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Thread: Moar Traps

  1. #1
    Community Member le_goat's Avatar
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    Default Moar Traps

    and notjust spikes and blades. Different ones like maybe a glitterdust trap or a hold person trap. Etc. Need some diversity with the magic traps.

  2. #2
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    /signed, and make them randomized too

  3. #3
    Community Member EustaceTrevelyan's Avatar
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    They should have a big crushy boulder trap like in Raiders Really, you couldn't go wrong with any of lucas' trap ideas.

  4. #4
    Community Member elujin's Avatar
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    Quote Originally Posted by EustaceTrevelyan View Post
    They should have a big crushy boulder trap like in Raiders Really, you couldn't go wrong with any of lucas' trap ideas.
    not sure where but i think there is one like that in some quest
    Virt II makes elujin smile !

  5. #5
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    More traps that force people on alternative/longer routes to complete a goal! get rid of the annoying straightforward running

  6. #6
    Words! pie2655's Avatar
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    Quote Originally Posted by le_goat View Post
    and notjust spikes and blades. Different ones like maybe a glitterdust trap or a hold person trap. Etc. Need some diversity with the magic traps.
    /signed

    Quote Originally Posted by Zharfie View Post
    More traps that force people on alternative/longer routes to complete a goal! get rid of the annoying straightforward running
    /signed
    Quote Originally Posted by FlimsyFirewood View Post
    I'm on it. Nerfing the new thing asap.
    Also, nerfing the old thing too, for balance.
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  7. #7
    Community Member Sarisa's Avatar
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    Just a tiny note, some of the runes in the Subterrane can cast Hold Person.

    I do agree, more variety in traps. I'm a Cleric without evasion and with pathetic reflex saves (even worse due to Yugo pots) and I still want to see more threatening traps.

  8. #8
    Community Member macubrae's Avatar
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    Default Spell traps

    Personally, I would love to trigger a trap and see a fireball come from down the hall at me. Ball lightning would work as would freeing sphere. I agree with random traps too. Logically, fire traps around fire giants or poison ones in thieves lairs work, but in general dungeons a random trap would add to the suprise and take away from the preparedness of the team. I have a toon with great reflexes and greater fire protection, he runs right through known fire traps, I might stay behind the rogue if that fire trap blew acid once.

  9. #9
    The Hatchery zwiebelring's Avatar
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    /signed

    Make traps totally random so spot becomes viable for experienced players. Not only for new content and new players.

  10. #10
    Community Member Raodin-bel-iori's Avatar
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    Some other cool and very dangerous traps would be celing falling traps, monster spawning traps, neg lv necromangic traps, spell point draining traps, and the ever annoying and potentially deadly, party separating trap. Take some tips from the pirnce of perisa games.

  11. #11
    The Hatchery BossOfEarth's Avatar
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    I'd like more "Don't step on the button!" style traps, as seen in Rainbow in the Dark.

  12. #12
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    Quote Originally Posted by EustaceTrevelyan View Post
    They should have a big crushy boulder trap like in Raiders Really, you couldn't go wrong with any of lucas' trap ideas.
    There's one in Undermine. It smashes people lol. ^^

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  14. #14
    Community Member Quarterling's Avatar
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    /signed ad infinitum
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    I'm all for more better and different traps. But what I'd really like to see is random trap type and placement.

    Oh, and do something about all these silly rogue splash toons. It annoys me to no end that someone with only 1 or 2 levels of rogue can find and disarm each and every trap that a pure rogue can. I dunno how to fix that foolishness, but someone should figure it out.

  16. #16
    Community Member Relenthe's Avatar
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    There are random trap locations in monastery of the scorpion. The majority of the population doesn't like it though. I personally find It much better

  17. #17
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    Moar! Moar types, Moar random, Moar interesting...
    Also, resetting or re-spawning.
    Trap reset time based on how much over the trap DC the rogue rolled.

    Quote Originally Posted by Zharfie View Post
    More traps that force people on alternative/longer routes to complete a goal! get rid of the annoying straightforward running
    /signed
    especially if its like... do a crazy jumping puzzle OR disable the trap

    And traps to alternate lewts
    Last edited by Monkeytoe; 03-17-2011 at 10:56 AM.
    "It's ok Anna, no one will have to know!"

  18. #18
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    Quote Originally Posted by EustaceTrevelyan View Post
    They should have a big crushy boulder trap like in Raiders Really, you couldn't go wrong with any of lucas' trap ideas.
    Ooh! I like it!

    So, you're two-thirds up the ramp in Coal Chamber, and this massive boulder starts coming at you. Awesomesauce.

  19. 03-17-2011, 11:13 AM


  20. #19
    Community Member PNellesen's Avatar
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    Quote Originally Posted by Sarisa View Post
    I do agree, more variety in traps. I'm a Cleric without evasion and with pathetic reflex saves (even worse due to Yugo pots) and I still want to see more threatening traps.
    Same here. It might slow (slightly) the "Imagonnagokilleverythingnao" guys who run off way out of healing range, die before you catch up, then ask "why u not hjealz me??"

    Of course, they'd still die in the trap after finding it for the rogue, but at least they wouldn't blame me for it

    /signed
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  21. #20
    Community Member hityawithastick's Avatar
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    /signed.

    Here's an idea--why not have some of the 'symbol' spells used as traps? That is one of the ways they were intended to be used--just paste them on a wall, and they trigger for 30 seconds (once) when someone walks by. (after that they just fade away).
    Quote Originally Posted by Chai View Post
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