From what I saw in all the E3 & others vids, there were no traps to disarm, no locks to pick. I was straight on running through the area to the fights. No slow checking for anything on the way. If there are no traps or locks in the game, then a thief is nothing but a backstabing killer or assassin. That is not D&D that I have ever played. We will see when it is ready for play.
PnP Red Box DM & Player (74 - ?). NWN + SoU + HotU (4-03),
NWN Diamond Edition, Neverwinter Nights Complete (NWN + NWN2).
[SIGPIC][/SIGPIC]
PnP Red Box DM & Player (74 - ?). NWN + SoU + HotU (4-03),
NWN Diamond Edition, Neverwinter Nights Complete (NWN + NWN2).
As I understand it, the E3 show was mostly a combat demo. Hopefully there will be plenty of locks and traps depending on dungeon type when the game releases.
I am really looking forward to playing this game, but if there is no traps it will get boring for me very quickly... I bet they will have traps to disable and chest to pick lock and other things like that.
I am really looking forward to playing this game, but if there is no traps it will get boring for me very quickly... I bet they will have traps to disable and chest to pick lock and other things like that.
If you come play the game for traps, and there are no traps at all - that will be the biggest trap evaarr!!!
:-)
p.s. I think they already have ambush traps shown in demo but perhaps I heard in some interview that they are planning to have mazes and traps too.
I am really looking forward to playing this game, but if there is no traps it will get boring for me very quickly...
Me Too!
That message was too short, so allow me to reiterate that I will also be sad if there are no traps for rogues to disarm or locks for wizards to knock or secret doors...
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
That message was too short, so allow me to reiterate that I will also be sad if there are no traps for rogues to disarm or locks for wizards to knock or secret doors...
Just so long as they don't go overboard with mazes (*cough*TwilightForge*cough*)b:laugh
There was indeed a trap in the E3 demo- the chest right before the mobs before the last boss had a trap. If you happened to get a character with perception, you could see it and mark it, but if you just walked up to open the chest you'd find it that way too ;p
Yes, there are traps. We already know that from PAX. What we don't know is - if they can be searched for and disabled?
Which is why I made this Can Rogues Disable Traps in th Discussion thread (decided to put it there in case it was allowed by more than one class, but it really belongs here.)
Which is why I made this Can Rogues Disable Traps in th Discussion thread (decided to put it there in case it was allowed by more than one class, but it really belongs here.)
No, its better that it is seperate thread. This post has been sitting here for 2 weeks with no response from devs. Maybe they will read the thread topic and decide to either "no comment" it or reply to it there.
Non combat class roles are awesome for games, and they have been sadly lacking of late. Even when I was playing WoW making water as a mage and picking locks as a rogue was just something that was cool.
Out of combat utility can be used to make classes unique and imo it should be.
an interesting way to do this would be a minigame, like they have in STO for things like scanning data samples, but for spotting the traps they could do what they do with stealth perception in champions. Depending on how much you have in the skill, you see more of the enemy (or trap in this case), but it's clear like the stealth power. If you're rushing it's easy to miss, but if you're looking for it, there it is, just walk over and interact to open the minigame to disarm it or pick a lock.
Well, in Dungeons and Dragons Online, we do have a need to check for traps and hidden doors and lockpick locked doors or chests as well. So I think there's a good example of what they can put in game, and very likely what they have looked for to build this game.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited October 2012
Now I tried the demo, it definitely depends on what skills you have in detecting the traps. Not sure if there's anything public on trap removal ATM, so I'll stop here until I can check for info on it.
ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited October 2012
I'd also like to see a minigame for trapping/disabling instead of just a "click the box and wait" deal. Something like the Thief 3 mechanic? There's lots of examples of lockpicking minigames out there.
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vualenshoMember, Neverwinter Beta UsersPosts: 0Arc User
edited October 2012
Detecting and disabling traps is good, as the lockpicking is. But what about being more... roguish, about setting traps? Probably there is no information about this for now, just asking.
