I made thread about this 2 days ago i think.I agree with what u said.Traps are useless,it doesnt look like D&D atall and rogue skills for disarming traps worths nothing in this game.They need to make more devastating dmg or poison effect and such.Now as it is,i dont even avoid traps im steping on them in purpose just to see how lame dmg they will take me,and right after that my healer companion heals me for that dmg with single spell....whats the point in traps really...Cryptic do something about this
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clortbagsMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited June 2013
I think the idea of traps is a good one but they should spawn in random locations everytime a dungeon instance is created, should be more variation and in some cases there's needs to be a trigger that both mobs & players can activate at an appropriate time to spring the trap.
What we need is a setting that would allow for Epic traps damage; just click it on and you're good to go. That way when you hit the trap you will take massive damage and feel good. Now you can brag to your friends about how many times you died in a dungeon, and how much you spent in injury kits. The question that begs to be answer is, how long do your think that setting would stay On? How many walk of shame does it take to turn that button off?
I think the traps idea of traps is a good one but they should spawn in random locations everytime a dungeon instance is created, should be more variation and in some cases there's needs to be a trigger that both mobs & players can activate at an appropriate time to spring the trap.
that whould be awesome
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calaminthaMember, Neverwinter Beta UsersPosts: 0Arc User
For the most part I am very happy about the upcoming patch, a lot of needed features and fixes are being addressed, however one of the things I would love to see is the current trap system addressed. Right now traps are anemic, to the point where people just run through them, they are to be ignored in dungeons and in many cases solo play.
It really shouldn't be like that, in DDO traps were significant and they really should be in Neverwinter as well. Knowing where the traps are and knowing they really won't hurt you, makes them completely useless. Traps should be deadly, or at the very least extremely dangerous, and the should be random, because what's the sense of adventure when you know where every single trap is? What I would really like to see is Rogues not always making their detect trap rolls and other classes with thieve kits having a greatly reduced chance of them actually being successful, the random and deadly level should also be available to foundry creators as another tool to make our creations more challenging.
I really love this game despite the bugs and issues...but the trap system above all is a mockery to D&D and really needs to be addressed.
You are correct. In DDO traps are killers hardcore. Rogues are a must have in (alot) of dungeons just for their ability to disarm traps which in alot of cases really impede progression in a dungeon. Seemingly in Neverwinter the trap disabling ability for rogues is pretty much useless as traps really dont do anything but take a small amount of hp. I myself just blast through them and dont worry. In DDO they could very easily kill you in one shot.
This game is really lacking in classic D&D substance for the most part, there are no puzzles to solve in any dungeons, traps are pathetic and in most cases the story line is sub par. If they want to call this game a part of D&D world they really need to think about how they are implementing things.
There is no gears available that give stat bonus, the amount of gears available is sooo small its kinda dissapointing, they really need to get some variety flowing.
Anyways enough complaining, you are correct, I hope the devs read this and make traps something to fear.
What they could do, as a 'compromise' (which means, no side is completely happy), is to make some modifications to dungeons, and/or add stuff to new ones.
We've all seen them when we solo stuff, the glittery path goes left, there's rooms/etc to the right, if we go right, we find 'bonus/optional' stuff, fights, chests, occasional mimics to keep us guessing, etc.
Why not have something like that, a side path with potential good rewards (if not 'end game name loot' level), or perhaps a shortcut past a lot of annoying stuff, that has traps that -eat- characters if they don't disarm?
Thief kits already have varying chances of working based on difficulty, add a trap type that uses that, Rogue Skill = 100% but kits have less and less chance as you get higher and higher, and you can get bonus stuff OR NOT AND STILL BE FINE, or find a short cut (with a rogue, a set of kits might take you just as long and heck, might not work).
This would make rogues very useful as THIEVES not just dps machines while not making them "sorry, we have to abort, no rogue available on search".
I think the idea of traps is a good one but they should spawn in random locations everytime a dungeon instance is created, should be more variation and in some cases there's needs to be a trigger that both mobs & players can activate at an appropriate time to spring the trap.
