Randomize Traps

Started by Random_White_Guy, November 17, 2015, 09:44:57 PM

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Random_White_Guy

I know EFU has done a lot of great work with randomization of quest spawns and doorways (like the old access ways, etc). I'm not sure it's even viable to script or implement but I'd love to see randomized traps introduced on EFU quests.

The degree of people who just slam through a trap going "Ha, gimme a minute to heal" because they know where the spot is.

People shouting "STICK TO THE WALLS" at the same corridor on every quest.

People blitzing past the rogue running in a straight line then taking a casual crab step left using WASD on the keyboard at the perfect moment to evade the trap.

I'm pro anything that supports rogues so I think it'd be great to see the Rogue become a viable party member once more in the classic dungeoneering sense. Everyone hypes the joys of sneak attack but with summons, high HP classes not giving a damn, and most people after a few runs knowing where every trap is this kind of diminishes their role in such a thing.

Or maybe even auto-subdual if failed traps which resemble being caught on fire/etc. in non-combat corridor away from spawns to keep people on edge.
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putrid_plum

I know bilby quest randomizes traps, to a point, maybe a system like this that randomizes not only trap placements but types, like adding traps that could stun you near enemy NPCs or traps that do great damage (are an actual threat) instead of some 100hp barbarian just running through 3 traps laughing.  

Knight Of Pentacles

Traps that have new, interesting effects are cool.  Like a trap that gives spell failure or forces you out of stealth. Instant kill traps tend to be lame though.

Monster Within

traps with real dehabilitating consequences would be neat to see, as well.  IE: People getting level drained rather than poisoned, or hit with supernatural (non-dispellable) effects like AC penalties, reduced attacks per round, lower movementspeed, and so on that will persist until their next rest would also help with bricktanks laughing through traps.

but yeah, trap locations do get meta'd pretty hard and it can be  kind of annoying to see people randomly veer off in directions that make no sense, especially as a player coming back that hasn't done a lot of the quests. Doing one I've never done before and seeing people do wierd shit for no apparent reason (Like "EVERYBODY GRAB A TORCH" before doing a certain, despite none of them ever using torches in the very dark UNDERDARK and no indication outside the QA that a torch would be needed) lol

One_With_Nature

Randomised traps won't really work, (they are already buggy as it is) and you would get instances with traps overlapping, electric traps on low level quests, traps positioned where it is impossible to pass (all well and good on larger quests but solo quest etc or 2 man quests with no rogue?). Its one of those variables that isn't worth the time investment to make it work as intended without potentially horrible side effects.

Unfortunately there will always be metagaming on things like traps / spawns on scripted quests that aren't randomised however having seen quite a few randomised quests (which are awesome by the way) I would rather see more time making quests random then traps.