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  1. #1
    Producer Tolero's Avatar
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    Default Feedback: Make Some Traps!

    The new Trap making ability is now available! Please use this feedback thread to let us know about your trapsmithing experiences, such as:
    • Were you able to understand how to make traps using the Trap Making feat?
    • Did you understand how to obtain a guide to trap making in-game?
    • Was it easy to locate the device work station?
    • Did you get a chance to try making some traps? If not, what difficulties did you have?
    • If you did make some traps, tell us about your experiences trying make and utilize them!


    We are particularly interested in how intuitive the trap making ability is for you. If you have trouble figuring out how to make your traps and how to get help making traps, please be sure to tell us about this as well!

  2. #2
    Community Member Dylos_Moon's Avatar
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    * Were you able to understand how to make traps using the Trap Making feat?
    Not at all until I asked another player.
    * Did you understand how to obtain a guide to trap making in-game?
    Again, not at all until I asked another player - also, can you please place these on a npc that does not require favor?
    * Was it easy to locate the device work station?
    See above.
    * Did you get a chance to try making some traps? If not, what difficulties did you have?
    No, I didn't get any savage parts on my level 5 rogue.
    * If you did make some traps, tell us about your experiences trying make and utilize them!
    N/A

    Please move all rogue trap items to an npc that does not require favor, I want to be able to make traps on a veteran rogue who has the ability as soon as possible, not after earning a bunch of favor.
    The poster formerly known as San'tar...

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  3. #3
    Hatchery Founder
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    • Were you able to understand how to make traps using the Trap Making feat?

    Well enough I suppose. Took me a little bit of stumbling. It would be nice if the description for Trapmaking included some of the basic recipes.

    • Did you understand how to obtain a guide to trap making in-game?

    It was a little intuition, and a little help from tooltips. But eventually I did make it to the Free Agent Vendor to buy them.

    • Was it easy to locate the device work station?

    Not at all. I just got lucky spotting the icon on the map. And that was after walking by it a few times.

    • Did you get a chance to try making some traps? If not, what difficulties did you have?

    Most difficulty was in obtaining the different kinds of parts.This probably won't be a problem on live after doing some active questing, but farming parts can be difficult. It seems like a vast majority of quests only have mechanical type traps.

    I don't know if I'll be able to see the more powerful traps during the beta. I don't have any way to obtain soul gems on my rogue, so I'll have to hope someone might be nice enough to give me one. (Maybe make a soul gem vendor? I'm sure the devs are opposed to this, but I really don't know how plentiful these gems are going to be just to help rogues make traps.)

    • If you did make some traps, tell us about your experiences trying make and utilize them!

    Once I got the basics down, it was easy enough to start throwing some traps together. It was a bit fun sneak attacking monsters with a thrown vial of alchemists fire. Landmines were a bit harder. It looks like they don't activate unless a monster is right on top of it. The weak versions barely made a dent in most monsters HP.

    Noisemaking traps were pretty cool. They could last slightly longer though. But they might be useful for luring a monster away from it's friends in addition to simply opening a way to a switch or door.

    So far the traps are mostly bordering on novelty than actually being effective.
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  4. #4
    Community Member ghortagg's Avatar
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    * Were you able to understand how to make traps using the Trap Making feat?

    Absolutely, the recipe weren't clear at first, but the trap bits description made it clear

    * Did you understand how to obtain a guide to trap making in-game?

    Yes

    * Was it easy to locate the device work station?

    oh, no, i went through the alchemical, visbane folly before finding the the work station

    * Did you get a chance to try making some traps? If not, what difficulties did you have?

    No problem doing it, However Poison Trap bits are useless. and i didn't find any "magical trap" bit

    * If you did make some traps, tell us about your experiences trying make and utilize them!

    i made Grenades (ice and fire): using them was easy, usefullness is hard to see by now
    I made mines (a lot) and it s quite fun actually. it works well, and does enough damage to be noticed (notably with overloading corridors with it)
    Be Gimp Be Proud
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  5. #5
    Community Member Jay203's Avatar
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    * Were you able to understand how to make traps using the Trap Making feat?

    the feat doesn't exactly tell much


    * Did you understand how to obtain a guide to trap making in-game?

    what's there to understand? the tooltip said to go there and get it so i did o_O


    * Was it easy to locate the device work station?

    haven't gotten around to do that yet


    * Did you get a chance to try making some traps? If not, what difficulties did you have?

    same as above


    * If you did make some traps, tell us about your experiences trying make and utilize them!