Yes..yes exactly I highlighted that in my OP, not know where the traps were and them having teeth would make this a lot more D&D
As I was said before all rogue's are now are "elite dps with knifez" :rolleyes:
I encountered plenty of traps during the first 6 levels that could instantly kill me. At least on higher difficulties.
Agreed. Traps are nothing to laugh at in DDO I think blankdave2 is drawing a blank to be honest. Epic levels especially in DDO traps can and do instakill alot of players. There are many many dungeons that cannot be ran without a rogue or someone that at least has a few levels of rogue or an artificer.
If I remember correctly (correct me if I'm wrong) but disarming traps also do not give xp.
While I agree that traps in general should be a bit more fatal, I also think the disarming of them should give xp and the failure of disarming should also give some kind of damage (perhaps not as much as ignoring) since you know that trap is there.
As for randomizing, I don't think that would be option - I don't believe the foundry can do this easily so I doubt that would ever occur - nice thought though.
Something gonna change hopefully Dev will see thread!! :eek:
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cihuacoatlMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 1Arc User
edited June 2013
Even though I do not want to die to a trap I have to agree.
Traps in this game are a joke. The need for a rogue in a group is not even there. I am also not saying all traps should insta kill a player. However it is usually nice to punish a player for being careless.
As for random traps to make encounters more interesting. While this probably cannot be accomplished in foundries. it can very easily be done in PWE created content with little effort. Now does their engine support this, unlikely or we would see it. Would it be hard to code it... probably not that bad to at least make things appear random.
I think the same thing should be done with Mimics. Make mimics randomly spawn from chests rather than making some chests always mimics.
now can you implement a Astral diamond Deposit for the guild bank and make it like the zen sale exchange once deposited it cant be withdrawn then people could help purchase guild tabs rather then having to play the auction house.
Thanks for reading this Som a lot of us are hoping for some sort of change..it's obvious you guys put them there for a reason, hopefully the devs can figure out a way to make them more meaningful.
You know what I think I remember back in the day - big logs swinging down etc... onto my character - Elder Scrolls style - I saw that thought fantastic - Now on retrospect they have gone????
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ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
You know what I think I remember back in the day - big logs swinging down etc... onto my character - Elder Scrolls style - I saw that thought fantastic - Now on retrospect they have gone????
Yeah as I said before DDO was the shizz when it came to traps, I don't remember the log traps in Neverwinter must have been before my time in Alpha, but **** I would love that, or having a party member sliced into by a blade trap because he fumbled his saving throw.....that's D&D man!
I think if traps are going to have more of an impact, then any class should be able to disarm one with a kit (the usual 75% or 65% chance). Rogues should disarm them a lot faster than they do right now.
Also, you could do other things besides making them deadlier. Giving them a long lasting (20 or 30 second) snare effect might be enough to get your band of lemmings to hold up long enough to let the traps be disarmed.
"Participation in PVP-related activities is so low on an hourly, daily, weekly, and monthly basis that we could in fact just completely take it out of STO and it would not impact the overall number of people [who] log in to the game and play in any significant way." -Gozer, Cryptic PvP Dev
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited June 2013
The thing is, in my PnP days, if we suspected a trap, we could do other things to avoid them/bypass them if we couldn't outright disarm them - something as simply as taking a long stick and using it to trigger the trap or such. All traps also shouldn't keep triggering over and over again - some should spring once and that's it.
There should be some way for other classes to safely trigger them, (or at the very least allow thief kits to disarm them).
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
The thing is, in my PnP days, if we suspected a trap, we could do other things to avoid them/bypass them if we couldn't outright disarm them - something as simply as taking a long stick and using it to trigger the trap or such. All traps also shouldn't keep triggering over and over again - some should spring once and that's it.
Sadly, I think that would lead to us throwing our companions in to the traps to trigger them...
