Caltrops

Started by Box, January 19, 2010, 01:40:50 PM

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Box

Please put a duration on these, and change the script slightly so that the person who throws them does NOT get the ' takes 1 damage'.


As they are now, they function as a sort of radar, which anyone can place down in a specific area, and wherever they are in the server they will know someone is walking through the area they placed the caltrops in.

Just today, the 'pvp area' between the temple district, the docks, and the zig was literally full of them, with at least four spots where several caltrops were stacked, and many caltrops lined in a row, making it extremely difficult to navigate the area without taking a fair amount of damage in the process.

Capricious

Aren't caltrops kind of like traps, in that you shouldn't just be scattering them in public areas with little specific purpose?

Egon the Monkey

I would second this just because they are annoying for the attacker too IMO. If you drop these, for the entire time they are present if someone hits them, you will count as dealing them the dmg, and break invis/stealth.

Could these things be scripted to apply say a 5 turn Spike Growth with the Caltrops VFX instead? I think then the spike growth would damage them, not the player, plus they'd slow people down like caltrops are supposed to, being a crippling/slowing device. On that note actually, could Spike Growth have its duration changed to maybe turn/2 turns a level? if used in a PVP outside for example, it messes with anyone using the area for a long time afterwards.

Gippy

They are the broken bottle in mission impossible. They're sweet as is.

Box

Sweet, yet heavily exploitable and can cause some fairly severe lag.

Given a duration, and a 1 damage spike growth effect would make them sweeter. IMO they should definitely not be able to be used as radar though.

derfo

Caltrops are amazing, kudos to whoever actually used them for their intended purpose of bothering people

TheImpossibleDream

If you actually looked before posting you'd notice that the caltrops forced anyone who wanted to avoid them to move into the central area of the inner ruins rather than using the back alleys. At the time of placement they were used to ambush a couple of pc's!

At no point were caltrops stacked, however there was a radius of overlapping where four-five were placed along a lengthy alleyway. The animation shows more than there actually are.

Don't assume the worst. Caltrops are otherwise useless as anything but a minor annoyance to force people onto certain routes, in addition every time somebody is hit by a caltrop invis is dispelled as if it were an attack. So it has it's pro's and cons.

Paha

The caltrops are fine. And I also assume this was on that certain inner ruin case, which they were used perfectly fine, and I as a victim say it.

And naturally they can be used for small trouble making. They are not life threatening if you aren't total dimwit, unless someone start stacking them which naturally is not allowed.

ExileStrife

Quote from: TheImpossibleDream;162801in addition every time somebody is hit by a caltrop invis is dispelled as if it were an attack.

In case it wasn't clear, the person who THREW the caltrops has HIS invisibility dispelled, and will continue to have it dispelled every time someone takes damage.  I got so fucked by this once.

Relinquish

LEVEL FIVE BARBARIAN STOMPS ALL OVER CALTROPS

ScottyB

I'd rather see caltrops scatter a bunch of low-DC minor spike traps (each with a very small size), and make the VFX temporary.

Box

That would be great, but they would still have the problem of lasting forever, since if you marked them disarmable people could lame caltrops to recover traps.



As an easy to get and very common item, I am of the opinion they should not just sit around forever, being able to act as radar and alerting someone when a victim waltzes through their area.

Garem

25 damage worth of time is hardly forever

Caltrops are pretty useless, imo. I've never seen them used well, except against like, 1hp rats. Making them more useful could be cool.

Drakill Tannan

I'll second Garem's suggestion.

Have them do something like 1d3 damage, and slow people while they are on the area of effect.

As for the duraton...

Leave it as it is. But add a comand /c end aoe that ends all area of effect spells by the player.

Wich also fixes spike growth, as egon said.

Caddies

Caltrops are pro.

Only thing I'd ever change is making them do 1d6 damage instead of 1, TBH.