cayden Blueprint on the account lovethesuit. Hope it helps you check the logs for the guy that did it.

Egon the Monkey

Happended to me a few times, months ago when I played Utucha. I thought it was a bug, since you can't disable Bilby traps and they were the same sort of spike traps as in the main part.

Keeper of the White Wyrm

In trap heavy areas, they sometimes bug and this occurred.

Not a player's fault.

Caster13

This has happened to me on a few occasions and I always presumed it was a lagging trap script.

Explosive Behaviour

Happend to me, and I was the first one to do the quest. Its a bug, and sucks when it screws your score :(

lovethesuit

I won't rest until there is justice.

(What a weird bug. Wellp, sorry.)

Relinquish

You've never done trogs and fell through the pit in the boss room? It's the same bug (sounds like)

Nightshadow

It's very, very annoying. It'd be nice if all the traps turned off once you opened the exit door, and would turn back on once someone opened the entrance to the trap room.

Nothing worse than carefully going through it, sneaking past the dog, getting all nine gems, not triggering a single trap, then BOOM! You trigger a trap that doesn't exist.

AGOTFANBOI

Happened to me on a rogue second week of the new server.  Almost identical to you lts..just a bug(the random traps, not LTs). Does totally gimp your score to boot.

Canzah

Suffice to say, it's difficult to do this one when you/the server is lagging.

You need to wait a considerable amount of time for the game to "register" your movements, or it will think you just moved straight across a trap instead of maneuver past it. Or at least that's how I felt it was.

Portal Rat

This thread has cleared up so many mysteries for me. I would have bug reported it, but I could never repeat the problem. Partly because I still suck at Bilby's quest.

Porkolt

Quote from: Nightshadow;247173It's very, very annoying. It'd be nice if all the traps turned off once you opened the exit door, and would turn back on once someone opened the entrance to the trap room.

No way, part of a viable strategy is going through the exit door first.