lol...but shotguns are fun @_@
yeah I'm annoyed by how weak the traps are too, but if you want to <Censored> with a player just put some spike traps next to each other, it should bug and trap them taking ages to kill them but still trapped ^_^
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celestiangc22Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 8Arc User
lol...but shotguns are fun @_@
yeah I'm annoyed by how weak the traps are too, but if you want to <Censored> with a player just put some spike traps next to each other, it should bug and trap them taking ages to kill them but still trapped ^_^
Personally I am not looking to mess with players. I just want to make a challenging adventure. Traps that do 50 damage at level 40 are not even worth stopping to disable.
Putting multiple spike traps together will bug out monsters and companions as well. You can easily keep bad guys at bay just standing on the other side of them. It's pretty sad ;(
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boydzinjMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Personally I am not looking to mess with players. I just want to make a challenging adventure. Traps that do 50 damage at level 40 are not even worth stopping to disable.
Putting multiple spike traps together will bug out monsters and companions as well. You can easily keep bad guys at bay just standing on the other side of them. It's pretty sad ;(
That is the problem I have. I want to make a challenging foundry. I kept my first one simple... make barbecue sauce... by collecting ingredients while stopping a drow invasion, pushing back some hungry orcs, and destroying a demon who came to our plane and raised undead pirates while negotiating with an undead pepper lord. My first thought was, let me stack mobs...
Problem became, my low level character had NO problems with it. My level 32 character instant died. A few friends and people instant died as well... i even had a party of three low level 40s wipe a few times to make it to the end.
Encounter difficulty is the first problem.
Then there are those traps...
so... I came to the conclusion that we need to use carrots and not shotguns when playing and creating the foundry quests.
It depends on your class and race - human Cleric at level 10-15 - OUCH! The problem is that trap damage doesn't scale with level or take race/class into account (in terms of your squishiness).
The main use for traps is to add atmosphere. I am seeing very few Foundry quests that are actually inovatingly interesting. Too many are relying on "how can we trip-up the player, or ambush him with stacked adds? Yeah, that's the ticket!".
Use traps for atmosphere, nothing else. Even if it doesn't do much damage, can still be kind of startling if implemented correctly.
Traps need to scale or give us the ability to set how deadly they are similar to how we choose a mobs difficulty. I was thinking of making a UGC for primarily rogues, but once I found that the traps damage was limited, it kind of made my idea tough to pull off.
Removing the Grey Mask NW-DJ56XFK6G My first installment in the Rise of Shadovar Campaign.
Use traps for atmosphere, nothing else. Even if it doesn't do much damage, it can still be kind of startling if implemented correctly.
Yep, until things change that's all their good for.
the whole thing about/ with the Foundry is "you" have to figure out how best to use the tools...you dont always get the right or best tool ;D
I was annoyed by one mission that had an acid pit in the floor and one of the mobs did a knock-back and you went flying into the pits and had to fight getting to the ladder before the acid killed you. Excellent deviousness. Who needs traps
tadacheMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 23Arc User
edited May 2013
Do rogues get XP for disabling traps? Or is the ability to disable them for flavor only? I see a lot of rogues disabling traps in dungeons long after the rest of the group has already passed them. I've been curious why, other than "because they can".
You get nothing for disabling a trap, and they do so little damage most people don't give the rogue time to disable them. They are nothing more than an annoyance in this game, I would guess on direct reaction to the DDO traps where if you don't bring someone who can see traps you can get one shot by them.
It is hard to make a truly difficult encounter in the foundry that scales well. Not to mention finding people who want them. It's even worse when you get someone who wants a challenge (or says they do anyway) but is playing an OP class at an OP level. I had a review from someone I won't name who *****ed about how easy the encounters were for his level 20ish TR with a cleric companion. OF freaking course it was easy, that is the whole problem with that class is it's power is insane and at that level half the special abilities of all the monsters aren't active.
Meh, I have ways I could out right kill or punish a player, I just choose not to use them in my current dungeon design. It has only one insta-death pit trap in it and I included a warning on the intro.
Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
Comments
What's up with this? Traps are supposed to be scary, otherwise there's no point!
Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
It is Neverwinter's way of saying... do not try to harm the player... think in terms of giving a carrot to a horse versus shooting it with a shotgun.
yeah I'm annoyed by how weak the traps are too, but if you want to <Censored> with a player just put some spike traps next to each other, it should bug and trap them taking ages to kill them but still trapped ^_^
Personally I am not looking to mess with players. I just want to make a challenging adventure. Traps that do 50 damage at level 40 are not even worth stopping to disable.
Putting multiple spike traps together will bug out monsters and companions as well. You can easily keep bad guys at bay just standing on the other side of them. It's pretty sad ;(
That is the problem I have. I want to make a challenging foundry. I kept my first one simple... make barbecue sauce... by collecting ingredients while stopping a drow invasion, pushing back some hungry orcs, and destroying a demon who came to our plane and raised undead pirates while negotiating with an undead pepper lord. My first thought was, let me stack mobs...
Problem became, my low level character had NO problems with it. My level 32 character instant died. A few friends and people instant died as well... i even had a party of three low level 40s wipe a few times to make it to the end.
Encounter difficulty is the first problem.
Then there are those traps...
so... I came to the conclusion that we need to use carrots and not shotguns when playing and creating the foundry quests.
The main use for traps is to add atmosphere. I am seeing very few Foundry quests that are actually inovatingly interesting. Too many are relying on "how can we trip-up the player, or ambush him with stacked adds? Yeah, that's the ticket!".
Use traps for atmosphere, nothing else. Even if it doesn't do much damage, can still be kind of startling if implemented correctly.
NW-DJ56XFK6G
My first installment in the Rise of Shadovar Campaign.
Yep, until things change that's all their good for.
the whole thing about/ with the Foundry is "you" have to figure out how best to use the tools...you dont always get the right or best tool ;D
[SIZE=-1][SIZE=-1]Memories of Krynn ( NW-DMM8MANTM ) Save The Forgotten Realms from th[SIZE=-1]e Queen of Darkness![/SIZE][/SIZE][/SIZE]
The inspiration for the Ansalon NW Foundry Project
http://nwn.starfire3d.com
EDit: No we do not earn xp for disabling traps...which seems ridiculous in my mind.
NW-DJ56XFK6G
My first installment in the Rise of Shadovar Campaign.
It is hard to make a truly difficult encounter in the foundry that scales well. Not to mention finding people who want them. It's even worse when you get someone who wants a challenge (or says they do anyway) but is playing an OP class at an OP level. I had a review from someone I won't name who *****ed about how easy the encounters were for his level 20ish TR with a cleric companion. OF freaking course it was easy, that is the whole problem with that class is it's power is insane and at that level half the special abilities of all the monsters aren't active.
Meh, I have ways I could out right kill or punish a player, I just choose not to use them in my current dungeon design. It has only one insta-death pit trap in it and I included a warning on the intro.