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Post by slothfulcat on Jul 11, 2009 6:34:04 GMT -5
I know we went to randomized floor traps for the most part for flavor and to add some level of unpredictability to a server... but I've found traps have become less of an issue since becoming randomized. As in, I don't even really feel I have to be careful to avoid them anymore... the only place I've seen them come up where it was "ouch, thats a well placed trap" has been 1 spawn point in the druegar area...
So.... is it possible to mix the traps in? Have some set to the floor in certain places where they're actually effective... and some in random spots too so we get the unpredictability?
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Post by kalbaern on Jul 11, 2009 8:39:18 GMT -5
I know we went to randomized floor traps for the most part for flavor and to add some level of unpredictability to a server... but I've found traps have become less of an issue since becoming randomized. As in, I don't even really feel I have to be careful to avoid them anymore... the only place I've seen them come up where it was "ouch, thats a well placed trap" has been 1 spawn point in the druegar area... So.... is it possible to mix the traps in? Have some set to the floor in certain places where they're actually effective... and some in random spots too so we get the unpredictability? As a rule ... most of the "random" traps come from Biowares "Weak" category in all but a few places. As we ensure those are getting scattered bug free .... tougher ones will be dropped into areas that warrant them. As foor them being placed "usefully", when our trap generator places them and chooses a location .... 3 things occure. 1) A size is determined. Spawned in traps can only be made square and with a minimum size of 1 meter. Ours currently spawn in a range of 1 - 2 meters width/length. 2) When the script chooses it's location, based on the traps size they often overlap walls or placeables. One of our goals was to not penalise non-trappers too heavilly. So our script sometimes leaves a less than optimal placement to catch an unwary adventurer, but the intention is for them to always spawn in a location that allows then to be walked around if you can't disarm them. I can tweak individual locations some if you know a particular spot that placement seems too easy on average, but I'd rather ere on the side of non-trappers being able to walk around a trap. 3) Since first dropping in randomised traps a few months ago, we've actually gone through 7 trap systems. The first 5 were premades from NWN Vault that had folk screaming for the most part. The last 2 have been my own and are hopefully near complete. (My first one had the stacking compatability issues) 4) We will have a few permanent traps as we build. These are usually the magic type and all should have a safe path to avoid them since they cannot be disarmed.
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Post by kalbaern on Sept 20, 2009 12:21:30 GMT -5
Let me know if there are anymore suggestions for traps here. Some areas still need them placed, but aside from that I think it's a fairly good system we have now.
There's some CEP/C.R.A.P. traps I'm still working on for here. They are mainly the ones with moving parts like rock falls and whirling blades appearing. If you spot one (the placeables) and it doesn't work ... there's no need to report it. In many cases I'm just adding their placeables for "decor" until I've a chance to script the effects.
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Post by strangelander on Sept 20, 2009 14:58:47 GMT -5
A few suggestions for traps:
* In line with what you're saying Kalbaern, how about a few 'permanent' type traps that are mechanical in nature (utilising placeables/environments) that are able to be 'disarmed'or circumvented by any keen-eyed adventurer.
* My experience is usually to avoid the trap and then try to disarm if I have the talent. Maybe along these same lines, for -all- adventurers to make use of, a club or quarterstaff item called Ten Foot Pole with a bit of search added to it? Detecting the lil' suckers is half the battle. With this, how about a second item for those adventurers who are not rogues(ish) but find need to practise disarming... another wieldable object that has a bit of disarm on it for trapspringing... like a Fake Wooden Hand (club) or a Thick Iron Bar (club, that black bone look)? I only suggest club as it is usable by any class. These would serve more as tools and not meant to be magical items per se. Equippable to give the rpable actions more flavor.
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Post by kalbaern on Sept 20, 2009 20:12:04 GMT -5
A few suggestions for traps: * In line with what you're saying Kalbaern, how about a few 'permanent' type traps that are mechanical in nature (utilising placeables/environments) that are able to be 'disarmed'or circumvented by any keen-eyed adventurer. * My experience is usually to avoid the trap and then try to disarm if I have the talent. Maybe along these same lines, for -all- adventurers to make use of, a club or quarterstaff item called Ten Foot Pole with a bit of search added to it? Detecting the lil' suckers is half the battle. With this, how about a second item for those adventurers who are not rogues(ish) but find need to practise disarming... another wieldable object that has a bit of disarm on it for trapspringing... like a Fake Wooden Hand (club) or a Thick Iron Bar (club, that black bone look)? I only suggest club as it is usable by any class. These would serve more as tools and not meant to be magical items per se. Equippable to give the rpable actions more flavor. Aside from doors and placeables ... our traps can always be circumvented. (if someone sees them) As for items that aid in trap detection ... we'll have some coming soon, but they'll grant a temporary bonus only and not likely come cheap.
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Post by Snubletraad on Sept 21, 2009 14:47:02 GMT -5
Or you could go for either of these options if you're trying to find traps: - Put points in Search.
- Bring someone who has put points in Search.
- Put points in Search.
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Post by strangelander on Sept 21, 2009 15:58:00 GMT -5
D'oh! I knew I was forgetting... um... something...
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Possibly Ten
Knight Champion
Hopefull CEP new weapon type!
Posts: 805
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Post by Possibly Ten on Sept 21, 2009 16:29:57 GMT -5
D'oh! I knew I was forgetting... um... something... *snorts* Tha be usin ya head lad!
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