Is there any benefit (xp, etc.) to disarming traps?
So far, I'm not very impressed. Other than the graphics, the game play seems circa 1990's. Will there be voice to the quest givers? Or even any sort of complex dialog?
This seems to make you VERY cookie cutter... from ability scores to choices... I can see people getting VERY bored with the class. Where's the swashbuckling rogue with rapier and dirk?
Other than the graphics, the game play seems circa 1990's. Will there be voice to the quest givers? Or even any sort of complex dialog?
As for the gameplay, I don't see how this is "1990s" at all. Action-combat MMOs are pretty recent. In the 90s, you had Everquest, and its slow paced, tab-target combat.
Voiceovers and dialog aren't really "gameplay".
This seems to make you VERY cookie cutter... from ability scores to choices... I can see people getting VERY bored with the class. Where's the swashbuckling rogue with rapier and dirk?
Yes, the limited degree of character customization is disappointing. But it's unrealistic to expect everything from a new MMO. More classes will come in the future.
The benefit to disarming a trap is that no one can then trigger it and be injured by it. Past that, no, there seems to be no reward.
I don't really think there should be, either. Make the traps themselves important if you want to reward Rogue players.
DDO does trap disabling XP, and the net result is on most quests, everyone zergs ahead ignoring traps, while the Rogue lags behind to disable traps for XP.
DDO does trap disabling XP, and the net result is on most quests, everyone zergs ahead ignoring traps, while the Rogue lags behind to disable traps for XP.
Actually I believe there is another (and much bigger) issue with traps -> they are truly neglectable. The damage they do is so small that no one really needs to care about them. With my rogue I could run straight through 3 'floor-blade' traps and loose merely one tenth of my total HP.
It would be way more fun if the traps were to hit harder so people actually had to be on guard...like in pen and paper DnD.
'Onoronodonovon takes you!'
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aletharianMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 5Arc User
Actually I believe there is another (and much bigger) issue with traps -> they are truly neglectable. The damage they do is so small that no one really needs to care about them...
...It would be way more fun if the traps were to hit harder so people actually had to be on guard...like in pen and paper DnD.
Exactly! I stopped disarming traps myself after just 5 or so. No point really. The traps might as well not be there.
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silvergryphMember, NW M9 PlaytestPosts: 740Arc User
edited February 2013
I would like to see traps scaled up to at least the damage of a level appropriate mob's encounter power. And I would like to see Rogues get Action Points for disabling. Now that I think about it, it could be they do already as I did not think to check. I'll check next month. On the flip side, my Cleric should get no reward for using a Thieves' Tools clickie to disarm traps beyond the fact that the trap is no longer a threat.
popsook69Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited February 2013
I'd like to see some deadlier traps, perhaps even the odd lethal trap for someone unlucky enough to trigger them accidentally. Right now they seem more of a nuisance then dangerous in dungeons. Perhaps put some traps that in situations that you must disarm in order to advance further in a dungeon without dying.
I noticed in some foundry quests that the traps were pretty dangerous. One of them took half of my life as a cleric.
I haven't had the opportunity to use the foundry myself (other than playing quests others authored), but I'm assuming that the damage is adjustable, since they were actually more of a danger in the foundry quest than in the regular ones.
If that's true, then I'm looking forward to some foundry authors making some devious quests where traps are actually a threat. I can't wait to get my hands on the foundry and try things out.
Hopefully, someone with foundry editing experience can chime in and let us know if traps are customizable like that (if it's not a NDA violation of course).
Or...it could be I was just a low level for that quest; and the traps were pretty tough for me. I really don't know .
L'sya Raiya
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twiztedyuriMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 7Arc User
I don't really think there should be, either. Make the traps themselves important if you want to reward Rogue players.
DDO does trap disabling XP, and the net result is on most quests, everyone zergs ahead ignoring traps, while the Rogue lags behind to disable traps for XP.
or you could make the traps bigger so noone can avoid them... therefor having a rougue in the group benefits. also disarming a trap should drop "trap" items... that can later be used for boss fights. set them up before starting and then lead bosses into them. i think that would be a very nice mechanic
I'm not entirely sure whether it would be possible but maybe it might be worthwhile considering traps dealing damage based on the percentage of the target.
