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  1. #1
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    Default Players Should be Able to Set Traps

    As per the title. Trap setting (and crafting!) should be featured in this game, with a variety of traps, each having different trigger mechanisms and effects. Clearly some classes would be better suited for trapping than others (Rogues/Rangers) Some not so exhaustive lists for example:

    Trigger Types:

    Motion Trigger: Trap triggers when hostile moves within X range of trap.
    Tripwire Trigger: Trap triggers when trip wire of extending X feet from trap is moved over.
    Manual Trigger: User triggers trap manually.
    Delay Trigger: Trap automatically triggers after a delay of X seconds.
    Magic Trigger: Triggers when trap senses magic in a radius of X feet around it.
    Sound Trigger: Triggers when trap senses sound in a radius of X feet around it.
    Visual Trigger: Triggers when trap spots hostile.


    Trap Types:

    Sentry Trap: Locks onto and attacks tripping enemies. Can be equipped with ammo and weapon of player's choice.
    Gas Trap: Releases a poisonous/acidic gas.
    Snare/Net Traps: Immobilizes/slows a tripping enemy.
    Explosive Trap: Detonates when tripped on hostile.
    Jet Trap: Discharges a jet of X damage type when tripped. May have secondary effects (in the case of poison for example).
    Blade/Spike Trap: Swirling/pulsing stationary blade/spike trap.
    Spell Trap: Casts X spell on hostile when triggered.
    Alarm Trap: Makes a loud noise and highlights triggering hostiles with paint/glitter, etc...
    Stunning Trap: Stuns and disorientates enemies when tripped.


    Trigger and trap types could be mixed and matched. For example, a delay trigger could supplement a proximity trigger, the trap going off 5 seconds after the proximity trigger was tripped, in turn activating a joint Stun and Sentry Trap that fires on consequently stunned foes. Crafting would occur by joining separately purchased modules together. Setting traps would either utilize an existing skill (such as Disable Device), or a new one. The result of the trap setting check would determine the difficulty of enemies spotting/finding/disarming it, in addition to any innate modifier of the trap itself. Critical trap setting failures causes the trap to backfire.
    Last edited by Surrealistik; 10-31-2009 at 12:27 PM.

  2. #2
    Community Member Steveem's Avatar
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    Talking

    Quote Originally Posted by Surrealistik View Post
    As per the title. Trap setting (and crafting!) should be featured in this game, with a variety of traps, each having different trigger mechanisms and effects. Clearly some classes would be better suited for trapping than others (Rogues/Rangers) Some not so exhaustive lists for example:

    Trigger Types:

    Motion Trigger: Trap triggers when hostile moves within X range of trap.
    Tripwire Trigger: Trap triggers when trip wire of extending X feet from trap is moved over.
    Manual Trigger: User triggers trap manually.
    Delay Trigger: Trap automatically triggers after a delay of X seconds.
    Magic Trigger: Triggers when trap senses magic in a radius of X feet around it.
    Sound Trigger: Triggers when trap senses sound in a radius of X feet around it.
    Visual Trigger: Triggers when trap spots hostile.


    Trap Types:

    Sentry Trap: Locks onto and attacks tripping enemies. Can be equipped with ammo and weapon of player's choice.
    Gas Trap: Releases a poisonous/acidic gas.
    Snare/Net Traps: Immobilizes/slows a tripping enemy.
    Explosive Trap: Detonates when tripped on hostile.
    Jet Trap: Discharges a jet of X damage type when tripped. May have secondary effects (in the case of poison for example).
    Blade/Spike Trap: Swirling/pulsing stationary blade/spike trap.
    Spell Trap: Casts X spell on hostile when triggered.
    Alarm Trap: Makes a loud noise and highlights triggering hostiles with paint/glitter, etc...
    Stunning Trap: Stuns and disorientates enemies when tripped.


    Trigger and trap types could be mixed and matched. For example, a delay trigger could supplement a proximity trigger, the trap going off 5 seconds after the proximity trigger was tripped, in turn activating a joint Stun and Sentry Trap that fires on consequently stunned foes. Crafting would occur by joining separately purchased modules together. Setting traps would either utilize an existing skill (such as Disable Device), or a new one. The result of the trap setting check would determine the difficulty of enemies spotting/finding it, in addition to any innate modifier of the trap itself. Critical trap setting failures causes the trap to backfire.




    /signed.It would be fun to set traps

  3. #3

    Default

    Go listen to the last few “Ask the Devs” segments on DDOcast.
    Things that if Turbine went all EXTREME PREJUDICE™ on, would actually make the game fun again.:
    • Giving us the racial PrE’s we were promised, before rolling out DDOStore™ Enhancement Trees.
    • One loot system to rule them all. (Including Cannith Crafting, and Named Loot.)
    • Fixing the Cannith Challenges so that they can be 6 starred without incredible luck or store bought items.
    • Adjusting Challenge XP so that they're worth running more than once.

