test content
What is the Arc Client?
Install Arc

Request: Improved Traps

eldartheldarth Member Posts: 4,494 Arc User
edited March 2015 in The Foundry
I would love to see traps have the following additional properties:
  • Damage: None, 10%,20%,25%,30%,40%,50%,60%,70%,75%,80%,90% of Total Player Health
  • Disarm Penalty: -10%, -20%, -25%, -50%, -75% chance to disarm
  • Poison/Disease Debuff: (curable with Cure Poison/Disease)
    • None
    • Slowed 10% for 1 minute,
    • Damage over Time: 5% of Total Health every 10 seconds for 200 seconds
    • Blindness for 5 seconds
    • Paralyzation for 5 seconds

Also, if a trap is detected it should be possible to trigger at a distance or disable at a distance by attacking the trap.
If attacking detected trap using melee instead of ranged, should trigger trap with 50% chance of being affected and 50% of damage and no debuffs.
Post edited by Unknown User on

Comments

  • thane6000thane6000 Member Posts: 27 Arc User
    edited February 2015
    Cool effects you got there. Some of them remind me of the trap effects at Neverwinter Nights 2. I agree with the improving of traps as you suggested it, but I'm afraid that the most likely scenario we'll get is only the adjustable damage.
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited February 2015
    thane6000 wrote: »
    I agree with the improving of traps as you suggested it, but I'm afraid that the most likely scenario we'll get is only the adjustable damage.
    If that. I doubt they will ever give us control like that. It'd be great if they DID, though. We could make them MEAN something, and traps in combat areas would be serious business, as a misstep could spell death.
    [SIGPIC][/SIGPIC]
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited February 2015
    I wish this could be done, it would add a whole new level of strategy to quests.
    I hope we get some attention.
    2e2qwj6.jpg
  • valcontar73valcontar73 Member Posts: 337 Arc User
    edited February 2015
    Can Blindness be done with fade to black effect?
    NWS-DLXTNXRF2 - Angeline von Stein
    NWS-DOVA9JIJV - The Lost Seneschal
    NW-DT3221YUY - The Wildcross Bride

    Foundry Grand Master.
  • melindenmelinden Member Posts: 619 Arc User
    edited February 2015
    Although not as detailed as your request, traps are changing with mod 6.
    Traps now deal a percentage of damage as well as cause an injury.


    You can find that in these Preview notes:
    http://nw-forum.perfectworld.com/showthread.php?850201-Elemental-Evil-Preview-Patch-NotesNW-45-20150217a-2
    Find me in game with @DoctorBadger
    (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
  • eldartheldarth Member Posts: 4,494 Arc User
    edited February 2015
    Can Blindness be done with fade to black effect?

    Yep. That's how I handled my "boss" phase 2 transition in Rise of Ingeloakastimizilian.
    A Fade to Black fast.
  • mrgiggles651mrgiggles651 Member Posts: 790 Arc User
    edited February 2015
    melinden wrote: »
    Although not as detailed as your request, traps are changing with mod 6.




    You can find that in these Preview notes:
    http://nw-forum.perfectworld.com/showthread.php?850201-Elemental-Evil-Preview-Patch-NotesNW-45-20150217a-2
    My character bet a Seven Suns Trading Cost merchant a gold piece that won't be applied to Foundry.
    I wasted five million AD promoting the Foundry.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited February 2015
    My character bet a Seven Suns Trading Cost merchant a gold piece that won't be applied to Foundry.

    Ha! Beat me to it. I was gonna say something like that -- especially since Mod 6 is nearing release and Foundry STILL is not available on Preview Server. Guess no need for it to be enabled since there are no changes.
  • melindenmelinden Member Posts: 619 Arc User
    edited February 2015
    I just tested this on preview. All traps with the exception of Disease Vent and Acid Vent cause an injury.
    Find me in game with @DoctorBadger
    (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited February 2015
    oh nice! I hope they take more HP too.
    2e2qwj6.jpg
  • tantivetyrelltantivetyrell Member Posts: 180 Arc User
    edited February 2015
    I saw Featured Quests on previews foundry list. Anyone knows of any of those featured quests to have traps for testing?
  • eldartheldarth Member Posts: 4,494 Arc User
    edited February 2015
    reiwulf wrote: »
    oh nice! I hope they take more HP too.

    Patch notes state that traps now cause a percentage damage.
    -- undoubtedly in game only and not foundry.
  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    edited March 2015
    What if you have two sawblade-traps, occupying the same space..

    will the dmg be doubled? as two blades are coming up?
    NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
    NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
    Thanks for all the fish.
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited March 2015
    I believe that you can't put two or more traps too close together.
    2e2qwj6.jpg
  • argroschargrosch Member, NW M9 Playtest Posts: 84 Arc User
    edited March 2015
    eldarth wrote: »
    Patch notes state that traps now cause a percentage damage.
    -- undoubtedly in game only and not foundry.

    Someone from my Guild already tested it and he says, that the changes also work for the Foundry.

    RIP Foundry

  • eldartheldarth Member Posts: 4,494 Arc User
    edited March 2015
    argrosch wrote: »
    Someone from my Guild already tested it and he says, that the changes also work for the Foundry.

    I'm guessing that means works in foundry quests -- but I'd bet percentage/injury is not changeable within the foundry editor.

    ...and earlier, no you can no longer overlap traps -- they must be a minimum of 10' apart if I recall.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited March 2015
    I didn't even bother putting traps in my Foundry precisely because they don't really mean anything -- anyone can see them, so they're trivial to avoid. Instead I tried to create ways for the monster AI to have tactical advantages, such as holes for archers (who are accessible, but not directly). Also, as an unintended benefit, if you aggro them but don't kill them quickly, some will figure out a way to track you down via pathing, bringing any buddies they find along the way with them.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited March 2015
    Yeah that no-traps within 10' of another totally ruined a puzzle I was working on. It involved having to pick the right spot to walk on, but now it doesn't work. Still, I am glad to see some improvement in traps themselves. It would be great if we could set the percentage of damage, on up to 80 or 90%. Straight-up one-shot traps just frustrate me, but ALMOST dying could be intense. It gives that "OH ****!" moment, and if you run into one in the middle of battle, it can be disastrous.
    [SIGPIC][/SIGPIC]
  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    edited March 2015
    [edit. oops. we're talking about traps.]
    NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
    NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
    Thanks for all the fish.
Sign In or Register to comment.