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 Post subject: Visible traps, and other oddities.
Unread postPosted: Thu May 10, 2018 1:02 pm 
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Joined: Sun Jun 12, 2011 12:14 pm
Posts: 782
Location: Edmonton, AB, Canada
About 30 min before reset, I entered the Lions Way from FAI with my cleric, and I immediately noticed the green square of an average tangle trap that had been set about halfway down the road towards the bridge. Typically(for those who aren't familiar with traps), the only way that you should see a green set trap is either if you set it yourself, or if a party member sets one. I was by myself, so there's no way it could have been set by another player... unless something has changed? Later on, I found another average tangle trap, in green, set in front of the Sharpteeth caves. I should note that I saw these traps with two different characters, both of which have pitiful search skills. Also, it is completely unusual for any tangle trap to be spawned by the server in an area that is not a dungeon. This, quite literally, never happens.

After reset, I asked in the nexus if anyone else had seen the traps, and one player said they did, in the exact locations I described. I checked the zones after leaving nexus and the traps are now gone. Was this maybe a server glitch? It was very late in the reset schedule, about 8h 45min since reset... the only other thing I can think of is a DM plopped them down, but DM Spartacus wasn't sure why the traps were there(I sent him a tell as soon as I found the second trap).

Thoughts?

On a completely unrelated note(I think...?), and on the matter of oddities, does anyone else get the message "Invalid DM tool!" in their combat log when logging into the server? :? I get this message on several of my characters when I log in.


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 Post subject: Re: Visible traps, and other oddities.
Unread postPosted: Thu May 10, 2018 1:46 pm 
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Joined: Sat Sep 14, 2013 8:42 pm
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Saw the same trap when I was on my barb. Thought oh hey thet are reworking traps to not trigger on everyone for a possible future buff. Came to the realization that it was probably the hunter class that laid the trap. Hunter is implemented I think?

Anyway I tried to run a mob over the trap and the trap didn't fire off and stayed on the hillside. Felt broke.

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 Post subject: Re: Visible traps, and other oddities.
Unread postPosted: Thu May 10, 2018 2:12 pm 
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Joined: Sun Jun 12, 2011 12:14 pm
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Location: Edmonton, AB, Canada
I also noticed that they were not firing against mobs. In hindsight, I should have logged on a character to test disabling/recovering it. I don't know jack-diddly-squat about the hunter class, could very well be related to that, as I tested setting the same type of trap to see if another player could see it, and they weren't able to.


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 Post subject: Re: Visible traps, and other oddities.
Unread postPosted: Thu May 10, 2018 11:42 pm 
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Joined: Sat Sep 12, 2009 5:43 am
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Location: IL
regardless of who set a trap, if you are not in the party when they set it a trap will appear red when spotted

that sounds like something broken if it was laid by a player and laid green universally

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