"Participation in PVP-related activities is so low on an hourly, daily, weekly, and monthly basis that we could in fact just completely take it out of STO and it would not impact the overall number of people [who] log in to the game and play in any significant way." -Gozer, Cryptic PvP Dev
I think if traps are going to have more of an impact, then any class should be able to disarm one with a kit (the usual 75% or 65% chance). Rogues should disarm them a lot faster than they do right now.
Also, you could do other things besides making them deadlier. Giving them a long lasting (20 or 30 second) snare effect might be enough to get your band of lemmings to hold up long enough to let the traps be disarmed.
I think that kits should have a much reduced chance otherwise everyone is a thief and the danger doesn't matter...games have little enough consequence these days, we should know that we may never never never come home.
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marikMember, Neverwinter Beta UsersPosts: 2Arc User
edited June 2013
I really do not understand the people who are saying that Rogues would be too favored because of their uniqueness with traps. If a GF can tank the best he would be needed too much in a group or if a Cleric healed too much then heck we can't group without one of those guys now so lets give their abilities to everyone. I mean really? You need specialized rolls for classes because that's how it's supposed to be as it makes them valuable.
As for the argument about solo and duo dungeons well then those requirements for that content should not be as tough as the 5 man Dungeons in the first place.
I really do not understand the people who are saying that Rogues would be too favored because of their uniqueness with traps. If a GF can tank the best he would be needed too much in a group or if a Cleric healed too much then heck we can't group without one of those guys now so lets give their abilities to everyone. I mean really? You need specialized rolls for classes because that's how it's supposed to be as it makes them valuable.
As for the argument about solo and duo dungeons well then those requirements for that content should not be as tough as the 5 man Dungeons in the first place.
Basically yes...you can still make traps more meaningful in solo/duo dungeons and not make them deathtraps, just having something that would make you jump and give you a good whack would be enough.
I would rather have having a chance to get a rune or enchantment or some scraps for professions from the traps. not all the time, but sometimes. And I rather have the traps be much more dangerous and randomly placed through the dungeon. I rather have that sense of danger than the static monster spawns and trap spawns.
Theivery Kits should have a 25% chance of disarming the trap. And some traps should trigger only ones. Which would be the most dangerous ones/ones made to be more dangerous Ie: Poison arrow trap, spear trap.) Where ones that can be tripped more than once arent as dangerous.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited June 2013
. . . . . I'd love to see traps as interactive and meaningful as, if not more-so, than the other D&D MMO's trap system and methods/rewards for successfully disarming them. Traps need to feel like, function like, and reward like they do in PnP D&D.
. . . . . I'd love to see traps as interactive and meaningful as, if not more-so, than the other D&D MMO's trap system and methods/rewards for successfully disarming them. Traps need to feel like, function like, and reward like they do in PnP D&D.
For the most part I am very happy about the upcoming patch, a lot of needed features and fixes are being addressed, however one of the things I would love to see is the current trap system addressed. Right now traps are anemic, to the point where people just run through them, they are to be ignored in dungeons and in many cases solo play.
Basically yes...you can still make traps more meaningful in solo/duo dungeons and not make them deathtraps, just having something that would make you jump and give you a good whack would be enough.
All for it, 3/4 damage + a poison stack that might need cleansing (do something), and an xp pop for the rogue doing it then and there.
let the zergers whine away
Comments
that whould be awesome
I encountered plenty of traps during the first 6 levels that could instantly kill me. At least on higher difficulties.
same,i died many times from traps on DDO
You are correct. In DDO traps are killers hardcore. Rogues are a must have in (alot) of dungeons just for their ability to disarm traps which in alot of cases really impede progression in a dungeon. Seemingly in Neverwinter the trap disabling ability for rogues is pretty much useless as traps really dont do anything but take a small amount of hp. I myself just blast through them and dont worry. In DDO they could very easily kill you in one shot.
This game is really lacking in classic D&D substance for the most part, there are no puzzles to solve in any dungeons, traps are pathetic and in most cases the story line is sub par. If they want to call this game a part of D&D world they really need to think about how they are implementing things.
