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Do you like the idea of traps ingame?

Do you like the idea of traps ingame?

Lets say for the ranger.

Lay dawn traps on the run or for a ambush to trap/slow/set on fire etc on your foes?


Lets bang the noodle xD
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Comments

  • Sounds like a nice idea. Maybe they could inflict a bit of bleeding damage in addition to slowing you down. But not too much so it won't become OP and you'd just have traps everywhere.
  • Sounds like a nice idea. Maybe they could inflict a bit of bleeding damage in addition to slowing you down. But not too much so it won't become OP and you'd just have traps everywhere.
    What about a range - mage. Since mages have a ice prison. This combo would allow for a AOE ice trap wich can freeze multiple foes at once XD 

  • It would be good.
    But I would prefer
    A: Laying traps be channeling (setting it up) over 1s or something
    or
    B: having to craft the traps which can then be instantly deployed
    Could be a nice utility like that :P 
  • Fleelix said:
    Sounds like a nice idea. Maybe they could inflict a bit of bleeding damage in addition to slowing you down. But not too much so it won't become OP and you'd just have traps everywhere.
    What about a range - mage. Since mages have a ice prison. This combo would allow for a AOE ice trap wich can freeze multiple foes at once XD 

    I think it would make more sense to have it for rangers in general and based on the subclass you would have different types of traps. Mage gets ice prisons, rogue gets poison etc
  • Ziltch said:
    It would be good.
    But I would prefer
    A: Laying traps be channeling (setting it up) over 1s or something
    or
    B: having to craft the traps which can then be instantly deployed
    Could be a nice utility like that :P 
    Crafting is a nice idea for general traps that all classes could use, i like that.
  • HeckinBamboozled said:

    I think it would make more sense to have it for rangers in general and based on the subclass you would have different types of traps. Mage gets ice prisons, rogue gets poison etc

    Mhm, blind trap for rogue sub role. something like bag of blinding powder makes poof. Players can still move and shoot (randomy AoE, not targeted spells), but their screen is dark (besides UI) and they don't see a thing.
  • bone traps for necromancers  are a great way to cage people up and use them later
  • I love the idea of traps being a branch in crafting!  I'd love to see some personal traps and bigger guild/group crafted traps that cand be used for sieges etc. 


    Perhaps even setting up a trap for an unsuspecting caravan trader :o
  • I would love to see traps make it into the game. Also, it would be cool if npcs could lay traps as well. Would make venturing out in the world and into dungeons all the more dangerous and exciting. Perhaps even npc bandits could lay a trap for a player caravan.
  • I think it would add a really nice touch if you were able to craft traps, but I also think it would be a really nice idea if some classes had a means to both detect and disarm them. Say a ranger has the ability to lay and detect traps in the wild, for rogue types it could be a more urban or dungeon environment, mages may have the ability to lay runes as traps, but perhaps that is going beyond the OP's original intention of this thread.
    I do like the idea of npc's laying traps around camps in the wilds, and I really do hope dungeons will have their fare share of nasty surprises awaiting we nosy adventurers.
  • Varkun said:
    I think it would add a really nice touch if you were able to craft traps, but I also think it would be a really nice idea if some classes had a means to both detect and disarm them. Say a ranger has the ability to lay and detect traps in the wild, for rogue types it could be a more urban or dungeon environment, mages may have the ability to lay runes as traps, but perhaps that is going beyond the OP's original intention of this thread.
    I do like the idea of npc's laying traps around camps in the wilds, and I really do hope dungeons will have their fare share of nasty surprises awaiting we nosy adventurers.
    thats something I would love to see ^^
  • Traps? Ashes is starting to sound like Black Desert Online. ;)
  • Elder said:
    Traps? Ashes is starting to sound like Black Desert Online. ;)
    Pls no lmao
  • I want to bang the noodle.
  • Not sure about banging any noodles but I like the idea of traps becoming a branch of crafting/woodworking etc. You could have traps for combat but also alternative traps for catching beasts that you'd later tame.
  • Considering what I thought about that thread title before clicking.. it is safe to say my friends have ruined me!

