Page 1 of 2 12 LastLast
Results 1 to 20 of 64

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default Add Ambush as an explicit trap category

    Many new players are trying DDO right now, and among their first guides to gameplay are the character creation descriptions. Those descriptions say that Rogues and Rangers can function as scouts for the rest of the party. So what happens? The player is sneaking along happily scouting, occasionally struggling with the party to be patient and let him do it, when he touches a scripted trigger, a door closes behind him, and 15 monsters jump out to eat him while the rest of the group watches (and laughs).

    It's almost as if the quest designer wanted to explicitly punish players for trying to scout, and instead reward running together in a tight mob. Some of the quests involving this feature are Taming the Flames, Delera's Tomb, VON5, Wizard-king, Black Mausoleum, and Ritual Sacrifice. Note that those ambushes/lockouts can only be a surprise once, and if any party member has been there before he can warn everyone else. It would be nice if new players had an in-game way to obtain that kind of forknowledge.

    Following is a suggestion to improve that situation, although I think it could easily be too much work for the benefit.

    New Feature
    Add an "ambush marker" map feature to be explicitly added by dungeon designers. When a character whose Spot reaches a set threshold approaches the area, she gets an onscreen warning icon with the message: "You sense that enemies await nearby" or "You feel it would be risky to proceed alone". (The latter message is suppressed if the rest of the party is already nearby)

    As an optional embellishment, using the Search skill and passing a set threshold causes visible indications of the approximate positions of the trigger line, gates / forcefields, and monster spawns. It might also mention the monster category (warforged, elf, elemental, etc) in onscreen text.

    Complex Option
    Optionally, the required Spot threshold could be higher if the character is not in sneak mode or has Hide / Move Silently skills insufficient compared to the Spot / Listen of the corresponding monsters. This would simulate that the enemies hide more carefully if they detect someone coming, and would make stealthy scouting relatively more valuable.

  2. #2
    Community Member Visty's Avatar
    Join Date
    Jun 2009
    Posts
    4,442

    Default

    though ambushs arent traps
    also most ambushed the way you described can be sit out as the doors are timed, so you wont get hurt if your hide and MS is high enough
    Love Life of an Ooze: One ooze. Idiot hits ooze. Two oozes.
    0
    *insert axe*
    o o

  3. #3
    Community Member Lorien_the_First_One's Avatar
    Join Date
    Dec 2006
    Posts
    0

    Default

    The OP is correct, doors that slam shut should be detectable by rogues, just like ones that spew fire.

  4. #4
    Community Member Spartus's Avatar
    Join Date
    Mar 2008
    Posts
    101

    Default

    Quote Originally Posted by Lorien_the_First_One View Post
    The OP is correct, doors that slam shut should be detectable by rogues, just like ones that spew fire.
    Detectable AND disable-able . . . er . . . able to be disabled . . . uh . . . sufficiently skilled rogues should also be able to prevent them from slamming shut at all.
    Tip #71: '3d6' means three six-sided dice are being rolled. For example, when you see that a weapon does '2d4' damage, it means that two 4-sided dice are rolled for damage, for a damage range of 2-8. <--Too difficult to understand? Really?

  5. #5
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by Spartus View Post
    sufficiently skilled rogues should also be able to prevent them from slamming shut at all.
    You could also say that a sufficiently good rogue can pick a lock. But for gameplay purposes, DDO designers have to set many doors so that they can only be opened with the matching key.

    By the same token, they can't allow rogues to disable these kinds of portcullises. But at least they can allow the rogue's skills to provide him with the same warning that a previous run of the quest would have provided.

  6. #6
    Community Member Lorien_the_First_One's Avatar
    Join Date
    Dec 2006
    Posts
    0

    Default

    Quote Originally Posted by Angelus_dead View Post
    You could also say that a sufficiently good rogue can pick a lock. But for gameplay purposes, DDO designers have to set many doors so that they can only be opened with the matching key.

