Poor Konon! He died because he wanted to show us his pole! Why do the women keep wailing at that?

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Thread: Locks & Traps
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01-16-2013, 02:30 AM #41
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01-22-2013, 05:38 PM #42
First I love traps/secrets etc in dungeon instances and DDO is the best at it so far, but has plenty of room for improvement. DDO's are static and they've been nerfed a lot so it doesn't matter if you run through them most of the time, you won't die and if you don't die, it doesn't matter, you drop a potion and carry on. Boo. We've asked DDO for years to have random placement of traps that are deadly. Random, deadly traps stop zerg runs, which any instance based game will become over time if you don't have reason to fear it. The instance will be judged by exp or gold/min vs all the rest and players in general will only run those with the best ratio.
So how can you make random traps? How can you make the game not rely on must having a Rouge if you have random deadly traps?
The first is programming and clear cut, not saying it is easy, but it's gaming gold if you can do it.
For the second part to work, all classes have to be able to spot/disable traps if you do a search/disable. The better their skill is built up the further out it can see on searching for traps, the better the lock pick skill the quicker it disables the lock. Now a Rouge with spotting skills can automatically see them via highlighting, no need to do a search, the more in the skill build up, the further out the auto detect kicks in etc. This simply makes them more efficient and can speed up the crawl, so it does give the party a reason to have a Rouge, just not a requirement.
You need everyone able to spot and disable, otherwise you don't then your traps can't be deadly, otherwise it makes you have to have a Rouge and that is no good either.
As for secret doors/area's everyone is able to spot them on demand. No auto-find for any class, that would be too easy. Perhaps a Rouge can open the hidden passage immediately where as other classes take x seconds.
So the best dungeon experience imo is random deadly traps, so you never are comfortable in the dungeon even if it's your 100th time in. Keeps the party together, which is what DnD is all about. Then everyone has a spot skill that will find a trap, depending on class and skill build up it takes from 0 to x seconds to detect, a Rouge is always live, no need to do a search. Disable the same way Rouge, clicks opens. Lesser skilled classes, x seconds to disable.
DDO stated it couldn't be done with how the dungeons were built. So we live with 5 years of "flower sniffers" vs "zergers" battles because the dungeon isn't strong enough to dictate proper play and most players just rush the dungeons, sort of sad.
But traps inside dungeon instances to me takes the game play to a whole 'nother level and made DDO's dungeon awesome. If it's all simply run from start to finish in a very linear way... that is too boring. Perhaps dungeons with no traps state such upfront so the players can have trap free runs as a change up.
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01-27-2013, 03:43 PM #43
Traps, locks, secret doors (more of an Elvin thing) are still only a small part of the Rouge's domain. To be more than a DPS add in, I hope there are chances to use the whole range of skills a Thief can bring. What about Spider Climb to get by a pit or just regular climb to scale a wall? Treasure evaluation to tell diamond from quartz? Beguile to misdirect that nosy castle guard? So many MMOs just treat the class as a DPS when in a dynamic RPG world it can offer so much more.
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01-27-2013, 03:55 PM #44Roleplaying things can be dealt with scripting and logic in dialog.Traps, locks, secret doors (more of an Elvin thing) are still only a small part of the Rouge's domain. To be more than a DPS add in, I hope there are chances to use the whole range of skills a Thief can bring. What about Spider Climb to get by a pit or just regular climb to scale a wall? Treasure evaluation to tell diamond from quartz? Beguile to misdirect that nosy castle guard? So many MMOs just treat the class as a DPS when in a dynamic RPG world it can offer so much more.Shards of Selune no longer exists. Sorry to the fans. It was fun as long as it lasted.
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01-30-2013, 09:21 AM #45
i absolutely loved being a trap rogue in ddo, the feeling of being useful not only in my groups surivival but the ability to find hidden passages and loot
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01-30-2013, 04:36 PM #46
I really hope to be able to disarm traps and such. Could we really call this a D&D game without that option?
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02-07-2013, 08:11 AM #47
from the press event you can see that there are traps and they do pack a punch...although not an instakill variety.
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02-07-2013, 09:21 AM #48
from what i have seen in videos traps work very similar to DDO's traps the videos also give me the feeling of DDO gameplay but more modern for this day and age i like it and cant wait to play
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02-07-2013, 11:42 AM #49
The MMORPG.COM livestream demonstrated items in the dungeons which required "Arcane Skill" or "Theivery" to interact with. I'm going to assume this means that content creators can place an object (such as a lock on a door) and if your Theivery Skill is high enough, accessing the item (in this case a lock) triggers an event..such as the door opening.
This is great news!
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02-07-2013, 01:20 PM #50
From what i seen in the Beta press vids. on Feb 6th.. There where traps that only the rogue could see.. He disarmed them too
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