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  1. #1
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    Red face How about random trap location?

    Hi, everyone
    In consideration of boring repeating leveling up process, some players give a good recommendation aiming at improving the playability of the quests.
    How about random traps location mechanism? That would be fun!

  2. #2
    Community Member Nefatron's Avatar
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    Default Lol well....

    The poor poor arti's and wizard with low spot lol

    This would be something suggested for that new Elite people are throwing around.

    But with this I see problem like with how Champs are random.
    We would have chances of them being ANYWHERE including the intro into the quest...
    Suppose we could bring a little FPS into this RPG.

    Can you say spawn camp?

  3. #3
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    Quote Originally Posted by archonster View Post
    Hi, everyone
    In consideration of boring repeating leveling up process, some players give a good recommendation aiming at improving the playability of the quests.
    How about random traps location mechanism? That would be fun!
    I think it'd be cool. But there would have to be a limit, and certain places where they can't spawn.

    That said, I'd be afraid that Turbine would screw it up the first few go arounds. Look at heirlings: every time they touch them, they get worse. (Currently they have trouble staying put when you park them.) I think that I prefer the mantra of "if it ain't broke, don't fix it". Right now old quests work, although the static traps do make it easy to avoid them or know where to search.

    However, I love the idea of random trap spots. (As long as they don't also make the traps more lethal than they should be. Yes, I'm looking at epic three barrel cove... Epic hard traps shouldn't be able to one shot toons with super high no fail reflex saves.)
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  4. #4
    Community Member Keladon's Avatar
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    Quote Originally Posted by Catteras View Post

    That said, I'm sure Turbine would screw it up the first few go arounds. Look at heirlings: every time they touch them, they get worse. (Currently they have trouble staying put when you park them.) I think that I prefer the mantra of "if it ain't broke, don't fix it".
    Edited that for you.

    You could maybe expect random spell wards in quests, which would only be annoying.

    Same for champions, this 100% random obviously isn't working and made quite a few quests frustrating instead of challenging/fun.

    In my opinion they shouldn't add any more random features to the game, they feel like easy fixes that are only accompanied by a legion of bugs & broken things.

  5. #5
    Community Member Qhualor's Avatar
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    Quote Originally Posted by archonster View Post
    Hi, everyone
    In consideration of boring repeating leveling up process, some players give a good recommendation aiming at improving the playability of the quests.
    How about random traps location mechanism? That would be fun!
    This would mean spot might not be a dump skill.

    I would sign it if there was a check box for traps or no traps
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  6. #6
    Community Member Kawai's Avatar
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    Quote Originally Posted by Qhualor View Post
    This would mean spot might not be a dump skill.

    I would sign it if there was a check box for traps or no traps
    not the checkboxes debate again.
    :|

  7. #7
    The Hatchery zwiebelring's Avatar
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    Quote Originally Posted by archonster View Post
    Hi, everyone
    In consideration of boring repeating leveling up process, some players give a good recommendation aiming at improving the playability of the quests.
    How about random traps location mechanism? That would be fun!
    This brought more challenge to old content than Champions did and ever will. It improved it on a scale demand since day 1 of DDO.

    Along that line Spot was not seen as dump skill once you knew your favorite dungeons. Splashing Rog or Art for TR reasons would be even more useful (it is already a free xp boost from lvl. 1 o 20). And once in a while you might consider grouping again instead of soloing everything and getting bored by repetition.
    Last edited by zwiebelring; 12-26-2014 at 10:11 AM.
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  8. #8
    Community Member Lonnbeimnech's Avatar
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    Quote Originally Posted by Nefatron View Post
    The poor poor arti's and wizard with low spot lol

    This would be something suggested for that new Elite people are throwing around.

    But with this I see problem like with how Champs are random.
    We would have chances of them being ANYWHERE including the intro into the quest...
    Suppose we could bring a little FPS into this RPG.

    Can you say spawn camp?
    Could also mean that the boss spawns inside a trap and is killed before the party even finishes buffing. This could break many quests.

  9. #9
    Community Member Nefatron's Avatar
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    Quote Originally Posted by Lonnbeimnech View Post
    Could also mean that the boss spawns inside a trap and is killed before the party even finishes buffing. This could break many quests.
    exactly. There would just be way to much (check yer arse) coding that would have to be done to ever implement something like this..

    It is a very cool idea though. If it could be regulated properly I'd be down for something like this

  10. #10
    Community Member Monkey-Boy's Avatar
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    Quote Originally Posted by archonster View Post
    Hi, everyone
    In consideration of boring repeating leveling up process, some players give a good recommendation aiming at improving the playability of the quests.
    How about random traps location mechanism? That would be fun!
    I'd much rather the developers would spend time actually building an end-game (so our toons could do something useful other than level) that would it would take to randomly add traps.

    There wouldn't be random traps with this game engine, it'd have to work like the current rares encounters with a variable where a trap could be. And this would have to be done manually in every quest.

    I'm sorry but what value would this actually add to the game? Would people who made terrible rogues actually feel useful because they could spot stuff? The 30% XP for getting the traps is more than enough.

    Don't get me wrong, if designed from the ground up this would be nice. But adding is now adds so little for the man-hours required to build it.

  11. #11
    Community Member Robai's Avatar
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    Some time ago I suggested this:

    Quote Originally Posted by TheRobai View Post
    No need to change math for non-random traps.
    The suggestion was for random traps.
    The whole idea is that some random traps should be harder to spot/search/disable, but be less dangerous (compared to the non-random traps in the same dungeon), while other random traps should be easy to spot/search/disable, but be deadly.