    N/A
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  6. #6
    Community Member Arovin's Avatar
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    Just tried to swap feats to get Trapmaking on my Wiz/Rog. I meet the requirements but it does not show up in the list.

    I am a 2 levels of Rogue and 9 levels Wizard. I have Trap Finding for being a Rogue and took Nimble Fingers as a feat at level 3.

    I am going to try and reincarnate and see if the feat is selectable during level up.

  7. #7
    Community Member Dylos_Moon's Avatar
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    Quote Originally Posted by Arovin View Post
    Just tried to swap feats to get Trapmaking on my Wiz/Rog. I meet the requirements but it does not show up in the list.

    I am a 2 levels of Rogue and 9 levels Wizard. I have Trap Finding for being a Rogue and took Nimble Fingers as a feat at level 3.

    I am going to try and reincarnate and see if the feat is selectable during level up.
    I noticed something similar on my Wizard18/Rogue2, when I check the show unavailable box for feats, the feat does not show up, yet on my rogue it shows that it has requirements that I don't meet.
    The poster formerly known as San'tar...

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  8. #8
    Community Member Arovin's Avatar
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    Just tried to lesser reincarnate but when I got into the login screen and went through the reincarnate process I just get a message "Character cannot be created"

    I did notice that if I choose show unavailable feats just as Dylos did Trapmaking is not in the list.


    *Edit* I am pretty close to leveling up to 12 I am going to try and hit 12 tonight while getting my Free Agent Favor and see if I can select the feat at level up.
    Last edited by Arovin; 06-03-2010 at 06:43 PM.

  9. #9
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    Quote Originally Posted by Tolero View Post
    The new Trap making ability is now available! Please use this feedback thread to let us know about your trapsmithing experiences, such as
    One problem is that trap components are stored in Ingredient Bags, which are first obtained by going over to The Twelve and signing up for Vale of Twilight. So for level 4 Rogues to start automatically salvaging trap parts without being told how to store them is unfriendly.

  10. #10
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    One problem is that trap components are stored in Ingredient Bags, which are first obtained by going over to The Twelve and signing up for Vale of Twilight. So for level 4 Rogues to start automatically salvaging trap parts without being told how to store them is unfriendly.
    I thought there were only like 5 or 6 types of salvage?
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  11. #11
    Hatchery Founder
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    There's a different trap part for each element, plus force, mechanical, and the elusive, magic. It's not too bad really. If they really want an ingredient bag, they can buy one from a general vendor. And any level of player can go talk to the twelve guy to get the free bag.

    Tried out some of the second level fire traps. Gathered up a bunch of kobolds on normal, and set one up. They all fried. Was pretty amusing to watch.
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  12. #12
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    Quote Originally Posted by Tolero View Post
    We are particularly interested in how intuitive the trap making ability is for you. If you have trouble figuring out how to make your traps and how to get help making traps, please be sure to tell us about this as well!
    I figured it out easily, and even had discovered the crafting machine before needing it. I like how this machine blends into the natural scenery instead of being weirdly out of scale (like a Stone of Change). I expect that most players will need to ask where it is, but that's no problem considering the low importance of traps.

    I suspect the most useful thing about building traps is the colorful streamer from carrying around a grenade, which makes acrobatic tumbling look more impressive. As a non-mechanic I got parts from maybe 20% of traps, which meant it took nearly an hour of farming fairly high-trap places to build 10 tier 2 grenades. They do 4d6 damage, which leaves a CR 1 kobold at about half, as long as Dungeon Scaling had already reduced him. It takes hardly 15 seconds to throw the whole stack. They don't seem nearly worth the time spent making them.

    (In D&D you can add Sneak Attack damage when throwing a vial at an unaware enemy)

    For mines, it seems they should really put a message in your combat log when they damage a creature. The tier 2 mine does about 50 damage, so they can have some use if you've got a lot of them and are going to solo a difficult boss: sneak around and plant a bunch in a row, then unstealth and kite him through them. The planted mine appears near your heel, not your hands during the animation, which can cause a little misplacement.

