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Traps defaulting to friendly = yuck.

Posted: Tue Nov 21, 2023 5:28 pm
by Snarfy
I was strolling through the forest when...

Image

Sorry, but no thanks. There's no conceivable/immersion friendly( :lol: ) reason why my wizard should be able to detect some mystery persons traps with zero spot.

The only reason this even exists is because of griefers. An infinitely better idea than this would be to revert to the previous version, then, if possible, invent some way for traps to leave an indicator in the server logs as to who set them... then if griefers grief, ban-hammers go splat, and blind-ass wizards/spot-deficient pylons don't get a free pass on seeing every trap set by the 1 percentile of randoms that can actually set traps. Okthxbye. :dance:

Re: Traps defaulting to friendly = yuck.

Posted: Tue Nov 21, 2023 6:01 pm
by paragon_nemesis
Trapkit hunters can leave those behind with no nefarious intentions. Also, no negative effects to a player as far as I know.

Re: Traps defaulting to friendly = yuck.

Posted: Tue Nov 21, 2023 7:34 pm
by Snarfy
It was probably a hunter trap then... but still, why would hunter traps be detectable by anyone with zero spot? It's just silly.

Re: Traps defaulting to friendly = yuck.

Posted: Tue Nov 21, 2023 7:47 pm
by renshouj
Actually traps are perceived with Search, not Spot. And you got a nice 19 in Search

Re: Traps defaulting to friendly = yuck.

Posted: Tue Nov 21, 2023 8:44 pm
by paragon_nemesis
Snarfy wrote: Tue Nov 21, 2023 7:34 pm It was probably a hunter trap then... but still, why would hunter traps be detectable by anyone with zero spot? It's just silly.
As renshouj said it actually goes off of your search skill.

But you also have to imagine if this was not the case, then you may have gotten lucky (Natural 20 for example) or the other person may have been equally as unskilled at setting the traps and hiding them as you were at searching for them. That's part of the fun of it. :D

Imagine the old sneak trick. Just because you're trying to sneak, doesn't mean you're doing it well. In your mind it's good, but you may be spotted.

Re: Traps defaulting to friendly = yuck.

Posted: Tue Nov 21, 2023 10:00 pm
by Snarfy
renshouj wrote: Tue Nov 21, 2023 7:47 pm Actually traps are perceived with Search, not Spot. And you got a nice 19 in Search
:lol: ... the sad part is, as a veteran rogue player, I should have remembered it was search. Ahem. I'm just going to blame the beers.

(19 search still sucks! :D )

Re: Traps defaulting to friendly = yuck.

Posted: Wed Nov 22, 2023 4:36 am
by DaloLorn
Snarfy wrote: Tue Nov 21, 2023 7:34 pm It was probably a hunter trap then... but still, why would hunter traps be detectable by anyone with zero spot? It's just silly.
Because they're set via scripts and not trap kits. That's literally all there is to it. Another side effect is that they can never be used, legitimately or otherwise, against PCs because they're friendly to all PCs.

I've previously proposed changing it to create a special untradeable kit in the hunter's inventory, so that the trap can be set normally... but it was met with pushback from hunter players because they wouldn't be able to set the traps instantly anymore. :|