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#1 |
Apprentice
Join Date: Feb 2011
Posts: 94
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Trap detection
Somebody mentioned that rods of trap detection might be excessively rare right now and I have felt some of that. I just beat the game as a warrior without finding a single one. Surprisingly it was not as annoying as I thought it would be. In a way it helped me dive slightly faster. I used scrolls of trap detection in vaults but otherwise simply accepted that I'd hit lots of traps. Having most of the physical sustains covered most of the time helped.
This raises the question of what we want out of traps. Most characters gain the ability to largely bypass the challenge at the cost of slowing their exploration down a bit. Even if you aren't so fortunate the hazard normally isn't huge. |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Pretty much everyone thinks that traps are dull right now. There've been a number of discussions on what to do with them; the problem really is that they need a serious overhaul to become interesting without requiring the "stop at regular intervals to use detection" mechanic. Serious overhauls tend not to happen -- or at least, not for a long time.
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#3 | |
Swordsman
Join Date: Jun 2010
Posts: 324
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Quote:
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#4 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Yes, that's been mentioned in those threads discussing trap detection. The issue then largely becomes one of "either search constantly or risk being randomly screwed over", neither of which are good options. Traps need to create meaningful tactical decisions.
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#5 |
Apprentice
Join Date: Feb 2011
Posts: 94
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Another part is making the hazards themselves more interesting. If you did do away with detect entirely then trap door and stat drain are perhaps too harsh. Meanwhile simple pit traps and certain statuses have little effect as it is. Past level fiveish I stopped caring when I blundered into pit traps and as a dwarf I was immune to blindness. Direct damage traps are hard to balance. Either they're trivial or too likely to kill the character and damage isn't terribly interesting in itself. The traps that had the most lasting impact for me were teleport, summoning rune (stays terrifying to the end), and trap door. Ideally you'd want effects that complicate things for the character but don't frustratingly screw them over. Adom's alarm traps for example would do something interesting tactically.
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#6 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
Maybe add traps that make moving thru them slow (like some variant spider webs). Also that suggested ranged detection with searching gear/skill would make magical detection unnecessary. |
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#7 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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Quote:
I also like your idea of a trap that temporarily slows you. In fact, most of the status effects would make good traps. |
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#8 |
Apprentice
Join Date: Feb 2011
Posts: 94
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There's already a trap that temporarily slows you. There's also paralysis, confusion, and blindness but not fear, hallucination (please don't add this one), vomiting/starvation, or stunning.
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#9 |
Swordsman
Join Date: May 2007
Posts: 289
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Well, my take on traps is that I would strongly prefer if warriors was able to play fine without carrying a tons of consumables for detection.
Also, I nearly always remove trap doors before I start playing a variant, they are just too annoying. |
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#10 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Slow can be deadly unless you can cure it. What I mean is slow thru that trap, no longer. As soon as you are out of the trap you are no longer affected.
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