    Having traps in general is cool, I definitely support the idea of crafted traps.
    For combat traps though, hopefully they'd be hard to detect but not impossible. There is a major issue in that  other MMO, if a hunter lays a trap down it is super obvious and you're just like "well.. avoid that spot!".
  • Just to add to this I was thinking that there will be a craft that is used to make enchants for weapons gear etc, so why couldn't said crafter be able to make runes. These could be trap runes that can be placed at the users discretion though before they are ready for use there must be a final spell placed into the rune. Thus a summoner could place a summoning spell into the rune before setting it, so when triggered it summons a monster to attack the person who triggered it. You could place all manner of spell into a rune before placing it as a trap, a fire ball to explode etc, pretty much any spell you could cast, even healing spells if you so chose.
    Just another thought.
  • I'm hoping Disable Traps will be a utility skill for Rogues.
    Making traps should also be a feature, yes.
  • Yes, we need traps!  Traps in dungeons and caves.   Rangers/rogues should also be able to set down traps although with timers.  Disable traps should be a skill also.


  • How about long lasting traps? Something that is craftable perhaps, that a player can set up along the road in preparation of a known caravan about to pass. Effects being slows, low damaging poisons, etc. What do you guys think of that? With limitations like only one trap per certain amount area.
  • Nocht said:
    How about long lasting traps? Something that is craftable perhaps, that a player can set up along the road in preparation of a known caravan about to pass. Effects being slows, low damaging poisons, etc. What do you guys think of that? With limitations like only one trap per certain amount area.
    I'm not sure how much stress on system there would be if players went and just fill the whole world with traps. :)

    You know how this works, people will do something just because "they can".
  • Gothix said:
    Nocht said:
    How about long lasting traps? Something that is craftable perhaps, that a player can set up along the road in preparation of a known caravan about to pass. Effects being slows, low damaging poisons, etc. What do you guys think of that? With limitations like only one trap per certain amount area.
    I'm not sure how much stress on system there would be if players went and just fill the whole world with traps. :)

    You know how this works, people will do something just because "they can".
    Traps wouldnt last longer than a period of time max 2 mins.
  • Fleelix said:
    Gothix said:
    Nocht said:
    How about long lasting traps? Something that is craftable perhaps, that a player can set up along the road in preparation of a known caravan about to pass. Effects being slows, low damaging poisons, etc. What do you guys think of that? With limitations like only one trap per certain amount area.
    I'm not sure how much stress on system there would be if players went and just fill the whole world with traps. :)

    You know how this works, people will do something just because "they can".
    Traps wouldnt last longer than a period of time max 2 mins.
    I'd say an hour. If they want to waste materials making traps for no reason thats theyr option :P 
  • Ziltch said:
    Fleelix said:
    Gothix said:
    Nocht said:
    How about long lasting traps? Something that is craftable perhaps, that a player can set up along the road in preparation of a known caravan about to pass. Effects being slows, low damaging poisons, etc. What do you guys think of that? With limitations like only one trap per certain amount area.
    I'm not sure how much stress on system there would be if players went and just fill the whole world with traps. :)

    You know how this works, people will do something just because "they can".
    Traps wouldnt last longer than a period of time max 2 mins.
    I'd say an hour. If they want to waste materials making traps for no reason thats theyr option :P 
    Thats true. Would be cool if we could make -vietnam war traps to like huge logs swinging in the air with spikes and such xD JK

  • Oh lame.. You meant character set traps? 
    I got excited, expecting environmental world based traps.. Exploring an old cavern n setting off a trip wire and a log trap swinging in and demolishing the player and needing to get res'd.. 
    With like the ranger and rogue finding the traps as mentioned..
  • Flameh0t said:
    Oh lame.. You meant character set traps? 
    I got excited, expecting environmental world based traps.. Exploring an old cavern n setting off a trip wire and a log trap swinging in and demolishing the player and needing to get res'd.. 
    With like the ranger and rogue finding the traps as mentioned..

  • As long as they have an actual use. I think back on the Scout profession in SWG where you had to grind craft and use 100s of traps to completely level Scout. Problem was the traps were shit in combat (pre-nge) and it truly was just something you had to grind out to unlock other stuff. So them finding the sweet spot of making crafting and using traps between a useless chore and game breaking will be the challenge if they were even thinking of going that route.
  • Zastro said:
    Flameh0t said:
    Oh lame.. You meant character set traps? 
    I got excited, expecting environmental world based traps.. Exploring an old cavern n setting off a trip wire and a log trap swinging in and demolishing the player and needing to get res'd.. 
    With like the ranger and rogue finding the traps as mentioned..

    No idea what that says, I clearly speak English.. ????????????
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