That way it would easily scale with level and even hitpoints pool (so that everyone would have to be aware of them and Rogues would actually have reason to scout/disarm).
'Onoronodonovon takes you!'
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited February 2013
Try fighting a boss in a room with MANY traps...that was a LOT worse earlier in the Plague Tower once with Plague Linkletter....
This isn't pen and paper. It will never be pen and paper. It should never be pen and freaking paper. Do you know why? Because we very much already have pen and paper. If that is the kind of game you want to play, please exercise your liberty and go do exactly that.
Big strong traps, requiring mandatory mechanic rogues in every party, would be a very jarring feature in an otherwise fluid, action-orriented MMO. What part of, "Okay everyone wait here while I scout ahead..." seems appropriate for the game you have all seen?
"Okay everyone wait here while I scout ahead..." seems appropriate for the game you have all seen?
Seems pretty appropriate for a D&D based game to me. They should at least do more damage to make you think twice about just speeding your way thru a dungeon.
Builds seem very cookie cutter... well that's D&D for you right there. Powerbuilding comes with the territory, if you want to be top of the line in D&D. Look at DDO and see the intense powerbuilding the game has been made out to be.
It's the way the game works and D&D has always been like.
Builds seem very cookie cutter... well that's D&D for you right there. Powerbuilding comes with the territory, if you want to be top of the line in D&D. Look at DDO and see the intense powerbuilding the game has been made out to be.
It's the way the game works and D&D has always been like.
Respectfully no. If you played before 3rd edition (yes I know it's now over 13 years) you'd see in tournament play and home play this was not so. POwerbuilding always existed however....
3rd ed made people think the mechanic of D&D *was* D&D instead of an option. The "powerbuild concept *is* D&D" mechanically speaking really "cemented" here.
But it allowed all classes to be with all races and no level caps so for hat I'm thankful.
For the book churning it caused which lead to this viewpoint and the crack which also was named "Prestige Classes" (and my book count total suggests I'm a former addict ) I am not.
That is true. DDO is a min maxers paradise. Searching for the perfect build is a staple of DnD imo.
I read that as striving to win and be your best. So I'm never surprised people aim for that, over the years, we come to have called that in the mmo world, min-maxers. I guess we could give the 1%'ers the same name.
As for traps they need to vary in damage, but always be considered dangerous in their environment. All classes have to have a way to deal with them, where Rouge's can deal with them the best. That gives a benifit for the rouge and it also allows groups without Rouges a path to success as well.
As for the traps with a boss, good idea. But not all traps should have to be in that scenario to be deadly. Traps, atmosphere, puzzles make legendary dungeons.
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turokhammerstoneMember, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 0Arc User
edited February 2013
The good thing about the traps are, they work both ways. The one room with the chest in the middle and has the cut scene of the bad guy laughing at you and the spiders come out to attack. It is a great setup and event. You are lured into a room and then greed takes over and you want the gold in the middle. *Click Bang* goes the portcullis. Oh no! It's a trap. Arrghhhh An angry mean dire spider! It becomes anti-climatic as you run next to the trap and let the spider stand on it while you attack and the trap just cuts it in half in 3 hits. Its a great room setup but the execution is off.
I would also like to hear from any of the Foundry makers about the type of traps. Do they have deadly traps or AOE traps? Acid fog stuff or immobilization traps. I look at traps as a way to control the battlefield. You can channel people into killing zones. They can be a nuisance or they can be deadly. If they are effectively deployed they can really put a hurt on the Party should they choose not to disarm them.