    The noisemaker device was apparently meant to help situations like this, and I guess it will, although I didn't test that specific place yet. It waits for 15 seconds after planting before it goes off. It seems like there really should be a noise the player can hear, but I couldn't detect one. It also seems that the monsters stop investigating and return a bit too soon. I attempted to use vials+mechanical to get a noise grenade, which hopefully could be thrown without leaving stealth, but nothing worked.

    I haven't found magical trap parts yet. Maybe they come from high-level quests (like Disjunction trap), but that means you can't really build them until level 3 scrolls are nonuseful. Maybe the guide is unclear, but it sounds like the magic traps will have pitifully low DCs, just like you were trying to cast Web or Glitterdust from a scroll by hand. (Suggestion: The DC of magic trap is based on your current UMD skill)

    It does not seem like the gameplay to farm for trap parts and soul gems will be fun. It is repetitive and nonchallenging.

    One thing that's confusing for quite a bit is what determines how many parts you get from one trap box.

  13. #13
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    Maybe it would be good if Free Agents sells a Trap Bag, which can contain both trap ingredients and the completed traps. Otherwise I think that the benefit of placing traps won't often outweigh the inventory slots spent carrying them.

  14. #14
    Hatchery Founder
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    Well, I haven't been able to make them yet. But I was hoping that magic traps would get the same scaling that normal mines do. Except, since I have no idea where to find a magical trap, I can't make them.

    Edit: What A_D said. It's nice that trap parts go into the ingredient bag, but a bit of a pain that traps themselves take up room. A sack to hold a few would be a good thing. Maybe 10 stacks of vials and traps, and you have to pull them out to actually use them.
    Last edited by Coldin; 06-04-2010 at 12:48 AM.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
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  15. #15
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    *Adds some more to A_D's comments*

    The noise makers do make noise. Maybe adjust your sound levels so you can hear them. They kind of sound like the whirly traps. I would prefer if they made noise for a bit longer.

    The acid flasks actually did deal sneak attack damage. They just only dealt it against the target that was hit by the flask. Everything else only took the splash damage.

    The flasks do seem on the weak side of damage, but then you do get more of them, and they can be used proactively. I'm hoping the stronger grenades will greatly increase the damage.

    Mines seemed to work well enough at low levels. I could see a rogue setting them up through the Harbor and Marketplace with the tier 2 mines. Again, I'm really hoping the higher level mines deal significantly more damage.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
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  16. #16
    Community Member Hendrik's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    One problem is that trap components are stored in Ingredient Bags, which are first obtained by going over to The Twelve and signing up for Vale of Twilight. So for level 4 Rogues to start automatically salvaging trap parts without being told how to store them is unfriendly.
    Why not just go to House P and buy one.

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
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  17. #17
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    Quote Originally Posted by Hendrik View Post
    Why not just go to House P and buy one.
    Is that supposed to be a joke?

  18. #18
    Community Member Hendrik's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Is that supposed to be a joke?

    No more-so then your posting of false information that first access to those bags are in the Twelve.


    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  19. #19
    Hatchery Founder
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    So, I've been disabling various kinds of traps from various places. Most traps I'll at least receive 1 part from. And because I'm a Mechanic II, I usually get a lot more than that.

    But, I've been stumbling across some trap boxes that don't give any parts. There were a few boxes in Binder's House, and some more in the Shadow Knight's tomb. Those traps didn't give any parts.

    Is it possible that these boxes hold the mysterious magical trap parts, but they aren't giving them up when they get disabled?
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  20. #20
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by Coldin View Post
    So, I've been disabling various kinds of traps from various places. Most traps I'll at least receive 1 part from. And because I'm a Mechanic II, I usually get a lot more than that.

    But, I've been stumbling across some trap boxes that don't give any parts. There were a few boxes in Binder's House, and some more in the Shadow Knight's tomb. Those traps didn't give any parts.

    Is it possible that these boxes hold the mysterious magical trap parts, but they aren't giving them up when they get disabled?
    None of those are magical IIRC, they are all mechanical or one type of "element" or another.

    Anyone test to see if the teleportation traps in rainbow give magical components? These and disjunction traps are the only ones I can think of that couldn't go into the elemental type traps (and by elemental, I include poison, holy, force, etc).
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