NPC Traps

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Ridiculously Circuitous Plans
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NPC Traps

Post by Ridiculously Circuitous Plans » Mon Oct 30, 2017 6:29 pm

Given that this has been brought up more than once in other threads:

How do people feel about the current situation with NPC traps? I personally really liked the overall concept, but have found it more than a little frustrating in practice.

The main issue I have is that the traps never clear if they are not disarmed. Basically, party 1 comes in, kills everything, avoids the traps they put down. Ten minutes later party 2 comes in, does the same. If neither of those groups had a trap disabler with, then party 3 has stacks of traps all over the map, often with 2-3 triggering on the same spot. If /they/ don't have a trap disabler, the problem continues to compound. I've had a few times where I've triggered 3 or 4 traps all at once.

Would it be possible to have the traps they lay disappear over time? Or perhaps limit the script so that the NPCs won't overlap traps?

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Lorkas
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Re: NPC Traps

Post by Lorkas » Mon Oct 30, 2017 6:33 pm

I've even had the NPCs stack them up when I was the first one through an area.

I really, really like that NPCs set traps now, but I think it'd be good if they were cleared when the area reset, or at least if there were a lower limit on how close two NPC-set traps could be to one another to prevent them from stacking up.

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Durvayas
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Re: NPC Traps

Post by Durvayas » Tue Oct 31, 2017 6:57 am

I like them, but I've also stepped on stacks of up to four at once before, which was not fun. I wish they didn't do that.
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Baron Saturday
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Re: NPC Traps

Post by Baron Saturday » Tue Oct 31, 2017 7:13 am

Would it help to have the cleanup script get rid of NPC-placed traps?
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Commissar
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Re: NPC Traps

Post by Commissar » Tue Oct 31, 2017 8:25 am

I'm not a fan, personally. I very much like the idea but, in practice, it seems to me to turn into a 'Gotcha,' unless you're in-stealth and able to detect and disarm the traps.
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Tyrantos
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Re: NPC Traps

Post by Tyrantos » Tue Oct 31, 2017 3:20 pm

I love these. As a rogue player, it gives me something to do in the dungeons more now. And I can compete with those pixies for something! (Not really, Lol.)

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Hunter548
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Re: NPC Traps

Post by Hunter548 » Tue Oct 31, 2017 3:26 pm

Tyrantos wrote:I love these. As a rogue player, it gives me something to do in the dungeons more now. And I can compete with those pixies for something! (Not really, Lol.)
That's honestly more an indictment of the rogue class than any sort of endorsement of this system.
Commissar wrote:I'm not a fan, personally. I very much like the idea but, in practice, it seems to me to turn into a 'Gotcha,' unless you're in-stealth and able to detect and disarm the traps.
Even then you're going to hit traps. I've had multiple parties go across a transition and hit traps immediately on the other side. No real way to avoid this other than never transitioning in a dungeon, which is obviously silly.

The trap laying could be removed entirely and I'd consider it a net boon to the server. All it really adds to my server experience right now is occasionally sap a heal kit, and occasionally kill me/party members with no real way to counteract it.
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Tyrantos
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Re: NPC Traps

Post by Tyrantos » Tue Oct 31, 2017 3:38 pm

Hunter548 wrote:
Tyrantos wrote:I love these. As a rogue player, it gives me something to do in the dungeons more now. And I can compete with those pixies for something! (Not really, Lol.)
That's honestly more an indictment of the rogue class than any sort of endorsement of this system.
I know. But you gotta take what you can get! Stay posetive and all that. But I see why you guys would be annoyed by it, as sometimes your party just walk abit too fast and step onto a trap which winds up killing them.

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