More traps and locks.

Started by Niessen, January 05, 2009, 01:53:15 PM

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Niessen

I'd like to see more traps and locks on the server, really. I have not really done a lot of quests, but I don't see very many locked chests or doors inside or outside of quests. Granted I have not explored too much either.

Another PC has said to mine ICly "There are no locks on this island, don't practice that skill". I know it's a really old island, but with all the new presence I'm sure some of them have installed locks somewhere that could be picked. Even if it's just flavour areas, it would be really neat to have an outlet to use the skill.

 I know I've seen traps in quests, but only in one or two of them. I really like seeing traps in quests because they usually make a party stop and let the scouts go ahead a bit and do their thing.  Even if they are really weak traps, I think we could use some more of them because it encourages party RP during quests. I could be totally wrong and this could be fine as it is, like I said I have not explored much yet or done very many quests. Some input from people with more insight on this would be really neat.

Random_White_Guy

There are a few fun locks out there if you look the in the right places.

Also, in DM events lockpick can be one of the finest skills to have.

Wholeheartedly agree though
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Gippy

Traps slow down parties quite a bit. Even minor ones. Everyone's afraid of traps. I wholeheartedly agree with this suggestion. EFU's always been a bit light on traps and a bit heavy on running through quests with swords held high and bulls strength at a solid 5/5 roll.

Letsplayforfun

Thumbs up!

A few fun locks about, but that's a skill that could be used more often.

Beef up traps so tanks don't just run over them (jergal for example).

Pup

Agreed.  More traps.
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Niessen

The other day I had a really fun run of Castle Vradzn, which was loaded with traps. That might have been spice because I did it today and saw none of those traps again.

It was really neat seeing all those traps there, making us take the time to disable/avoid them. Without them the entire group pretty much just ran off every which way and pulverished the goblins with little effort.

I'd really like to see more of the trap aspect.

Gippy

When you did it today the traps had been taken up by someone who had done the quest earlier.

Professor Death

There are plenty of locked doors all over the place.  The problem is that no one is able to pick them - they all require keys and are indestructible.  I would add the request that some area be moved away from having plot-marked doors that are indestructible yet pickable to maybe collapses that can be moved (represented by big placeables with damage reduction and lots of hit points (like boulders).

petey512

I concur wholeheartedly.
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