Okay, here you go.
In Neverwinter games there was a feature (a skill, to be precise) to set traps (for example sonic trap worked well almost in any combat situation, but the damage was lower in comparison to spike or fire trap), strategically place them to secure the area of a few squares and so on. It would be nice to have such an option in MMO, though I understand that for a strategic element you will have to pay with action part of combat (and Neverwinter MMO will be mostly action-based combat as far as I can see). What do you think?
P.S. Sorry for my English.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
Okay, here you go. In Neverwinter games there was a feature (a skill, to be precise) to set traps (for example sonic trap worked well almost in any combat situation, but the damage was lower in comparison to spike or fire trap), strategically place them to secure the area of a few squares and so on. It would be nice to have such an option in MMO, though I understand that for a strategic element you will have to pay with action part of combat (and Neverwinter MMO will be mostly action-based combat as far as I can see). What do you think?
P.S. Sorry for my English.
I think they are still trying to polish features, but this will not be done unless it was done in the coding phase, and we did not hear of this. If done it falls under the Thievery skill.
traps, locked chests, etc... are a must to give the proper D&D dungeon crawl experience.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited November 2012
I promise you when I am allowed to start making Foundry Mods, there WILL be traps and locked chests in my adventure from my first module! It may not be as you expect them to be, or maybe they will *evil laugh* MUHUHAHAHAHAHAHAHAHA!
"Traps should always have a purpose. They should either be near the combat zone for strategy, or near some loot. Thir purpose should not be to annoy users."
The above words I was told by someone always stop me, but its ok. I have learned to replace the quantity by quality ever since...
I you find my trap, and curse me for designing that trap there - I will feel satisfaction >:-)
So I can't make a foundry mission that is part of an over arching quest where the players get to choose to go what looks like the easy way with no NPC's or the hard way with a bunch of monsters to track a someone they are after, but then have the "easy" way be absolutely full of traps and puzzles so that it is a test of player intelligence and thieves abilities to avoid and disarm said traps?
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
So I can't make a foundry mission that is part of an over arching quest where the players get to choose to go what looks like the easy way with no NPC's or the hard way with a bunch of monsters to track a someone they are after, but then have the "easy" way be absolutely full of traps and puzzles so that it is a test of player intelligence and thieves abilities to avoid and disarm said traps?
You sure can, as long as you understand some things on how it works which the Foundry now also taught me in STO:
Foundry missions cannot directly affect other Foundry missions. Like bio-domes, they are their own separate self-contained system not influenced by other events. It's likely done so you can't kill easy monsters to fast track another mission and grind loot/xp quickly....see the 10-second apiece three missions for daily STO secondary currency worries as an example why Cryptic is seeing quest chaining as a risk as much as a link.
If you drag an enemy NPC group (including solo mobs) into a story tree, they absolutely MUST be killed to complete the story objective. In regards to if this is still true with Neverwinter, I've watched several videos VERY carefully and seen the number of enemies in the placed groups and the ONLY way those were ever complete was killing ALL those in that story tree. While I can't say if this would work in Neverwinter, placing the NPC groups on quest maps but NOT adding them to a story arc might be a way to add "extra" enemies on a map and make a said "harder" path without making it a mandatory story objective to "kill all enemies." However, a lot of updated in STO should be influenced from NWO updates to the Foundry as well as old methods still used so it's very likely.
You can still group quests together in NWO's Foundry to make a "Campaign" unlike STO. Whether you will be "required" to play them in order or you can play them a la carte isn't clear, but I wouldn't be surprised if there were both methods made at launch. Still, it's not clear or I missed that detail which I'd be glad if somebody could find this answer whatever it might be.
