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Will Cryptic ever make traps meaningful?

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  • osadamaskosadamask Member Posts: 137 Arc User
    edited June 2013
    I would like to see trap detection be linked to certain stats depending on the class.
    I would like to see more meaningful traps.
    I would love randomized dungeon layout in general.
  • sallee132sallee132 Member, Neverwinter Beta Users Posts: 2
    edited June 2013
    its simple,dungeon without traps is not really a dungeon,and traps without effect are just useless decoration.We need strong traps not this joke
  • bracer2bracer2 Member, Neverwinter Beta Users Posts: 566 Bounty Hunter
    edited June 2013
    I agree. Epic dungeons need epic traps that can kill your ***. As long as ive played D&D it has always been paramount to have a rogue in the party. But not for dmg or tanking or any of that. Simply to be able to continue. If your group cant disarm traps, or pick locks, or use magical devices. Then the adventure can simply stop outright. IMO we need more of that especially in epic dungeons. It will also solidify what a rogue has always historically done. Rogues let you play the adventure. Without one groups can often no longer proceed.
  • bracer2bracer2 Member, Neverwinter Beta Users Posts: 566 Bounty Hunter
    edited June 2013
    This topic also ties in with something i think is completely overlooked yet critically important. Dying. As it stands dying means less then nothing. It would be soooo much more fun if dying equated to real loss. XP loss, AD loss. As it is dying is laughable. Heck, ive been in dungeons were dying only progresses the group farther through the dungeon, lol. This is very bad to me. Dying should have consequences. It all ties in together. We need to put as much D&D as we can get into this game. Traps/dying. Two critical, ignored, and overlooked aspects.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited June 2013
    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.

    I like this... have traps grant some crafting resources if successfully disarmed.

    It would also be kinda cool if some traps, when successfully disarmed, were placed into your inventory as an item that can be placed into a slot on your belt. Using said item would have you set the trap at your location, and then you could lure enemies over it to damage them, (it'd be used up after 1 shot though).
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    "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
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  • stormdrag0nstormdrag0n Member Posts: 3,222 Arc User
    edited June 2013
    ryvvik wrote: »
    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

    You damned skippy. :cool:
    Always Looking for mature laidback players/rpers for Dungeon Delves!
  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited June 2013
    bioshrike wrote: »
    I like this... have traps grant some crafting resources if successfully disarmed.

    It would also be kinda cool if some traps, when successfully disarmed, were placed into your inventory as an item that can be placed into a slot on your belt. Using said item would have you set the trap at your location, and then you could lure enemies over it to damage them, (it'd be used up after 1 shot though).

    That could possibly work. I would figure that as a rare or uncommon thing you get from traps. Successfully disarming the trap completely and intact.

    Not having that possible in foundaries though. Since people can make foundaries specifically for this reason as well and farm them.
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited June 2013
    I'd accept traps being meaningful if they actual contribute to meaningful gameplay, or just make the game more fun.

    Making it so there's a bunch of basic traps everywhere that constantly do like 80% of your health will only slow things down and make it boring as hell.

    Stepped on another one, let's wait here and heal, ok let's go..... stepped on another one.

    Giving dungeons risk vs reward paths perhaps, or integrating traps with puzzles, or maybe jump puzzles, or randomizing traps and making them part of a boss fight or something would be more interesting.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited June 2013
    I agree, knoteskad. At least from the PnP games I've run, you typically have the "puzzle" segments of the dungeon, where you have to deal with traps, riddles, and so forth, then you have your combat sections, separately. The current implementation of having fights practically on top of where there are traps is just annoying... These other ideas would make that frustrating.
    <::::::::::::::)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
  • baaddarebaaddare Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    Ok the way to do this is to give everyone a way to disarm the trap unique to that class warrior fighter type destroy the trap taking less damage or same damage as now, cleric same but be able to damage with spells, the wizard same as cleric or give the spell casting classes a ritual to disarm traps or the quickest would have a rogue with the skill. or could be easy just to give a disarm kit for traps. and make the traps count right now they are pitiful due to in real D&D you can't just go buy your health from a bottle.


    already in the game you all can use a kit :)
    "Magic is impressive, but now Minsc leads. SWORDS FOR EVERYONE!!!"
  • stormdrag0nstormdrag0n Member Posts: 3,222 Arc User
    edited June 2013
    knoteskad wrote: »
    I'd accept traps being meaningful if they actual contribute to meaningful gameplay, or just make the game more fun.

    Making it so there's a bunch of basic traps everywhere that constantly do like 80% of your health will only slow things down and make it boring as hell.

    Stepped on another one, let's wait here and heal, ok let's go..... stepped on another one.

    Giving dungeons risk vs reward paths perhaps, or integrating traps with puzzles, or maybe jump puzzles, or randomizing traps and making them part of a boss fight or something would be more interesting.

    Right-Pucking-on....the whole **** zerg dynamic kills meaningful gameplay.
    Always Looking for mature laidback players/rpers for Dungeon Delves!
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