Tower of Mercy - Dwelings of correctin - The trap area

Started by Drakill Tannan, May 18, 2011, 03:32:21 PM

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Drakill Tannan

Too many times i, as wizard or sorcerer died to this. Most of the time i'd try to max my tumble to go through the rope, but even when drinking insulation and running through the firea bit of lag or getting stuck somehow can kill you. It's too damn random. And i've seen several die to this as well.

Honestly this part seems very dull and boring to me. When you do have a rogue to disarm the traps and open the locks, it might be fun for the rogue, but the rest of the party just waits idly. And a small misclick can kill more than just one party member. Plus it's not very rewarding. I can see this as a good solo-quest for a rogue, but otherwise it's just not enjoyable.

Could it be removed?

Lenthis

A solo quest for a rouge?
Do you understand that a rouge has no possibility of beating the end boss without considerable potion and supply use?
 
And in saying this, I personally like that section of the Tower of mercy. You actually have to be intelligent and not amble across and die on traps.

Egon the Monkey

90% of this particular room is very cool, and a huge reward for playing a skilled explorer/crook PC. I guess you haven't seen some of the chest loot from it. It's my favourite room on any PC with rogue skills and makes a nice change of pace.

Most of it is optional in any case, and the traps are easy enough to detect that you won't blunder into them. The two unavoidable areas though are indeed true bastards. It's very hard to recover someone's body from them if they get unlucky, and they can demolish a PC without good saves, HP and a certain class skill. There's no good response to them but "buff up and cross your fingers", and the area would be better if they knocked you down and damaged you only once per failure, like for shortcuts. As it is, they serve little purpose except Ragequit Fuel.

As for the misclick wiping out the party, if you're talking about what I think, then yes it sucks, i've lost PCs to it. If it wipes out your entire party you have to question what the entire party was doing poking around that area in the first place when it is The Trap Room.

Drakill Tannan

Consideing what egon said, i'd suggest the party-killer would be changed so taht it only affected one party member, and the inevitable damage traps had a way to avoid the damage altogether, maybe by allowing you to go through a tunnel beneath them or something and have to fight snakes, or evade mroe traps or something similar. (Tumble check doesn't count, that's just random luck. Dying to a low dice roll is frustrating beyond anything you can imagine.)

Although perhaps if you make it so that inside the pit where that trap leads you where there are these enemies you could find a trinket or two with "jump (1) single use" that'd be fine too.

Relinquish

The only problem I see with that area is when your teammates bump into you and push you into it, or lag strikes and screws you over.

You are 100% free to run through and not use the ropes.

Wrexsoul

Quote from: Drakill Tannan;239673Although perhaps if you make it so that inside the pit where that trap leads you where there are these enemies you could find a trinket or two with "jump (1) single use" that'd be fine too.
Jump doesn't help if you don't have a base point in Tumble though. Just pointing it out, it's a good idea otherwise!

Damien

agreed, you wouldn't have a room with demonologist experimenting on captured demons or a slaadi summoner breeding slaadi so why have a room for the prisoner rogue to enhance and practice his tumbling and trapping skills TOTALLY RANDOM!


It should stay as it is.

Nightshadow

Perhaps make it so that only one party member has to get through, and they only need to hit a lever toward the end of the room to unlock a shortcut for the rest of their party to get past all the traps and such.

Craig210

-suck it up-

Work as a team, and you will get through. Removing things that actually kill people makes this server vanilla nwn. EFU is not vanilla.

Drakill Tannan

Yeah, i've tried running through. Sometimes that's not enough and the PC still dies. Regarding the working as a team thing, that doesn't work against life-or-death rolls, that's entirely up to luck.

Howlando

The tone of the first post makes it considerably less likely for me to want to pay attention to any perfectly reasonable proposed tweaks or changes to improve this room.

Let's go over the facts.

This room only spawns in 1/3 of the time.

The DC to tumble across is only 10.

If you simply run across, the damage can be very easily negated by insulation potion changes (or fortitude saves). Only very low HP classes are really in any danger at all.

You're warned by a quest giver that it is an very dangerous quest with all sorts of unpredictable challenges within.

I guess I have this crazy belief that dangerous quests and a dangerous server is more fun, and that drinking invis and hanging around behind your party shouldn't be a viable tactic for absolutely every challenge that is faced.

Nightshadow

Actually, the DC is 20, if I remember correctly. But yes, the damage from those things is quite low if you just run. Odds are if you pass your reflex save you won't take any at all.

Howlando

The rope DC is 10. The fortitude DC to resist the damage is 20.

Drakill Tannan

Howland, you already know i don't mean it in that way. I'm just a "heated debater" as some have called me. I'm simply used to speak (and type) that way. It wasn't the intent to look down on your work or anything, i've mentioned before ToM is my favorite quest..

I do find the particular room boring.

Though the concern here is really (and after a guilt trip) seeing wizards and sorcerers die as they try to cross through the fire (wich you must inevitably do).

But i guess what's said is said. But no offence meant. Really.

Ebok

This part is not that hard to survive, even for wizards and sorcerers.