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Traps seem... really weak and almost useless

celestiangc22celestiangc22 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 8 Arc User
edited May 2013 in The Foundry
So I added some traps to one of my maps and noticed at level 40 it hit me for about 50 damage. Really? That's all?

Get hit by the same type of trap in Cryptic maps and it's 1000-1500!

Is there a reason the foundry traps are this laughable? I know it's a stupid question but there is not a way we can make them more potent is there?

Secondly, why do companions get stuck behind traps all the time? It's like their pathing will not let them walk over a trap.
Post edited by celestiangc22 on

Comments

  • keylord02keylord02 Member Posts: 0 Arc User
    edited May 2013
    I was introduced to traps in the Foundry first, so seeing how strong they are in the actual game came as a bit of a shock.

    What's up with this? Traps are supposed to be scary, otherwise there's no point!
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  • boydzinjboydzinj Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    keylord02 wrote: »
    I was introduced to traps in the Foundry first, so seeing how strong they are in the actual game came as a bit of a shock.

    What's up with this? Traps are supposed to be scary, otherwise there's no point!

    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.
  • visigoth18visigoth18 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 371 Bounty Hunter
    edited May 2013
    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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  • celestiangc22celestiangc22 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 8 Arc User
    edited May 2013
    visigoth18 wrote: »
    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 ;(
  • boydzinjboydzinj Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    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.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2013
    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.
  • zogvarnokazogvarnoka Member, Neverwinter Beta Users Posts: 151 Bounty Hunter
    edited May 2013
    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.
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  • visigoth18visigoth18 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 371 Bounty Hunter
    edited May 2013
    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
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  • foundrymakerfoundrymaker Member, Neverwinter Beta Users Posts: 253 Bounty Hunter
    edited May 2013
    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 :)
  • tadachetadache Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 23 Arc 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". :)
  • zogvarnokazogvarnoka Member, Neverwinter Beta Users Posts: 151 Bounty Hunter
    edited May 2013
    I.. actually never noticed.. I'll hop in my current project and see real quick.

    EDit: No we do not earn xp for disabling traps...which seems ridiculous in my mind.
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  • coanunncoanunn Member, Neverwinter Beta Users Posts: 368 Bounty Hunter
    edited May 2013
    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.
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