The real adventurer. dodges through the trap first, gaining xp from braving it and then disarming it for the bonus. As I ride on my black mustang and show off my twins, I feel that I truly am above everyone else. That and when I stab them in the knee for calling me little, halflings aren't little! They are just the perfect size for multiple things
The problem here is that this would make taking a rogue mandatory. This could of course be alleviated in a number of ways:
-Consumables that can be used to detect nearby traps
-Traps are not on the map unless a Rogue is present
There are two problems. Either rogue are not needed because they slow down the group when it is easier to just run through the trap or the are essential since you can't take the damage which means you can't do the quest until you find one. Neither of these is good. In the first instance a rogue cannot get a group since they are more of a hindrance than benefit. Why have the class. In the second if you want to do something you don't want to wait hours until a rogue shows up. One solution is to make traps hurt but not deadly but as an old GM/DM I would suggest have inconvenience traps. Some examples :
1) you lose an extra treasure because it is blocked/destroyed/etc. when you trigger a trap.
2) The trap creates an alarm/ruckus that alerts enemies so the adventure is harder.
3) Routes are blocked by the trap being sprung or you have to go around because it is deadly. There has to be a longer/harder route.
4) Trap bonus exp, trap parts, trap crafting or a trap skill tree with increasing skills and rewards as you disable more. (this one may cause the wait for the rogue problem though).
5) Special trap/scouting scenarios. 3 dangerous and 1 safe path and a rogue can find the safest or make one safer.
6) Additional rogue skills.. Identify, read scripts, divine the path, whatever.
7) Group skills from rogue presence such as automatic trap alert or trap on the map if rogue detects it or improved group defense or damage from distraction by the rogue.
The idea is to make rogues fun but not essential, useless or overpowering but yet good to have in a group. Ask yourself, what would I like to do and why would I be in a group to do it.
I'm going to keep all of the above in mind for when I start doing Foundary missions. With the limited skill set of the classes, it's going to be important that we make them all feel useful I feel.
Big strong traps, requiring mandatory mechanic rogues in every party, would be a very jarring feature in an otherwise fluid, action-orriented MMO. What part of, "Okay everyone wait here while I scout ahead..." seems appropriate for the game you have all seen?
I get your point and if you can't do them justice then perhaps not bother. But the purest and designer in me knows a way to make them awesome, which will slow the team down, which it is DnD, which is a good thing. But that most likely won't happen. So traps I guess at best can be little mines of nuisances, take some life away, keep the cleric awake. Maybe used as a dexterity challenge trying not to trigger as you fight.
The good thing about the traps are, they work both ways. The one room with the chest in the middle and has the cut scene of the bad guy laughing at you and the spiders come out to attack. It is a great setup and event. You are lured into a room and then greed takes over and you want the gold in the middle. *Click Bang* goes the portcullis. Oh no! It's a trap. Arrghhhh An angry mean dire spider! It becomes anti-climatic as you run next to the trap and let the spider stand on it while you attack and the trap just cuts it in half in 3 hits. Its a great room setup but the execution is off.
I would also like to hear from any of the Foundry makers about the type of traps. Do they have deadly traps or AOE traps? Acid fog stuff or immobilization traps. I look at traps as a way to control the battlefield. You can channel people into killing zones. They can be a nuisance or they can be deadly. If they are effectively deployed they can really put a hurt on the Party should they choose not to disarm them.
There are two problems. Either rogue are not needed because they slow down the group when it is easier to just run through the trap or the are essential since you can't take the damage which means you can't do the quest until you find one. Neither of these is good. In the first instance a rogue cannot get a group since they are more of a hindrance than benefit. Why have the class. In the second if you want to do something you don't want to wait hours until a rogue shows up. One solution is to make traps hurt but not deadly but as an old GM/DM I would suggest have inconvenience traps. Some examples :
1) you lose an extra treasure because it is blocked/destroyed/etc. when you trigger a trap.
2) The trap creates an alarm/ruckus that alerts enemies so the adventure is harder.
3) Routes are blocked by the trap being sprung or you have to go around because it is deadly. There has to be a longer/harder route.
4) Trap bonus exp, trap parts, trap crafting or a trap skill tree with increasing skills and rewards as you disable more. (this one may cause the wait for the rogue problem though).
5) Special trap/scouting scenarios. 3 dangerous and 1 safe path and a rogue can find the safest or make one safer.
6) Additional rogue skills.. Identify, read scripts, divine the path, whatever.
