Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
It translates to essentially, "Why not both?"
I have no objection to both..
I was just keen on talking about random in game boobytraps while exploring consequence of group exploration, where there's no evil player intention.. Just environment messing up the group..
But I was clearly in the wrong thread lol xD
Mages can see illusions.
If I wanted to be taken out by traps I would...
But only want player made traps to last for an hour? Why is one fun game play and not the other?
What if mayors could decide to invest points in town defences, including being able to 'set' locations for traps around the outskirts, big traps that take time, resources and effort to craft.
It'd add an extra layer of interest to sieging forces, and would encourage espionage to attempt to locate traps of the enemy.
I think you have to see traps as two different beasts, The instant pvp cc skill, more akin to a spell tbh - short lived
and the more realistic crafted traps that stick around for a while, are easier to avoid if you're paying attention, but that will help you catch your lunch without much effort from yourself.
I'd love it if we could see both, having to wander around clearing out traps full of kratzbunnies etc would work for me
I'd also love to see a huge open world labyrinth dungeon with deadly traps, illusions and jumping parcour everywhere, partialy under time pressure.
As for player created traps, a possibility to not trigger a player trap if you activate a 'careful walking skill' for a second would be neat. That way players would need to prepare traps before the battle starts and build up meaningful strategys. Because otherwise your enemy just notices that you put down a trap and avoids it with his skill.
Traps should also take time to set up, like 15 seconds.
In return they should be very powerful if triggered successfully.
Like immobilize the trapped person for 5 minutes or until a ally frees him.
Or spawn a cloud that sets one random skill of each player thats inside the cloud on cooldown every second.
Traps also shouldn't necessarily differentiate between allies and enemys, but be easier to spot if an ally set it up.
I do like the suggestion that cities, and for that matter fortresses, castles, etc. could have traps. If you are a declared citizen or guild mate it would be nice if you were immune to tripping them. On the other hand, if I am exploring for a new place to live I don't want to spend an hour meticulously looking for traps when I am 100 meters from the city walls.
If, somehow, this was implemented so that players could set an infinite number of traps that lasted until tripped, I would hope that players would be able to fall victims to their own traps.