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Originally Posted by
Vuedoo
I posted similiar to this a bit back and wanted to add a quote that was a reply in my post.
Originally Posted by The Rocking Dead
Ah, random traps again. Okay, so let me sum it up a bit. Yes we can do random traps. There are many post-launch quests that incorporate them. We're likely not going to go back to old quests and add them in because of the development time it would take away from new content.
We can do different random traps in one spot, but usually don't because many traps rely on a particular room or hallway setup which doesn't fit with many different trap configurations. Besides, I don't feel that a fire trap will surprise you any more than an acid trap, the second or third time you run the quest. Aside from that, if I randomized every trap in 4 different ways, it would take me 4 times as long, and you would get less content.
I prefer to place traps in many different places. If I do that, it almost guarantees that the first few runs will be fresh and new, since you won't be able to hit all the traps and learn their locations in one run. There's nothing I can do for you if you're running a quest with people who have run it a couple dozen times and happen to remember where traps can be. My goal is to at least carry you through your Normal, Hard, and Elite runs - and hopefully beyond.
Full and complete randomization is not going to happen to the degree and scope some of you wish. We need to build and script every trap. There's no procedural method for randomizing traps because our game relies so heavily on custom crafted content. We place traps with purpose. Sometimes it's to encourage a different path. Often, we place traps in areas we feel deserve more challenge and we want that challenge to exist all the time. I suppose fully random traps would be more likely if the game was 2-D, top down, and tile-based. Many other problems arise if everything were that random. You won't want to enter the dungeon only to find a fire jet blasting you in the face and killing you the moment you load in. I think we can all agree that would be frustrating and unnecessary.
That being said, I'm still committed to building random traps and killing your characters in fun and creative ways!
With all that being Said!!............................................ .................................................. .................................................. .................................................. ....................................
I've Been Thinking ( Take the Batteries otta the smoke Alarm)
here's a possibility:
Say You Start Developing a dungeon, Build a base Dungeon with Allot of Dead ends Than make numerous Smaller Dungeons that can randomly attach to these dead ends to expand the quest. never nowing how the dice may roll to form the map.
(A development nightmare I'm Sure) but The quest Map could be Different every time you enter. Here's a Bomb.... Make the dungeons strictly xp areas, assign xp to each trap found..disabled , and to each Monster Killed as pnp rules work at least the way I have always played.
Random Trap Idea:
Ok Make like a dozen or so 90 degree corners, certain Strait Hall Sections, T's etc. that can interchange randomly when the dungeon is rolled. Add nurmous Traps That can Apply to these sections Randomly if a trap happens to be randomly rolled for that section.
Random Monsters:
Have Spots Set in these sections as Spawn Points, a random roll at quest start to see which spawns happen, a roll for mob type or a mix of mobs,and a roll for how many.
and Make the Quest available to all Lvls, Controlling the mobs difficulty by not letting there Hit Dice be more than 3 lvl's higher than the highest party member in the group,so the quest is not impossible for lwr lvl toons. Also by assigning xp amounts to each mob it could ballance (say a couple lvl 16's run into 8 lwr. lvl. kobolds the minimal xp would match the difficulty) Turbine would have to make a lvl requirement the party has to be apart to avoid high lvl toons pwr lvling lower lvl toons
Could randomize difficulty,change chances on a mob or trap being there by difficulty
Randomize quest objectives, Like Search Out the infamous baddy to be assasinated, Find the Secret to why the elvin princess is frozen in Ice, Etc. Etc.
That all being said this would probally take the efforts of making dozens of other quests for new content. If it could even be done with the DDO game engine, its Another Decision turbine would have to Weigh.
Wow can you Imagine the Problems this would cause, and the obsticles to be overcome.
The Only reasonable way I can see for them to even Approach it would be to get a basic dungeon made. that would take months if not years, it would have to be a Single instance that randomizes for all Lvl's to play to get everyones interest. It would be very basic at first with updates Via Future Mods, it would take years before it even started taking shape and probally another team of developers to boot.
Hope that makes some sense the thoughts flow allot quicker than the fingers can type.