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Old January 24, 2018, 21:20   #1
CyclopsSlayer
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CPB: Trap Generation

Twice now I have noticed hidden traps in what I had thought to be 'Detect Trap' covered areas. I have the Map Marked by Detect Traps on. Entered a room and while crossing using Run I was stopped by a ^ that hadn't been there before.
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Old January 24, 2018, 22:31   #2
Sideways
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Were the traps created by monsters?
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Old January 24, 2018, 22:47   #3
CyclopsSlayer
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Were the traps created by monsters?
No flashes of light, or cackling evilly. One was in a completely empty room. One did appear next to a mob I just killed. Hmm...

Thought just came to me, if a monster is standing on the trap as you use Detect, would the trap icon be hidden, or undiscovered?
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Old January 25, 2018, 01:33   #4
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In the future I'm planning to poach the trap mechanisms from new V. meaning the detect traps spell and the search command will go away entirely.
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Old January 25, 2018, 02:30   #5
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Originally Posted by Gwarl View Post
In the future I'm planning to poach the trap mechanisms from new V. meaning the detect traps spell and the search command will go away entirely.
Why do away with detecting traps and search command? Trying to increase the mysteriosity of CPB?
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Old January 25, 2018, 05:32   #6
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Originally Posted by Gwarl View Post
In the future I'm planning to poach the trap mechanisms from new V. meaning the detect traps spell and the search command will go away entirely.
I don't play V, or haven't in twenty years so the below may be an overreaction, but...

How is blindly blundering into traps remotely fun? If traps still exist, but the ability to find them goes away, just have the RNG randomly remove items, XP, and HP, occasionally teleporting the player up/down/into other dungeons?

Won't this require a massive redesign and rebalance? Classes that can set traps, NPC's that create them. Rods/Staves/Wands/Scrolls removed or repurposed. Search is also used to find secret doors, traps on chests.
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Old January 25, 2018, 11:48   #7
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Don't forget the armageddon traps in PCB/CPB!
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Old January 25, 2018, 14:24   #8
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Quote:
Originally Posted by CyclopsSlayer View Post
I don't play V, or haven't in twenty years so the below may be an overreaction, but...

How is blindly blundering into traps remotely fun? If traps still exist, but the ability to find them goes away, just have the RNG randomly remove items, XP, and HP, occasionally teleporting the player up/down/into other dungeons?

Won't this require a massive redesign and rebalance? Classes that can set traps, NPC's that create them. Rods/Staves/Wands/Scrolls removed or repurposed. Search is also used to find secret doors, traps on chests.
To know exactly what I mean, either play the latest V or look through the changelogs. The searching/trap mechanisms were changed.

Honestly spamming detect traps and the s command are tedious and I'd rather remove traps from the game entirely than keep them. I think V came up with a decent compromise.
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Old January 25, 2018, 15:16   #9
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To know exactly what I mean, either play the latest V or look through the changelogs. The searching/trap mechanisms were changed.

Honestly spamming detect traps and the s command are tedious and I'd rather remove traps from the game entirely than keep them. I think V came up with a decent compromise.
It occurs to me, that CPB/PCB already has a mechanic in place that could be adapted for Traps and Secrets.
The Skills system for Weapons and such, just add skills such as 'Perception', and 'Disarm', maybe 'Set Trap' for rogues. The more traps and secrets you find, the easier it becomes to find others. The more traps you disarm, the better you get at it, etc...
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