Ranger Archive
Thread: Trap idea (even promotes interdependency)
Message Edited by Creaturetaimer on 06-16-2005 07:49 AM
Just an observation but why make trap making more complex?
Fix whats broke, improve whats gimped, and add some functionality\diversity.
Interesting idea Galik. I like the idea of being able to pick and choose what a trap does, but I think that crafting complexity might just be... too much crafter for me. ![]()
What about a similar concept, but using experimentation to determine how good a trap is? Similar to how you can experiment different stats on armor or weapons, what about making traps something where you can experiment:
- Amount of damage
- Duration of effect or Strength of effect (if it's something that ticks, like a bleed or something)
- # of traps in the stack (based on resource quality maybe? better resources = more traps?)
Message Edited by AragornSoS on 06-16-2005 09:57 AM
You know Aragorn thats not a bad post of yours.
Currently we can experiment for number of uses on camo kits and thats it.
So keep the KISS appraoch going.
We could experiement for number of traps per stack, or the effectivness of the trap or spilt the difference.
Then you would have choice more traps per stack or more effectiveness but fewer traps.
If every trap made, came in a stack of 2 but very effective or a stack of 15 but had to be reapplied often that would be a nice change.
But, I think I'd rather have a few simpler things happen to trapping:
1) Add more traps
2) Fix broken traps
3) Solve the trapping xp problem
4) Allow experimentation on traps much like Camo kits - uses
I think with this, I'd be happy.
Ok. Fir the 100th time, at least -
NO MAN TRAPS.
We are creature hunters. BHs are man hunters. As they got what they wanted, they can't trap for squat now. As we have no specific P v NPC skills, we should not be able to trap them.
If you want to hunt NPCs, go combat stacker/BH. If you want to hunt big game, stack Ranger and a weapons master.
Any slug can master BH (hey, I did it, twice). Takes a real man to take two gimped professions and solo big game (I do that too).
And please do a search on traps and read the stickies - tons of ideas in there.
JB
Correct, SIR! As soon as we get spread out, (additional functionality on players and NPCs) we also lose our best strengths. Soloing most creatures is outstanding enough, and being able to track players is a great benefit to our functionality regarding the entire combat game. We've got our icing on the cake as far as what we -should- be able to do. Once we get fixed (+Traps+), that's all there is to it.