Traps! Ouch!!

Started by fritz, January 29, 2007, 08:17:47 PM

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January 29, 2007, 08:17:47 PM Last Edit: January 29, 2007, 08:26:14 PM by fritz
Please excuse the redundancy if this was covered earlier and I missed the post.

Traps I feel are overlooked and so makes the ability disarm traps, pointless.? There are many traps throughout the original major mud, some of which are more painful than others, and some that are just there for content.

Alot, if not most people, just run through traps careless of the effect.? As stated above most traps are mid to lower level and don't deserve treatment beyond a couple heals.? Well damnit this is not right, and I don't think this does disarming trap skill any justice.? There should be traps that if walked through kill a person.? 1300 HP Half-Ogre thinks he can walk through a spike trap because he is stout will find out that even the slightest prick can bring down a dinosaur.

Traps should be healthy in damage.

I havn't even discussed why traps should be important based on characters.? Ninja, Thief, Gypsy, Missionary all have the ability to disarm traps.? The thief is a very important class in any game except major mud.? The thief, and thief alone, should be the only class with the ability to disarm the most difficult traps.? These traps should be placed throughout the realm, and in some cases in quest areas or huge bosses.? The Ninja, Gypsy, and Missionary would keep their disarming trap ability for mid to minor traps throughout the realm.?

Hack away

Fritz

We could up their effects by using spell like abilities so its not just HP damage that the player takes.

walk into a spike trap and get wounded -hp for the hit and -agil, -hp x rounds...

Just a thought but I think the effect really depends on the type of trap.

I totally agree that the skill progression needs alot of work I just haven't thought of a way of doing it even handedly yet.

A brief idea though was to seperate out physical traps from magical traps. Where magical traps would be the niche area of magical/disarm trap classes thus making up for there lower physical disarm trap abilities. The non-magic classes would then get higher physical disarm trap abilities... However I'm not shure if I like it like that though but figure hell I'll stick out there for now.

I wasn't sure the range of possible editing.  Seperating traps by physical and magical/elemental is without a doubt the way to go.  I wouldn't necessarily base the disarming capabilities on what type of trap however I would base the damage that trap does to each character based on their resistances.  A character with resistances to elemental damage obviously would resist more than a plate wearing ogre.  Also a character in full plate might resist a % of damage from physical traps where a robe wearing/light armour wearing character would take more.

Fritz

QuoteI wasn't sure the range of possible editing.

Almost anything that can be done in text can well basicly be done...

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You lost me here?

QuoteI wouldn't necessarily base the disarming capabilities on what type of trap however I would base the damage that trap does to each character based on their resistances.

Thats two totally different ideas... ones talking about the trap going off the others talking about disarming it... might have just been a typo you tell me.

I dont think mmud has a way, short of just using textblocks which doesnt work as an exit type, to alter the difficulty of disarming a trap.

Unfortunately, there is a small issue that you can fail to disarm a trap, and it be just stupid to get all the way to a new boss and have your theif die as he is trying to disarm the trap.

January 30, 2007, 06:51:22 PM #5 Last Edit: January 30, 2007, 07:00:11 PM by fritz
To recap, i am a tangent fool...

(I am talking about 2 different ideas, the damage of the traps going off and the disarming of the traps.)

If you have two styles of traps, physical and magical, they both should be treated the same as far as disarming.
For Example a 207 Disarm Traps Skill will work for a level 200 physical trap as well as a level 200 magical trap.

The damage traps produce will be different and should be handled differently.? This difference, of damage, should be based on armour or resistances.?
? ? ?- As stated before, for example, a high armour class warrior would take less damage in the case of a pysical trap going off.
? ? ?- A character that has high resistances, whether to fire, cold, stone etc..., would take less damage to a magical trap.

Thieves should have a resistance to any trap if they fail.? In D&D these are called reflex saves, thieves excell in them, and so an idea would be to give thieves the ability to "save" against the full damage of the trap.

My idea is that having the game more class specific will revive the need to use all the classes.? What I mean by revive, is that a lot of classes are hardly played and I feel their importance in the game is due to the lack of special class-defining characteristics.

