TRAPS!!!`

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Kromix
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TRAPS!!!`

Post by Kromix »

TRAPS!!!!

is there a way to make it so we can craft higher traps? deadly trap is cool, but it gets unusable in higher levels... it takes skills in at least 2 fiels to be able to craft good traps and set them, 3 if you intend in recovering them... so is there a way traps can get a wee buff? like 9 items devastating drap... or something like it? mix items for both cold and peiercing? increase dc with the set trap skill/int on the trapper?

items are not hard to get but are tedious to collect... but none the less trapping is fun...
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Nemesis Revised
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Post by Nemesis Revised »

i agree with this one. traps are one of a rogue-type's main proponents for strategic combat. Earlier i made some deadly traps with my toon and having some 35+ set trap skill, the dcs were ugly and easily bypassed. is there a way to buff the dc on this? perhaps give it +1 dc for every 2 set trap points. thus a usual trap may have its dc boost by 20 if a char has sme 40 skillpionts in settrap.

another thing is, is there a way that the trap notifies the creator if it went off or not? it'd be a great way to setup defenses for almost every faction making raids detectable to rogue defenders.

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Post by MasterYoda »

Nemesis Revised wrote:another thing is, is there a way that the trap notifies the creator if it went off or not? it'd be a great way to setup defenses for almost every faction making raids detectable to rogue defenders.
Yes this would be an awesome adition even if the DC wasnt higher then at least you can use it like an alarm
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TGPO
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Post by TGPO »

Hmm, I see some potential there. Couldnt be a normal trap though. This does give us an excuse to use another primarily rogue skill, UMD. It would have to be a 2 (or more) component trap with 2 skill checks. First would be the craft trap skill, then a check on the UMD skill to see if you set the "magical" component correctly. Nice idea.

2 things remain to be seen. 1 can it be scritped, 2 with the other projects going right now, Is this something you would want to interrupt other projects that are underway currently (trust me you dont). Lets see if a dev weighs in on this to see if a script might be made to handle this "alerting" idea.
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Kromix
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Post by Kromix »

sweet!!!
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Netrom.dk
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Post by Netrom.dk »

I've done a little research on this earlier, and with the new functions in the next bio patch, I think we can fully customise the crafting menu (We can allready do this, but it will be easier then I think since we don't need to create to many traps but just a few that can be modified unless I've misunderstood the preview).

Anyway I've still got alot on my dev todo list, so it will take a while before I get there, and I will need a good analasys of the trap system and what it should be. However I've just started a new job with more hours then the last one, so it will take a good time before I get the time to do it, although it is something I would like to do, since I've always liked traps myself, but the others devs are busy too :(

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Kromix
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Post by Kromix »

/EDIT: i uploaded to kSt's geocities :) it should work now


I hope this works :) this is an xls (exel file) of a traps idea i had, it should open on a new window... ... feel free to comment on it... positive ideas please...


http://www.geocities.com/clan_kst/pics/Traps.xls
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Kromix
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Post by Kromix »

130ish views and no more comments?

the link DLs a file that opens on microsoft exel and in Open Office spreadsheet
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Post by lordvan52681 »

nobody is replying because, while we may agree with you, most of us would rather the devs work on getting more areas first. Personnally, i am waiting on the planes to open up.

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