    I forgot to include saves into equation.
    sv = +1 save DC

    The new equation:
    sp+sr+ds+dm+sv=0

    For example, 2+2+2-3-3=0 means that
    spot DC +2 (such trap harder to spot)
    search DC +2 (such trap is harder to search)
    disable DC +2 (such trap is harder to disable)
    dm = -3, i.e. multiplier is 1/(1+3) = 1/4 (this trap deals only 25% damage)
    saves -3 (this trap is easy to evade)

    This mechanics would bring some interesting traps like -3+3-3+3+0=0, which means that
    spot DC -3 (such trap is very easy to spot)
    search DC +3 (such trap is very hard to search)
    disable DC -3 (such trap is very easy to disable)
    dm = +3 (this trap is deadly: +300% damage)
    saves 0 (evading this trap is as easy as regular non-random traps in the same dungeon)
    (by "very easy" or "very hard" I mean if you do that quest at lvl)


    EDIT:
    And the strategy would be:
    - if a rogue can't spot, search or disable that trap then most likely this trap is not dangerous and can be ignored.
    - if you solo and a random trap "got you", you can reset quest and try again (the same trap could be a lot less dangerous or there might be no random trap at all).
    Loot Design, S/S/S system, TR Cache Button, The exact trap DCs in EE HH, A guide for DDO-ML, Unknown Heroes: 3rd place, Welcome to Orien: /joinchannel Titan
    Quote Originally Posted by Certon View Post
    This is the most perfect suggestion in the history of suggestions, and it is full of upsides for both players and servers.

  12. #12
    Community Member Robai's Avatar
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    Quote Originally Posted by Nefatron View Post
    The poor poor arti's and wizard with low spot lol
    ...
    Wizards shouldn't be top trappers IMO (they can have insane evasion though, I mean with couple rogue lvls and insightful reflexes feat, so low spot on Wiz is not a problem).
    Artificers have spot as class skill, but they could use +1 skill per lvl IMO.
    Last edited by TheRobai; 01-03-2015 at 07:33 PM. Reason: fixed wrong info
    Loot Design, S/S/S system, TR Cache Button, The exact trap DCs in EE HH, A guide for DDO-ML, Unknown Heroes: 3rd place, Welcome to Orien: /joinchannel Titan
    Quote Originally Posted by Certon View Post
    This is the most perfect suggestion in the history of suggestions, and it is full of upsides for both players and servers.

  13. #13
    Community Member Hazelnut's Avatar
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    Default If you ask me...

    Some quests could do with random traps to keep things interesting but there are lots of quests where traps in specific locations are a part of the story and other quests where traps just don't make sense.

    I could see having more traps that appear in one of a set number of locations (like a few quests have) and most traps could have several locations where the trap box could be, thus requiring searching in several locations.

    But, like clerics, traps are currently more a flavor element to the game than a necessity.

    What would work better, in my opinion, is a few changes to trap detection mechanics.

    First, adjust the warning from spot checks to warn the entire party when any party member spots a trap or secret door. This should be similar to how hirelings alert people of nearby traps or secret doors.

    Second, If spot hasn't gone off, then Search shouldn't find the traps or the trap boxes. Either that, or Search and Spot should be one skill, not two. After all, if you spot a trap, then you know where it is. So, why do you have to search for it?

    Finally, and this does involve changes to the traps, where a trap can be bypassed without being disarmed, the trap does need to be place randomly so that players can't know the safe route without successfully finding it first.
    Zyinniah Hazelnut and Curissa Hazelnut on most servers.

  14. #14
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    How about placing, say, 100 traps in places they SHOULD be in, but code a 1-10% dice roll to each one to actually be enabled?
    The enabling dice roll decides which traps are "active" with each Quest instance. Imagine the randomness, plus no random placement mistakes.

    As long as you're at it, Assign "Lethality" with
    Annoying 70%
    Serious 25%
    Lethal 5%

    Spice it up with a per instance Modifier of 2d6 minus 2d6 to the DC.
    One day, you spot a trap as if it had a "Trap Here!" sign with an arrow on it.
    The next day you don't see the same trap at all....and WACK!

    Just sayin........

    (There's so much that can be done with this game with just a little imagination.)

  15. #15
    Ninja Spy phillymiket's Avatar
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    Honestly?

    If it was a feature of new content I would love it.

    I think trying to broadly apply things over old content is bad news.

    There would be bugs everywhere, flames, floods, plagues.

    K. I. S. S. should be the DDO marching song, what with the lag and bugs.

    That is unless we had a Checkbox for Lag and Bugs then w/e, go for it.
    BONGO FURY - Ghallanda - Thingfish - Wizard, Diuni - Ninja, Gheale - Angel, Dullknife - Tank, Noodlefish - Gimp, Jaquaby - Treacherous and other gimps.

  16. #16
    Community Member ahitcher's Avatar
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    Talk about bringing the feel of the game back to real parties! BRING IT ON!
    I am the runner of......Wrexsis (TR), Modakeyis (TR), Niiamh, (TR), Gabriiel (Completionist), Kiah, and many more. Don't stress mate its only a game.
    I am but a cog in a bigger machine
    gofund.me/jjuf24 Have a look please, or better yet give it a share.

  17. #17
    Hero nibel's Avatar
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    Quote Originally Posted by intruder1 View Post
    How about placing, say, 100 traps in places they SHOULD be in, but code a 1-10% dice roll to each one to actually be enabled?
    They did that on Cabal, Rainbow, and a few other quests. People just memorize where all random traps can spawn and search before each one.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  18. #18
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    RENT me a device to create even simple, basic Dungeons and make an Ammenity on the Airship to launch the instance and watch the new content made!
    Yeah, some (ok, most) of it will be bunk, but SOME of us out there will produce great things.

    Renting by the month makes it reachable by most anyone and is $$$ for turbine without much involvement.

    Just sayin.
    Last edited by intruder1; 01-04-2015 at 09:31 AM.

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