Fritz

Quote from: DeathCow on January 30, 2007, 03:07:28 PM
I dont think mmud has a way, short of just using textblocks which doesnt work as an exit type, to alter the difficulty of disarming a trap.

Grin but were not talking just mmud were talking greatermud remember.. There has to be something to make it better? Shame figured we could just add in a para 5 and have that switch tell the engine that if it is a trap if its magical or physical and how to use para 1 ie damage, spell number, or textblock..

Quote from: DeathCow on January 30, 2007, 03:07:28 PM
Unfortunately, there is a small issue that you can fail to disarm a trap, and it be just stupid to get all the way to a new boss and have your theif die as he is trying to disarm the trap.

no, no, no, that?s not stupid that just really bad luck. hehe And maybe teach a few people not to forget to added a few extra cps to charm.

Quote from: fritz on January 30, 2007, 06:51:22 PM
Thieves should have a resistance to any trap if they fail.? In D&D these are called reflex saves, thieves excell in them, and so an idea would be to give thieves the ability to "save" against the full damage of the trap.

Just call it trap dodge... lol I could see something like that being its own skill.


Personally I don't really dig the way traps are set up in the game as a whole.. I mean it leaves out a lot of classic trap types like snares, nets, pitfalls, alarms... there's a lot that could be improved on here. Alarms in particular would be something I think should be added in as it would make sneaking into a fort much more interesting. If you disarm the alarm you find a lot of the monsters (guards or bosses) asleep or in say the common rooms. If the alarm is tripped then the guards rush to their stations making it harder to get through the area. Its things like that, that will make disarming traps more valuable.

That is bringing realism to the game which lacked in major mud.  Being specific on each style of trap I assume will take a lot of work, but it has it's rewards.

Quote from: fritz on January 30, 2007, 07:49:09 PM
That is bringing realism to the game which lacked in major mud.? Being specific on each style of trap I assume will take a lot of work, but it has it's rewards.

I'm not to conserned with realism but I want things to be able to be played on multiple levels. I.e hack and slash but at the same time offer something to the player thats willing to think a little out of the box. It gives players room to grow as a player within the game rather then having a static experience of it.

Quote from: DeathCow on January 30, 2007, 03:07:28 PM
Unfortunately, there is a small issue that you can fail to disarm a trap, and it be just stupid to get all the way to a new boss and have your theif die as he is trying to disarm the trap.

Bring a priest with that resurrect spell and you're all set :p

Proper planning is the key.

Do like the idea of traps being more of a pita than they are in mmud. Thieves need a use, damnit.
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

hehhe coming frrom an old D&D player i remeber wn ya had to look for trapped locks on chest? any takers on that?  some traps could have negative hp ticking via say ..poisoning... remeber when they did that some traps drop ya in a hole soooo could do some damage. definetely like the idea of revamping traps... that way ya what that thief or ninja around to check the chest ya won from a  bandit boss before opening

A few newer games used trapped chests to some success. Its a good model to have around...

One of the big things that always got me is how they disarm traps with out any tools. It might be a nice change to bring into the game and make various support items that are required in order to use that skill.

How about RANDOM traps? 

Could be scary, like imagine an area, we'll say the Darkwood Forest, has a trap in every room, with a random chance of them actually going off?

And the higher your trap skill the less of a chance of it hitting you?

Not sure if that's a good idea or not, lol just a thought.
~{RoBDaWG - Jigga - Rza}~   ||  ~{Sysop of UtopiaBBS.com}~

While it's all well and good to say that traps should kill people instantly, you have to realize, not everyone plays a thief, although thief gypsy bard will be the only classes played if that's put into effect. I'm not going to play a game where I cannot do anything AT ALL without having to find a thief to bring with me...honestly in DnD, I always begrudged any thief being in my party for any reason.

I'm just trying to let all of you who love to play thieves/rogues/etc in other games and wish they were better in mmud...find a way to do it that doesn't cripple the game for everyone else.