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#1974 - 05/14/08 12:54 PM Re: Traps! [Re: Minstrel]
Kim Offline
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Registered: 10/11/07
Posts: 204
Loc: Europe
"Or, a trap that if the lock is tampered with unsucessfully, then all other doors in the castle automatically close and lock, effectively putting the castle on lockdown."

Well, a castle with tinker locks would then probably be effectively unlootable in one boot. Even one without might be if every door had that trap. Even if just one door did, it would have that effect.

"Labyrinth Locks Trap - Every lock picking tick the lock gets harder and harder unless trap is resisted, then lock acts as normal"

Quite dull and all it would do is act as higher install lock skill, really. What is the point, shouldn't traps at least be a tiny teeny bit exciting, and not just add picking time?

"Garguth's Ushering Manus - Some time after walking through an open door the player is pushed back into the room they came from and the door is shut (chance of relocking)."

With the picking time of 40 vault doors with installed locks as it is (Well over 20 hours with max skill), making traps that basically acts as added vault doors I am not sure would contribute to anything other than adding half an hour - an hour to picking time. Pushing back is an interesting idea, but the chance of relocking should probably be at 5% or so.

"Illusory Hall - If not resisted, walking through this open door sends the player to an exact replica of the existing castle, minus all the contents of rooms (no pets or items). Still has doors with locks and traps."

Well, interesting idea, potentially a wee bit powerful... I'd suggest limiting that trap to one per castle.

"Extradimensional Doorway - Every time the door is opened it leads to a different room, then removes that room from possible exits. Automatically closes each time it is entered."

Automatically closes is fine.. Automatically locks I dunno. Adding to the 20 hour minimum picking time I am not too fond of. And to what kind of rooms? Rooms inside the castle?


It seems a lot of the sugegstions are, at base "...and add a lot of pick lock time!". I had hoped for a wee bit more imagination.

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#1975 - 05/14/08 01:00 PM Re: Traps! [Re: Cerberus]
Kim Offline
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Registered: 10/11/07
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 Originally Posted By: Harold
This forum is for ideas, critiques, and general trap-oriented banter. We're all doing the best we can to come up with innovative and interesting ideas.

Feel free to add your own non-lock-picking challenges!


[chat] Cerberus@DarkeMUDtest has noted your opinion and will completely ignore it without a record on the forums \:\)

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#1976 - 05/14/08 01:08 PM Re: Traps! [Re: Kim]
Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
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 Originally Posted By: Kim
What is the point, shouldn't traps at least be a tiny teeny bit exciting, and not just add picking time?
...
It seems a lot of the sugegstions are, at base "...and add a lot of pick lock time!". I had hoped for a wee bit more imagination.
I believe the point is to make castle raiding more interesting, difficult, and time consuming. If the time consumed is already appropriate by your estimation I would hope you would suggest more ideas along the lines of interest or difficulty, as your intial post did!
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#1978 - 05/14/08 08:45 PM Re: Traps! [Re: Cerberus]
Kim Offline
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Registered: 10/11/07
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Loc: Europe
Dart trap: When picking a lock, a small dart, that may or may not have poison (thief poison) on it fires. The trap holds X darts. Fairly classic trap.

Graviy well: Basically same as the AM spell. Not hugely powerful but then, not everything has to be.

Guardian statue: A statue made of metal X, that stands in the room, and casts various spells when people enter. What spells it casts depends on the metal it was created with. Destroyed by repeated violence. (It doesn't fight back). Mcgrail: Blind. Boernerine: Faerie Fire. Iysaughton: curse/hex. Laen: Anti-magic aura. Catoetine: Slow. And so on.

Elemental instability: Trying to open a door triggers an elemental instability, working like the ones of old. Of course, this might be just as bad for the castle owner if it moves into a roomful of pets.

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#1980 - 05/15/08 06:20 AM Re: Traps! [Re: Kim]
Charon Offline
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Registered: 10/24/07
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Loc: Toronto, ON
Rooms with semi-solid elemental mists. We can call it elemental fog. Has a slow-like effect. Like the movement impairing slow. After entering the room you move slow for 30 seconds or so. This would make kill rooms more potent. Perhaps with some feature that also increases cast times on spells 5x.

Repeating runes. If the person resists the rune it has a 50% chance at trying again a minute later. Repeat until that 50/50 goes off. The chances of having to resist twice would be 50% three times 25%, four 12.5% ... Etc. Perhaps a decaying amount would work too. Say 50 then 40... This would be an extra lt and would take some time to set up. Perhaps even requiring some material component. Like a "rune slate" purchasable from karstenfor 20k
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#1982 - 05/15/08 03:32 PM Re: Traps! [Re: Charon]
Cerberus Administrator Offline
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Puzzle Room - One of a set of player-submitted (and approved)puzzles is randomly chosen for this trap. The trap springs whenever anyone enters the room, requiring the person to answer correctly or suffer some fate.

Offhand puzzles:
- Simple checkers like game in ascii
- Sphinx-like question
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#2024 - 06/02/08 10:13 AM Re: Traps! [Re: Cerberus]
Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
Keyhole Observer - Each picking tick has a chance to gather information to be sent in a mudmail to the lock owner. Higher power observers gain abilities like noting the time of lock pick success, the name of the picker, see invisible, names of all players in the rooms adjacent at the time, names and positions of all players in the castle at the time, etc.
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#2026 - 06/02/08 02:29 PM Re: Traps! [Re: Cerberus]
Mallorean Offline
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Registered: 05/20/08
Posts: 2
Loc: Oregon
Can't forget the good old fashioned spike pit. Bad news for people who don't fly.

For that matter, the locking doors with crushing walls is another cassic.

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