Glorious Alpha Two Testers!

Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.

Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.

Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.

Do you like the idea of traps ingame?

2»

Comments

  • Flameh0t said:
    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.. ????????????
    You don't know this meme?????
    It translates to essentially, "Why not both?"
  • Zastro said:
    Flameh0t said:
    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.. ????????????
    You don't know this meme?????
    It translates to essentially, "Why not both?"
    I do not know it lol
    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 
  • Flameh0t said:
    Zastro said:
    Flameh0t said:
    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.. ????????????
    You don't know this meme?????
    It translates to essentially, "Why not both?"
    I do not know it lol
    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 
    I don't think you are in the wrong thread. The title doesn't specify player traps versus environmental traps so I think both would still be on topic. I actually mentioned traps being in dungeons further up in the thread. I totally agree that there should be traps in the ruins and dangerous wilds. It would make adventuring more interesting and engaging.
  • Zastro said:
    Flameh0t said:
    Zastro said:
    Flameh0t said:
    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.. ????????????
    You don't know this meme?????
    It translates to essentially, "Why not both?"
    I do not know it lol
    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 
    I don't think you are in the wrong thread. The title doesn't specify player traps versus environmental traps so I think both would still be on topic. I actually mentioned traps being in dungeons further up in the thread. I totally agree that there should be traps in the ruins and dangerous wilds. It would make adventuring more interesting and engaging.
    Dungeon traps will be there for sure, there are also illusion things ingame so maybe we can see illusion traps. IDK like a grass field but once you walk over it it dissapears and you fall in a deep pit. xD

    Mages can see illusions.
  • If this did come into being I would prefer each player capable of placing a trap to only be able to place 1, maybe 2, at a time.

    If I wanted to be taken out by traps I would...
  • Azathoth said:
    If this did come into being I would prefer each player capable of placing a trap to only be able to place 1, maybe 2, at a time.

    If I wanted to be taken out by traps I would...
    Otherwise ashes would become a complete minefield xD
  • Flameh0t said:
    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.. ????????????
    It says "why not both?". Not too hard to work out. :)
  • ArchivedUserArchivedUser Guest
    edited October 2017
    So we have a world, where people want to discover dungeon traps or traps in ruins.... As if they were left behind by the ancients before they fled the world...

    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 :)
  • Those are not bunnies they're Kratznugs! ;)
  • As for environmental traps, the more the better!
    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.
  • Megs said:
    So we have a world, where people want to discover dungeon traps or traps in ruins.... As if they were left behind by the ancients before they fled the world...

    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 :)
    Like that.
  • In game traps and puzzles confirmed. Player made ability not confirmed.

  • In game traps and puzzles confirmed. Player made ability not confirmed.

    Hmm.. "utility items" is interesting. I wonder if this will be what I talked about earlier with crafted traps or maybe crafted booby trap disarming tool, crafted items for finding tracks, etc. to take the place of an otherwise needed class specific skill.
  • @Megz, ancient traps and traps in dungeons and so forth could be expected. Players randomly setting traps in the wild is not expected. I also agree with some of the other post that indicate if certain players are given this ability there will be traps everywhere.

    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.
  • Azathoth said:
    @Megz, ancient traps and traps in dungeons and so forth could be expected. Players randomly setting traps in the wild is not expected. I also agree with some of the other post that indicate if certain players are given this ability there will be traps everywhere.

    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.
    My intention with the post was, traps as abilitys that last a min. The idea with crafted traps is also good but lets set a max to 5 or 6 for a hour period. Siege traps or city trap deployedment on a siege event is also a nice idea.
Sign In or Register to comment.