You all absolutely positively definitely will have traps. I know from watching videos and screenshots, one SS from NYCC shows a traps tab there. Whether Rogues can disarm traps has not been shown but I wouldn't be surprised if they could disarm them. I would be surprised if they couldn't! That SS also shows the before mentioned NPC group. I think I figured out the difference in the tabs now. NPC Contacts is the dialog-based NPC or civilian, while the NPC Groups would be the combat-based encounter NPC. This seems very justified when the contacts are green people and groups are red-based denoting safe vs hostile.
Treat each module like a novel or short story, where they are independent, but can suggest the outcome of how the next story will be written by the author (even if you read it differently in the order compared to other readers.)
That's all I have so far from my public investigations, Anything else we'll have to wait until we all start testing it in beta to actually check if what we've been shown holds up in testing.
In that case it would be nice to have NPC's able to toggle in between green and red like I mentioned in a past thread of which I don't remember the name of. Also I would be nice if there were campaign rewards for playing the whole campaign and regular mission loot rewards. Also the ability to save story items through a campaign (but you can't take them with you outside that campaign unless we see a trophy item system later on) as well as story stats. So you can save NPC states with each mission. Hell I could ask for Foundry features all day. Like maybe a parlay system or in mission barter system etc. etc.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
in that case it would be nice to have npc's able to toggle in between green and red like i mentioned in a past thread of which i don't remember the name of. Also i would be nice if there were campaign rewards for playing the whole campaign and regular mission loot rewards. Also the ability to save story items through a campaign (but you can't take them with you outside that campaign unless we see a trophy item system later on) as well as story stats. So you can save npc states with each mission. Hell i could ask for foundry features all day. Like maybe a parlay system or in mission barter system etc. Etc.
xearrikMember, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 323Arc User
edited December 2012
I wasn't sure normal traps would be in the game till I saw the control wizard video. Watch it closely you will see him use his teleport ability to dodge a dart trap. ^^ weeeee Indiana Jones time!!!
Da kitties don't speak for me, deez kitties speak fur us all!
[SIGPIC][/SIGPIC]
I'll Keep this up till beta goes live. I'll improve it soon.
Comments
If you come play the game for traps, and there are no traps at all - that will be the biggest trap evaarr!!!
:-)
p.s. I think they already have ambush traps shown in demo but perhaps I heard in some interview that they are planning to have mazes and traps too.
Me Too!
That message was too short, so allow me to reiterate that I will also be sad if there are no traps for rogues to disarm or locks for wizards to knock or secret doors...
Just so long as they don't go overboard with mazes (*cough*TwilightForge*cough*)b:laugh
they mention traps,hidden and illisionary doors around 4:30 into the video
http://youtu.be/TbrHCUwu4XM
Which is why I made this Can Rogues Disable Traps in th Discussion thread (decided to put it there in case it was allowed by more than one class, but it really belongs here.)
No, its better that it is seperate thread. This post has been sitting here for 2 weeks with no response from devs. Maybe they will read the thread topic and decide to either "no comment" it or reply to it there.
Out of combat utility can be used to make classes unique and imo it should be.
Okay, here you go.
In Neverwinter games there was a feature (a skill, to be precise) to set traps (for example sonic trap worked well almost in any combat situation, but the damage was lower in comparison to spike or fire trap), strategically place them to secure the area of a few squares and so on. It would be nice to have such an option in MMO, though I understand that for a strategic element you will have to pay with action part of combat (and Neverwinter MMO will be mostly action-based combat as far as I can see). What do you think?
P.S. Sorry for my English.
I think they are still trying to polish features, but this will not be done unless it was done in the coding phase, and we did not hear of this. If done it falls under the Thievery skill.
The above words I was told by someone always stop me, but its ok. I have learned to replace the quantity by quality ever since...
I you find my trap, and curse me for designing that trap there - I will feel satisfaction >:-)
You sure can, as long as you understand some things on how it works which the Foundry now also taught me in STO:
That's all I have so far from my public investigations, Anything else we'll have to wait until we all start testing it in beta to actually check if what we've been shown holds up in testing.
/seconded to all!