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Kiasyn
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Post subject: Traps Posted: Wed Sep 29, 2004 12:15 am |
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Joined: Tue Sep 14, 2004 2:11 am Posts: 814 Location: New Zealand
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Being able to collect trap components and put them together to make new traps would be cool... of course this would be banned in some areas like Tarsonis and Midian and the newbie academy, but making traps would be really cool...
_________________ Kiasyn Kelle
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weems
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Post subject: Posted: Wed Sep 29, 2004 12:33 am |
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Tri-Avatar |
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Joined: Mon Sep 20, 2004 12:52 am Posts: 592
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This could get interesting, but it brings into play balance issues.
Traps are usually either..
A. Just an annoyance.
Or B. Fatal.
I highly doubt the B type traps would be allowed to be constructable by players, and annoying traps? Eh, could be fun, I suppose, but what would you do with them?
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Kiasyn
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Post subject: Posted: Wed Sep 29, 2004 12:37 am |
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Joined: Tue Sep 14, 2004 2:11 am Posts: 814 Location: New Zealand
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Yeah i never thought players would be able to construct fatal traps but it would still be more realistic to be able to create traps
_________________ Kiasyn Kelle
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weems
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Post subject: Posted: Wed Sep 29, 2004 1:02 am |
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Joined: Mon Sep 20, 2004 12:52 am Posts: 592
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kiasyn wrote: Yeah i never thought players would be able to construct fatal traps but it would still be more realistic to be able to create traps
...Plenty of things would be more realistic. But realism isn't the best answer for a MUD.
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Kiasyn
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Post subject: Posted: Wed Sep 29, 2004 1:12 am |
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Joined: Tue Sep 14, 2004 2:11 am Posts: 814 Location: New Zealand
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not necessarily... but it increases funness! whee
_________________ Kiasyn Kelle
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Quintos
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Post subject: Posted: Wed Sep 29, 2004 4:17 am |
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Dual-Avatar |
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Joined: Mon Sep 20, 2004 10:03 pm Posts: 489
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*Recalls the big slab he hung over TSQ with the trip rope and snickers* You have to admit, that would be fun
_________________ Quintos Aelon, Progenitor of the Aelon line
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Ulafsson
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Post subject: Posted: Tue Oct 26, 2004 12:12 am |
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I think traps would bring a whole new meaning of fun to DL. instead of pkilling someone, you could plague them with innocent, annoying traps and you can get back at them without getting any serious if any at all jail time! even if i was the reciever of a lot of traps i think it would be really funny to have them around.
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Shira
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Post subject: Posted: Fri Oct 29, 2004 10:46 pm |
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Joined: Wed Sep 22, 2004 9:19 pm Posts: 89 Location: Ohio - USA
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Yea, sounds annoying alright. No thanks.
_________________ ~ Shira Dar'synd, Mistress of Godforges (HAD, OOA) ~
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Zidane
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Post subject: traps for rogue Posted: Fri Nov 19, 2004 4:40 am |
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Joined: Tue Nov 16, 2004 6:30 pm Posts: 560 Location: florida
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rogue should be more skills from a warrior powerful skills. i think rogue should get more skills in general and "maketrap" skill is in order
i guess the balance should be the chance of a trap. i agree save some items or make a shop so players can buy them and sell them
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Mihey
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Post subject: Posted: Fri Nov 19, 2004 7:10 am |
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Joined: Wed Oct 06, 2004 11:37 am Posts: 42
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If traps affect mobiles only... that would work. Set a trap, whistle then run as they charge into your trap. Wheee.
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Vogar Eol
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Post subject: Posted: Fri Nov 19, 2004 8:30 am |
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Joined: Sat Oct 23, 2004 11:39 pm Posts: 389 Location: Darstan, Alora
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Only use I could see would be traps allowed in epic dungeons only. One could construct a trap, then hide. Like Mihey said, there are ways to get mobs into a trapped room too.
Traps should be vs anyone LEAVING the room. That is just to make things fair, even for mobs
_________________ ~Vogar Eol, Beater of Blades Thane Ezbad, The Circle of Steel
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