    By the same token, they can't allow rogues to disable these kinds of portcullises. But at least they can allow the rogue's skills to provide him with the same warning that a previous run of the quest would have provided.
    A reasonable compromise

  7. #7
    Stormreach Advisor
    Join Date
    Feb 2006
    Posts
    2,369

    Default

    Certainly a worthwhile idea, and piggybacking on the existing Spot alert mechanism is a reasonably simple way to implement it. In reality - by which I mean the in-game 'reality' - I think a more appropriate mechanism would be a fairly low threshold Spot combined with a relatively higher Int check. Naturally, it would enhance the internal logic to give bonuses to the base rolls for, say, Combat Expertise or Dungeoneering (if it existed in DDO) and obviously a flat -2 to all Wizards, it is bad enough that they all somehow have a great Constitution despite always sitting nose in book, they definitely do not need to be dungeon-savvy

    Edit: It is two ideas really, I suppose: one to detect rigged doors/floors etc. (already implemented, essentially), and another to actually get a warning on ambushes (i.e. location looks good for one or something). It would be nice for the former to require a - fairly low - Search check to confirm, but that would necessitate "false positive" Spot checks (on low rolls?), which would be a great addition anyway...detecting an ambush should be a Spot + Int check.
    Last edited by whysper; 09-30-2009 at 03:22 PM. Reason: Thinking further.
    Sine Qua Non.

  8. #8
    Community Member Spartus's Avatar
    Join Date
    Mar 2008
    Posts
    101

    Default

    Quote Originally Posted by Angelus_dead View Post
    You could also say that a sufficiently good rogue can pick a lock. But for gameplay purposes, DDO designers have to set many doors so that they can only be opened with the matching key.

    By the same token, they can't allow rogues to disable these kinds of portcullises.
    I think the second paragraph is only true for certain quests, and highly debatable for others. But it's not worth derailing the thread over, so back to the point of the OP . . .
    Quote Originally Posted by Angelus_dead View Post
    But at least they can allow the rogue's skills to provide him with the same warning that a previous run of the quest would have provided.
    I totally agree. At least give us a warning before it's too late if our character has a sufficiently high skill.
    Tip #71: '3d6' means three six-sided dice are being rolled. For example, when you see that a weapon does '2d4' damage, it means that two 4-sided dice are rolled for damage, for a damage range of 2-8. <--Too difficult to understand? Really?

  9. #9
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by Visty View Post
    also most ambushed the way you described can be sit out as the doors are timed, so you wont get hurt if your hide and MS is high enough
    You might be able to sit it out, but locking the the whole party out of progressing for 5 minutes because you tried to scout ahead isn't a rewarding gameplay result.

    Also note that there's two kinds of situations that this can apply to, ambushes and lockouts, and a particular place could be either or both. Also, the lockout could be permanent, temporary, or linked to defeat. The trigger might be crossing a boundary or interacting with an object/NPC. Different messages could be used to inform the player of most of those factors.

    I'll apply those categories to some of the examples:

    Ritual Sacrifice: boundary, ambush, opens on defeat or timer
    Gwylan's Stand: boundary or interactable, ambush
    Wizard King: lower chambers are boundary, opens on defeat or maybe timer. Upper chambers are boundary that never re-opens, but you can regroup by another path.
    VON5: Many chambers are boundary, opens by defeat or maybe timer. Final chamber is NPC interaction with ambush + lockout, and there is no getting in there by alternate paths.
    Black Mausoleum: Triggered by interactable (chest), opens on 5-minute timer which must be started by another interactable. Also an unsurmountable lockout at the dragon riddle.

  10. #10
    Community Member Draccus's Avatar
    Join Date
    May 2008
    Posts
    1,044

    Default

    I like it...a lot.

    It could be made even simpler. Instead of tying it to a spawn trigger, tie it to the closing door.

    "You noticed that this door has been rigged to close remotely."

    That would be useful information for BOTH a scouting rogue and a full party that's not scouting. Even parties that are sticking together sometimes get separated in Delaras, Kobold, or Ritual Sacrifice. The rogue (or any character with Spot) could prevent this by alerting his party that the door's going to close. They can then bunch up and move through.
    Last edited by Draccus; 09-30-2009 at 03:17 PM.

    Basic, universal rogue build advice
    "Not in the face! Not in the faaaaaace!"

  11. #11
    Community Member
    Join Date
    Jan 2009
    Posts
    31

    Default

    /signed
    Last edited by Geelario; 09-30-2009 at 03:34 PM.

  12. #12
    Community Member Xeroth's Avatar
    Join Date
    Jun 2009
    Posts
    11

    Thumbs up

    I like the idea. I am a new player having just started DDO in June and my group does not have a three year 10 characters each mental catalog of the quest lines in DDO. We are loving the exploration and the surprises! I do think however that having a party doing a classic dungeon crawl with a conventional old school marching order does seem to punish the scouts a little bit. We have adapted the stratagey of "lets all go through this archway on 3" means of exploring adventures we have not been on before. I would prefer a more realistic and useful role for our two scouts.