7) Group skills from rogue presence such as automatic trap alert or trap on the map if rogue detects it or improved group defense or damage from distraction by the rogue.
The idea is to make rogues fun but not essential, useless or overpowering but yet good to have in a group. Ask yourself, what would I like to do and why would I be in a group to do it.
and this.
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kimberixMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited March 2013
I'm sure that I saw in one of the videos on Youtube that you could buy items that gave you 'buff's' to cover the skills missed from not having a particular class in the party.
If that is the case, then it detracts away from needing particular classes even further.
I used to like playing my rogue in EQ where I had to unlock doors and disarm traps for the raid, as well as drag corpses to the clerics for resurrections. It did happen occasionally that certain content was harder because we didn't have class X; not having a mage for Call of Hero etc. but not enough to ruin the gameplay.
i agree they need to do somthing about traps, i remember playing NWN when you hit traps you get either a desease DOT that is really annoying and removes only after long time, or high dmg or even get killed by it. in here you just run pass them or just step on them couse they rly dont do much, if they would atleast make your movment slowed by 50% for say 10-20 sec and a dot that drain your hit points ppl would avoid more often or even try to disarm it, couse at the moment at low lvl its ussles not sure about high lvl.
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keepcalmchiveonMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 7Arc User
edited March 2013
it is possible there may be additions such as more dmg, DOT, etc in the future. remember this is the beta phase. i am sure they will read the posts when they can to garner ideas such as this.
was sir_james_of_cadiz on cryptics forums...did not get to keep the name
:mad:
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mavynflaMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited March 2013
"Big strong traps, requiring mandatory mechanic rogues in every party, would be a very jarring feature in an otherwise fluid, action-orriented MMO. What part of, "Okay everyone wait here while I scout ahead..." seems appropriate for the game you have all seen? "
I disagree with this. To me the idea of dangerous traps adds to immersion, and increases the value of having a rogue in the party. I wouldn't mind seeing dungeons full of traps.
Comments
As for the gameplay, I don't see how this is "1990s" at all. Action-combat MMOs are pretty recent. In the 90s, you had Everquest, and its slow paced, tab-target combat.
Voiceovers and dialog aren't really "gameplay".
Yes, the limited degree of character customization is disappointing. But it's unrealistic to expect everything from a new MMO. More classes will come in the future.
I don't really think there should be, either. Make the traps themselves important if you want to reward Rogue players.
DDO does trap disabling XP, and the net result is on most quests, everyone zergs ahead ignoring traps, while the Rogue lags behind to disable traps for XP.
Ah, good old PUG's :P
It would be way more fun if the traps were to hit harder so people actually had to be on guard...like in pen and paper DnD.
Exactly! I stopped disarming traps myself after just 5 or so. No point really. The traps might as well not be there.
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I haven't had the opportunity to use the foundry myself (other than playing quests others authored), but I'm assuming that the damage is adjustable, since they were actually more of a danger in the foundry quest than in the regular ones.
If that's true, then I'm looking forward to some foundry authors making some devious quests where traps are actually a threat. I can't wait to get my hands on the foundry and try things out.
Hopefully, someone with foundry editing experience can chime in and let us know if traps are customizable like that (if it's not a NDA violation of course).
Or...it could be I was just a low level for that quest; and the traps were pretty tough for me. I really don't know .
or you could make the traps bigger so noone can avoid them... therefor having a rougue in the group benefits. also disarming a trap should drop "trap" items... that can later be used for boss fights. set them up before starting and then lead bosses into them. i think that would be a very nice mechanic
That way it would easily scale with level and even hitpoints pool (so that everyone would have to be aware of them and Rogues would actually have reason to scout/disarm).
This isn't pen and paper. It will never be pen and paper. It should never be pen and freaking paper. Do you know why? Because we very much already have pen and paper. If that is the kind of game you want to play, please exercise your liberty and go do exactly that.
Big strong traps, requiring mandatory mechanic rogues in every party, would be a very jarring feature in an otherwise fluid, action-orriented MMO. What part of, "Okay everyone wait here while I scout ahead..." seems appropriate for the game you have all seen?