There is no gears available that give stat bonus, the amount of gears available is sooo small its kinda dissapointing, they really need to get some variety flowing.
Anyways enough complaining, you are correct, I hope the devs read this and make traps something to fear.
Regards
We've all seen them when we solo stuff, the glittery path goes left, there's rooms/etc to the right, if we go right, we find 'bonus/optional' stuff, fights, chests, occasional mimics to keep us guessing, etc.
Why not have something like that, a side path with potential good rewards (if not 'end game name loot' level), or perhaps a shortcut past a lot of annoying stuff, that has traps that -eat- characters if they don't disarm?
Thief kits already have varying chances of working based on difficulty, add a trap type that uses that, Rogue Skill = 100% but kits have less and less chance as you get higher and higher, and you can get bonus stuff OR NOT AND STILL BE FINE, or find a short cut (with a rogue, a set of kits might take you just as long and heck, might not work).
This would make rogues very useful as THIEVES not just dps machines while not making them "sorry, we have to abort, no rogue available on search".
Yes..yes exactly I highlighted that in my OP, not know where the traps were and them having teeth would make this a lot more D&D
As I was said before all rogue's are now are "elite dps with knifez" :rolleyes:
Agreed. Traps are nothing to laugh at in DDO I think blankdave2 is drawing a blank to be honest. Epic levels especially in DDO traps can and do instakill alot of players. There are many many dungeons that cannot be ran without a rogue or someone that at least has a few levels of rogue or an artificer.
regards
While I agree that traps in general should be a bit more fatal, I also think the disarming of them should give xp and the failure of disarming should also give some kind of damage (perhaps not as much as ignoring) since you know that trap is there.
As for randomizing, I don't think that would be option - I don't believe the foundry can do this easily so I doubt that would ever occur - nice thought though.
Something gonna change hopefully Dev will see thread!! :eek:
Traps in this game are a joke. The need for a rogue in a group is not even there. I am also not saying all traps should insta kill a player. However it is usually nice to punish a player for being careless.
As for random traps to make encounters more interesting. While this probably cannot be accomplished in foundries. it can very easily be done in PWE created content with little effort. Now does their engine support this, unlikely or we would see it. Would it be hard to code it... probably not that bad to at least make things appear random.
I think the same thing should be done with Mimics. Make mimics randomly spawn from chests rather than making some chests always mimics.
Thanks for reading this Som a lot of us are hoping for some sort of change..it's obvious you guys put them there for a reason, hopefully the devs can figure out a way to make them more meaningful.
ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
Yeah as I said before DDO was the shizz when it came to traps, I don't remember the log traps in Neverwinter must have been before my time in Alpha, but **** I would love that, or having a party member sliced into by a blade trap because he fumbled his saving throw.....that's D&D man!
Also, you could do other things besides making them deadlier. Giving them a long lasting (20 or 30 second) snare effect might be enough to get your band of lemmings to hold up long enough to let the traps be disarmed.
There should be some way for other classes to safely trigger them, (or at the very least allow thief kits to disarm them).
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Sadly, I think that would lead to us throwing our companions in to the traps to trigger them...
I think that kits should have a much reduced chance otherwise everyone is a thief and the danger doesn't matter...games have little enough consequence these days, we should know that we may never never never come home.
As for the argument about solo and duo dungeons well then those requirements for that content should not be as tough as the 5 man Dungeons in the first place.
Basically yes...you can still make traps more meaningful in solo/duo dungeons and not make them deathtraps, just having something that would make you jump and give you a good whack would be enough.
Theivery Kits should have a 25% chance of disarming the trap. And some traps should trigger only ones. Which would be the most dangerous ones/ones made to be more dangerous Ie: Poison arrow trap, spear trap.) Where ones that can be tripped more than once arent as dangerous.
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Bingo...hell even if they make it a minigame
All for it, 3/4 damage + a poison stack that might need cleansing (do something), and an xp pop for the rogue doing it then and there.
let the zergers whine away