  13. #13
    Community Member Thrudh's Avatar
    Join Date
    May 2006
    Posts
    4,666

    Default

    Quote Originally Posted by Angelus_dead View Post
    Many new players are trying DDO right now, and among their first guides to gameplay are the character creation descriptions. Those descriptions say that Rogues and Rangers can function as scouts for the rest of the party. So what happens? The player is sneaking along happily scouting, occasionally struggling with the party to be patient and let him do it, when he touches a scripted trigger, a door closes behind him, and 15 monsters jump out to eat him while the rest of the group watches (and laughs).

    It's almost as if the quest designer wanted to explicitly punish players for trying to scout, and instead reward running together in a tight mob. Some of the quests involving this feature are Taming the Flames, Delera's Tomb, VON5, Wizard-king, Black Mausoleum, and Ritual Sacrifice. Note that those ambushes/lockouts can only be a surprise once, and if any party member has been there before he can warn everyone else. It would be nice if new players had an in-game way to obtain that kind of forknowledge.

    Following is a suggestion to improve that situation, although I think it could easily be too much work for the benefit.

    New Feature
    Add an "ambush marker" map feature to be explicitly added by dungeon designers. When a character whose Spot reaches a set threshold approaches the area, she gets an onscreen warning icon with the message: "You sense that enemies await nearby" or "You feel it would be risky to proceed alone". (The latter message is suppressed if the rest of the party is already nearby)

    As an optional embellishment, using the Search skill and passing a set threshold causes visible indications of the approximate positions of the trigger line, gates / forcefields, and monster spawns. It might also mention the monster category (warforged, elf, elemental, etc) in onscreen text.

    Complex Option
    Optionally, the required Spot threshold could be higher if the character is not in sneak mode or has Hide / Move Silently skills insufficient compared to the Spot / Listen of the corresponding monsters. This would simulate that the enemies hide more carefully if they detect someone coming, and would make stealthy scouting relatively more valuable.
    Excellent suggestion. +1 rep. Ambushes that can be detected with a high spot skill... I like it VERY much!
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  14. #14
    Community Member ZeroTakenaka's Avatar
    Join Date
    Jun 2006
    Posts
    777

    Default

    Zero approves of this idea.

    /signed

  15. #15
    Community Member Khellendros13's Avatar
    Join Date
    Jun 2009
    Posts
    1,352

    Default

    Very good idea... I would love to see this included.
    Proud Leader & official Gimp of Crimson Eagles on Khyber
    Angryscrews Wiz 20 - Felgor Barb 20 - Brelgor Fighter 18/1/1 - Flavoursome TR1 Sorc 15 - Splatsplat DoS 18/2
    Quote Originally Posted by Auran82 View Post
    Numot talks enough for like 10 people. So yeah, 13 people in that channel.

  16. #16
    Community Member Bardolier's Avatar
    Join Date
    Aug 2009
    Posts
    6

    Default

    This is a great idea. While I appreciate the "gotcha" moment of a gate crashing down, I'd rather see players empowered to use more skills and using more diversified tactics, like scouting forward.
    So new... there's not even a sig yet.

  17. #17
    Community Member
    Join Date
    Jan 2006
    Posts
    23

    Default

    Seems to me there are at least two skills that can come into play here. Not really any need to add anything new skill wise. Just use the ones we already have. As I understand it now checks for the following are not even made around a ambush.

    Spot, "You think saw movment ahead", "You notice the walls look like a door/gate has been used here", on crit successs "You see XXmob trying to hide ahead of you", You see where a door/gate can be dropped to block this hallway"

    Listen, "You think you hear movement ahead", "You think you hear feet shuffling" On a crit, "You hear (whatever) ahead and to your right/left"

    I am sure there are others.

    later
    Combak Medik, Argonnessen, Old Empire of Mabar
    Elder of The Empire Community
    www.theempires.com

  18. #18
    Community Member
    Join Date
    Oct 2009
    Posts
    11

    Default

    Very good idea here. I hope it is noted.

  19. #19
    Community Member
    Join Date
    Oct 2009
    Posts
    165

    Default

    /signed. Excellent idea. Other ideas like allowing rogues to disable closing door traps would also be welcome additions.

  20. #20
    Community Member Cyr's Avatar
    Join Date
    Mar 2006
    Posts
    2,362

    Default

    /signed
    Proud Recipient of At least 8 Negative Rep From NA Threads.
    Main: Sharess
    Alts: Avaril/Cyr/Cyrillia/Garagos/Inim/Lamasa/Ravella

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload