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Tutorials on trap placement?

ebbownee01ebbownee01 Member Posts: 7 Arc User
edited May 2013 in The Foundry
Good evening all,
I'm a first time modder but long time D&D, and Neverwinter follower. I came here as a last resort because I could not find and information on the subject via google or on youtube. Would anyone have any info on how traps work (the various kind) and where are the most optimal place to place them. Any script advise would be grast also.

thanks to everyone who has put up tutorials in the foundry section..they are greatly appreciated!


Ebbownee
Post edited by ebbownee01 on

Comments

  • shadoewraythshadoewrayth Member Posts: 183 Arc User
    edited May 2013
    Place them in the most obvious direct path to the objective... do this a couple times, then switch it to the alternative way to get to the objective... just my opinion, there are possibly better ones out there though...
  • ebbownee01ebbownee01 Member Posts: 7 Arc User
    edited May 2013
    Shadoewrayth,
    thanks for the advise,it is greatly appreciated !! I can't wait to debut my first map...
  • nezroy123nezroy123 Member Posts: 165 Arc User
    edited May 2013
    Couple things on traps. First, in order to be disarmable by rogues, they have to stick far enough out of the underlying geometry, which usually makes them quite visible. Lots of tricks and things you can do to hide them still, but check for disarmability with a rogue or you will get annoyed reviews about it.

    Second, traps on the ground will not be traversed by your companion (nor, I think, by encounter mobs any more, as a change to prevent exploits, though I'm not sure about that). So if using traps in narrow spaces, be aware of that. You can always dismiss/re-summon your companion on the far side but again, prepare for annoyed reviews about it.
    Quests: Fate of the Bonnie Kate (NW-DE6K6H63Q)
  • ebbownee01ebbownee01 Member Posts: 7 Arc User
    edited May 2013
    Ahhhh, I never thought of that, thank you so much Nezroy123 for the advise! I'm really enjoying building this map with the editor. It seems very intuitive in some areas but others you need a small learning curve. But, I've been researching and looking stuff up for my self before I bother the community :)

    Once again, thanks all for the assistance! side, note...I've learned alot about UGC and how XYZ coords work together..heheh
  • vold316vold316 Member Posts: 0 Arc User
    edited May 2013
    I have set up some arrow traps that keep working after than a rogue disarms them. How do i fix this? is it a problem of that kind of traps or am I missing something?
    [SIGPIC][/SIGPIC]

    "The harder the game, the better."
  • almostcoolalmostcool Member Posts: 0 Arc User
    edited May 2013
    vold316 wrote: »
    I have set up some arrow traps that keep working after than a rogue disarms them. How do i fix this? is it a problem of that kind of traps or am I missing something?

    They seem to be broken at the moment. I disarm them often on my rogue just to see and I'm always disappointed when i walk past and they still hit me haha.
    [SIGPIC][/SIGPIC]
    The Spellthief Trials
    By @Stebss
    Short Code: NW-DM900IFHK
    Tired of Being the Hero: NW-DGTOU4N94
  • tonylanglettonylanglet Member Posts: 20 Arc User
    edited May 2013
    I for one does not aggree with the "the players must see the trap". I hide some of my traps just because they are traps built by someone to be hidden not by a low IQ orc with no sense of discretion. You could create trigger marks which will give away some sort of information about the trap instead of a obviouse giant red block on the ground.

    If we were able to set the dmg on traps too it would be even better it would force IDIOT trickster rogues and mind"f**kers" not to rush infront of their tank and learn them some manner of the PVE play style it would also make players better att avoiding and to learn how to play something else than World of Warcraft.
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    The problem with traps currently is they don't really do any damage. I ran through a bunch of traps in a Foundry mission recently. I took 50 hp of damage each but since my character has 9000 hp... It's not even worth the time to disarm them as a rogue.
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