  4. #4
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    Default

    Quote Originally Posted by Surrealistik View Post
    Trigger Types:

    Manual Trigger: User triggers trap manually.

    Trap Types:

    Blade/Spike Trap: Swirling/pulsing stationary blade/spike trap.
    We have that already, it's called zerging cleric with hastened Blade Barrier.

  5. #5
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    Default

    Quote Originally Posted by QuantumFX View Post
    Go listen to the last few “Ask the Devs” segments on DDOcast.
    Brief summary of pertinent details?


    We have that already, it's called zerging cleric with hastened Blade Barrier.
    I'm aware you're being facetious, but there remain substantive differences, even in the case of that set of particulars. :P

  6. #6

    Default

    Quote Originally Posted by Surrealistik View Post
    Brief summary of pertinent details?
    Can’t handle surprises?

    The devs mentioned working on a trap system and grenade type weapons. If I remember correctly it was when they dropped the fact that they were working on the reincarnate system. (It sounds like scope creep made it’s way into the project but it seems like they want to make it fun for mechanic type rogues.)
    Things that if Turbine went all EXTREME PREJUDICE™ on, would actually make the game fun again.:
    • Giving us the racial PrE’s we were promised, before rolling out DDOStore™ Enhancement Trees.
    • One loot system to rule them all. (Including Cannith Crafting, and Named Loot.)
    • Fixing the Cannith Challenges so that they can be 6 starred without incredible luck or store bought items.
    • Adjusting Challenge XP so that they're worth running more than once.

  7. #7
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    Default

    Lol, nah, just can't be arsted to sift, but that sounds good! I also like the idea of grenade type weaponry. Hopefully we'll have other things as well, like acid flasks, flash, gas and incendiary bombs.

    Further, I should note that setting a trap should not automatically de-stealth you, but instead force another opposed spot vs stealth check, perhaps at a penalty that may scale with trap complexity/lethality.

  8. #8
    Community Member kamimitsu's Avatar
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    I made this suggestion a while back: Mechanic Grenadier.

    A few months later, the devs in DDO cast 126 mentioned that they were planning on letting rogues make grenade/traps from 'recycled trap parts'. That's about all we know at this point. The mention is at around 27:30.
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  9. #9
    Community Member Khafar's Avatar
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    Making and using traps would definitely be fun. I just hope that if they add that, they also make the AI (including hirelings!) smart enough to move out of any persistent trap, or only give players traps that does transient damage such as an explosion. I use dev-set traps all the time to make short work of enemies in dungeons because they're too stupid to stop standing in the middle of the flames/spinning blades/whatever. But at least those are only found here and there - player-set traps could of course be placed most anywhere (and could trivialize some of the game content).

    Khafar
    Last edited by Khafar; 11-01-2009 at 01:12 AM.

  10. #10
    Community Member Psyker's Avatar
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    I think one of the keys would be for the trap to damage hostiles and friendlies alike, just like the traps that are in game now.

  11. #11
    Community Member tangledfish's Avatar
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    Looking at this from the Negative Nancy side of things, wouldn't it be kind of difficult to implement this in an effective and usable way? I mean the traps would probably be very weak and single use only, else it would be giving us the ability to turn every quest into the outdoor section of Gwylan's Last Stand. That may be awesome, but it might also be somewhat game breaking, no?

  12. #12
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    Quote Originally Posted by kamimitsu View Post
    I made this suggestion a while back: Mechanic Grenadier.

    A few months later, the devs in DDO cast 126 mentioned that they were planning on letting rogues make grenade/traps from 'recycled trap parts'. That's about all we know at this point. The mention is at around 27:30.
    While there are some parallels, your suggestion has more to do with placement of a very specific, pre-defined trap types, whereas I'm proposing more of a complete, modular and encompassing system. That said, I do like your idea of reversing traps; the ability to do so was one important element of d20 that was never impressed upon this game.


    Quote Originally Posted by tangledfish
    Looking at this from the Negative Nancy side of things, wouldn't it be kind of difficult to implement this in an effective and usable way? I mean the traps would probably be very weak and single use only, else it would be giving us the ability to turn every quest into the outdoor section of Gwylan's Last Stand. That may be awesome, but it might also be somewhat game breaking, no?
    Not necessarily; somewhere between imbal and underpowered is a happy medium. I agree with calls that AI should be improved to at least avoid revealed player set traps (save in cases where the enemy is basically mindless such as zombies); while that could complicate implementation, it would definitely be worth such an entertaining feature.
    Last edited by Surrealistik; 11-01-2009 at 01:32 AM.

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