The problem here is that this would make taking a rogue mandatory. This could of course be alleviated in a number of ways:
-Consumables that can be used to detect nearby traps
-Traps are not on the map unless a Rogue is present
Seems pretty appropriate for a D&D based game to me. They should at least do more damage to make you think twice about just speeding your way thru a dungeon.
It's the way the game works and D&D has always been like.
Respectfully no. If you played before 3rd edition (yes I know it's now over 13 years) you'd see in tournament play and home play this was not so. POwerbuilding always existed however....
3rd ed made people think the mechanic of D&D *was* D&D instead of an option. The "powerbuild concept *is* D&D" mechanically speaking really "cemented" here.
But it allowed all classes to be with all races and no level caps so for hat I'm thankful.
For the book churning it caused which lead to this viewpoint and the crack which also was named "Prestige Classes" (and my book count total suggests I'm a former addict ) I am not.
I read that as striving to win and be your best. So I'm never surprised people aim for that, over the years, we come to have called that in the mmo world, min-maxers. I guess we could give the 1%'ers the same name.
As for traps they need to vary in damage, but always be considered dangerous in their environment. All classes have to have a way to deal with them, where Rouge's can deal with them the best. That gives a benifit for the rouge and it also allows groups without Rouges a path to success as well.
As for the traps with a boss, good idea. But not all traps should have to be in that scenario to be deadly. Traps, atmosphere, puzzles make legendary dungeons.
I would also like to hear from any of the Foundry makers about the type of traps. Do they have deadly traps or AOE traps? Acid fog stuff or immobilization traps. I look at traps as a way to control the battlefield. You can channel people into killing zones. They can be a nuisance or they can be deadly. If they are effectively deployed they can really put a hurt on the Party should they choose not to disarm them.
There are two problems. Either rogue are not needed because they slow down the group when it is easier to just run through the trap or the are essential since you can't take the damage which means you can't do the quest until you find one. Neither of these is good. In the first instance a rogue cannot get a group since they are more of a hindrance than benefit. Why have the class. In the second if you want to do something you don't want to wait hours until a rogue shows up. One solution is to make traps hurt but not deadly but as an old GM/DM I would suggest have inconvenience traps. Some examples :
1) you lose an extra treasure because it is blocked/destroyed/etc. when you trigger a trap.
2) The trap creates an alarm/ruckus that alerts enemies so the adventure is harder.
3) Routes are blocked by the trap being sprung or you have to go around because it is deadly. There has to be a longer/harder route.
4) Trap bonus exp, trap parts, trap crafting or a trap skill tree with increasing skills and rewards as you disable more. (this one may cause the wait for the rogue problem though).
5) Special trap/scouting scenarios. 3 dangerous and 1 safe path and a rogue can find the safest or make one safer.
6) Additional rogue skills.. Identify, read scripts, divine the path, whatever.
7) Group skills from rogue presence such as automatic trap alert or trap on the map if rogue detects it or improved group defense or damage from distraction by the rogue.
The idea is to make rogues fun but not essential, useless or overpowering but yet good to have in a group. Ask yourself, what would I like to do and why would I be in a group to do it.
I get your point and if you can't do them justice then perhaps not bother. But the purest and designer in me knows a way to make them awesome, which will slow the team down, which it is DnD, which is a good thing. But that most likely won't happen. So traps I guess at best can be little mines of nuisances, take some life away, keep the cleric awake. Maybe used as a dexterity challenge trying not to trigger as you fight.
and this.
If that is the case, then it detracts away from needing particular classes even further.
I used to like playing my rogue in EQ where I had to unlock doors and disarm traps for the raid, as well as drag corpses to the clerics for resurrections. It did happen occasionally that certain content was harder because we didn't have class X; not having a mage for Call of Hero etc. but not enough to ruin the gameplay.
:mad:
I disagree with this. To me the idea of dangerous traps adds to immersion, and increases the value of having a rogue in the party. I wouldn't mind seeing dungeons full of traps.