Ranger Archive
Thread: T-t-t-trapping! What do you think?
Modular traps - mucho good! Along with making them experimentable would allow us to develop a unique flavor to traps for any given situation.Toss in the lootables like Kliknik glads (mentioned above) for special zing and I think trapping would be pretty fun. I enjoy the making and crafting aspect to the game and the ability to have an integral hand in a portion of my own equipment would be fun.
Make them work against NPC's but not PC's and make NPC traps available to the ranger line. Chunkers and what not at Ranger Trap I up to Pirates and Uber-Baddies at master ranger. Not that I don't have a warm fuzzy for scouts (Coz I do!) but I want to avoid the same fallout we had with post cu harvesting when many folks who didn't give a toss about scout took it up to make money/self sufficently supply resources etc. By folding it into ranger we give folks that ability to dabble should they wish to with low level npc's but at the cost of a significant skill point cost in mastering scout.
So, Modular, Experimentable, NPCable with Ranger traps ftw!
I used to love traps before the CU because they really did seem to help in any fight against an animal. Now, they fail so much of the time it is a real pain. Making current traps do what they should do comes first on my list. If the only reasonable way to do that in the eyes of the Game Gods ( I have had a bad day and almost used the term "Code Monkeys") is to allow experimentation then that is no problem. Just let me have a good trap to toss!
I wouldn't mind some sort of device that is not quite a trap to be used against NPCs because even lowly meatlumps are now tough little buggers for low level characters (I'm always fooling around and starting then killing off new characters) and the higher level NPC's seem unnaturally resistant to attack. Maybe grenades and acid bombs...(Really a bad day folks...)
Against players-nah. I like the ideas where we can conceal and make camps that speed healing and add to buffs or crafting but traps against players? Meh. Unless...it was some cool snare that you tossed and it wrapped them in netting. Or, you toss a trap that opens up a hole in the ground they drop into. Or the trap releases a bunch of insects or snakes or some such that attacks. Now that makes some sense. Hmmmm....![]()
Atheren/Master Ranger/Bria
AmeliaRose/Master Ranger/Naritus
Ok - I have to ask and I feel stupid for not being able to work it out ....
But just what the heck is that green blobby thing in your signature? I've squinted and looked with my glasses and without and even tried to 'look past the picture' like you do with that funky 3D art - but all I can see is a green blob vaguely reminesent of a praying mantis head or a mutant granny smith apple! ![]()
Please tell me what it is!
Beladan wrote:
Ok - I have to ask and I feel stupid for not being able to work it out ....
But just what the heck is that green blobby thing in your signature? I've squinted and looked with my glasses and without and even tried to 'look past the picture' like you do with that funky 3D art - but all I can see is a green blob vaguely reminesent of a praying mantis head or a mutant granny smith apple!
Please tell me what it is!
It is Yoshi from Mario bros. right?
Yoshi, from the Mario games
Beladan wrote:
Ok - I have to ask and I feel stupid for not being able to work it out ....
But just what the heck is that green blobby thing in your signature? I've squinted and looked with my glasses and without and even tried to 'look past the picture' like you do with that funky 3D art - but all I can see is a green blob vaguely reminesent of a praying mantis head or a mutant granny smith apple!
Please tell me what it is!
Calculus_Entropy wrote:
This is just a simple discussion thread about trapping. I want to get an idea of what people think should be the future of trapping.
So, I envision a couple of ways to fix trapping:
- Traps stay as they are and become 'skills' rather than needing a crafted component
- Traps stay as the are, but you can experiment duration, effectiveness, etc.
- Traps stay as they, but you can use them on anything in the game...creature, NPC, PC
- Traps get experimentation and you can use them on anything
- Traps become skills and you can use them on anything
- And, of course, modular trapping
- Please add any other scenarios you envision
So, tell me what you think, or what I am missing.
Let traps get experimentation but don't add new components. They are complex enough with new stuff.
If some traps or at some skill level the traps would work on NPC's or PC's, that would help bring Rangers into PvP.
BioEngine wrote:
We could also lure animals into ground placed traps with foraged items![]()
beautiful idea but with the game lag and frame rate problems... I sense many problems.
As a currently ex-vendor of Ranger goods, I'd very much like traps to stay as craftable items. I agree with others who say there is value and playability in choice - do I use this nice resource for traps, camo kits or sell it for cash.
I'd very much like it to be possible to experiment on them.
I can see the logic of being able to trap anything. I think our best bet might be to hope for NPCs and animals, not PCs too. Can you imagine the whining from all the teenage jedi and BH if we suddenly lobbed a p-dart and sat there creaming them while they couldn't move? I can't be bothered with the politics of that - let's just go for NPC and animal effectiveness.
It would also be nice if the Ranger traps had a sense of greater value compared to the scout traps. At present, most of the traps I use tend to be scout ones.
Message Edited by SyVirus on 09-14-2005 01:37 AM
Calculus_Entropy wrote:
This is just a simple discussion thread about trapping. I want to get an idea of what people think should be the future of trapping.
So, I envision a couple of ways to fix trapping:
- Traps stay as they are and become 'skills' rather than needing a crafted component
- Traps stay as the are, but you can experiment duration, effectiveness, etc.
- Traps stay as they, but you can use them on anything in the game...creature, NPC, PC
- Traps get experimentation and you can use them on anything
- Traps become skills and you can use them on anything
- And, of course, modular trapping
- Please add any other scenarios you envision
So, tell me what you think, or what I am missing.
Option 5, "Traps become skills and you can use them on anything", please.
Thanks.
Edit - Here's my reasoning.
It's clear from the combat revamp that the devs have homogenised everything, such that most things to do with combat relate to a small set of skills, which are tweaked and rebadged for different professions. So we need to fit in with that model if we've got any hope of getting any attention. (Note - For the record I think most things about the combat revamp stink, including the "magic spells", but until we get a pre-revamp server, we're stuck with them - Way to go SOE on listening to your customers - Not!).
Furthermore, while I very much enjoyed the crafting side of ranger, it had it's draw backs. You could either use factories and carry around loads of crates so knew you wouldn't run out of gear while you were hunting, or you could craft on the fly which means you'd always run out of traps in the middle of combat. Both of these alternatives become very tiresome and frustrating, in my experience. I know I was really serious about preparing for long hunts, and I'd go out with over a dozen crates of camo and traps!
Having read Owens proposal (you know, the one Garva innappropriately deleted - Hey Garva I thought you were meant to stop unrest in the community. Nice ****-storm you whipped up there, Mate!)... I like the idea of skills, more importantly, skills that can be used on anything. The fact that our traps only worked on creatures never really made sense to me anyway.
Message Edited by DaveG on 09-14-2005 12:00 PM