Ranger Archive
Thread: Trapping...
I am finally caught up again (I've been watching Taken on DVD. Great series.
).
Let's thrown in another thread:
We all know we need:
- More Traps of varying types
- They need to workmore oftenon higher level creatures.
- Traps that affect humanoids don't seem fitthe developers vision.
- Traps that affect CH Pets are definitely in the vision (and the developers have implied such)
I suspect this will be a small thread then (unlike the camps and conceal monsters).
Now we have two choices here:
- We can go the modular approach such as the way the camping system is being pushed
- Or we can proceed the way the current trapping system is working
Personally, I see the modular traps as being too extravagant for a simple system such as traps... But I up for someone proving me wrong. ![]()
The experimentation:
- Quantity: Increases the number of traps available within a single pack
- Effectiveness: Increases the chance of successfullylanding a hit ona target
- Ease of Use: Allows lower skilled players to use higher skilled traps
- Duration: Increase the duration of the effect on the target
The new traps:
Lure:
- A ground set trap that will lure a nearby creature out of a pack and towards the device
Goop:
- An area effect snare trap that slows down all creature in range
Tranquilizer:
- A single creature trap that puts the creature to sleep. Attacking will walk the creature up immediately
Sleeping Gas:
- An area effect tranquilizer trap that puts all creatures in range to sleep.
Suggestions of course as to where to put these traps in the skill tree would be appreciated.
Trap Launcher
- A device that resembles a grenade launcher, that can be loaded with traps.
- Would increase the range a trap can be thrown up to the maximum 64m
- Would increase the chance of successfully landing a hit on a high level creature
- The certification would be available at Master Ranger
- The device itself would be constructed by the Weaponsmith profession
And any other type of trap that I may have overlooked, please feel free to throw them in (pun intended
).
Comments?
After reading this and your camp modulare post -
OUT-FREAKING-STANDING
Takes only the best of the best ideas from all sources, as it should be.
I stand (well, sit) in awe.
JB
(Now, can someone tell me where "Awe" is? I seem to be lost, as usual
- More Traps of varying types
- They need to workmore oftenon higher level creatures.
- Traps that affect humanoids don't seem fitthe developers vision.
- Traps that affect CH Pets are definitely in the vision (and the developers have implied such)
Bingo on all four of those. I slightly disagree with the lack of at least one trap against NPC, such as a pit that does KD. BUUUT, if we get the new /conceal and /sneakattack I talk about in your /conceal v2.0, then I"m fine not having an NPC trap.
Traps for sure need to be usable on CH pets, with no xp accuired to avoid exploitation.
I like your trap ideas, but Im not sure what the single sleep one would be used for? The AOE sleep I see, so you can put whole group to sleep and then attack just one, while others sleep. But I don't get single use, but maybe I'm not seeing something.
I also think that we don't need modular traps. Just leave them all like they are now. Keeps it simple and usable. I'm not a crafter, and I would rather be out in the wilderness then sitting around in town or my house trying to come up with a better mouse trap.
If we get some of these new cool traps, then I think there will be enough variety players won't feel the need for modular traps.
The only trap I can see adding is an AOE Glow Wire trap. This will give a group of creatures the lowered defences for both melee and ranged. This would come in very handy when a group is hunting social creatures.
As for when we get them? How about your Lure and my above AOE Glow Wire at first level. Then the Lure, and sonic pulse, then Goop and single tranquilizer, and lastley AOE sleeping gas and flash bomb.
Love the idea of the trap launcher.
Great job, NRaas, as always.
Bingo on all four of those. I slightly disagree with the lack of at least one trap against NPC, such as a pit that does KD. BUUUT, if we get the new /conceal and /sneakattack I talk about in your /conceal v2.0, then I"m fine not having an NPC trap.
I agree with Squidwalker on this point.
Anyway, you have my approval on this, Nraas.
To me making traps work on CH pets would be top priority, with a second priority being theaoe snare trap.
I agree that going module is likely not the best approach for traps, keep it simple and how it is now for the most part works ok, no point in messing with it.
Why do we want to put creatures to sleep? Not being sarcastic, I just havent read the thoughts behind that idea.
I think Lure should be a novice ranger trap, put Goop in Adv. TrappingI. Not sure about the sleep ones as I dont get their point yet.
I still think a 'cage' trap that puts a creature to our datapad is a good idea, and I like the idea of a fish trap of some kind that someone else has mentioned before.
Trap Launcher I am not such a big fan of, mostly because I dont see myself using it a lot. Perhaps if I am group hunting and it gave me a big bonus so that I have a chance of landing my trap on a high level creature, but that would be about it because I wont want to swap out my weapon, thus not letting me attack or use defensive specials, just to fire a trap. Personally I think general throwing either needs a range increase or remove the effect of having to stop to throw a trap. If they remove the stop while throwing then it being with a trap launcher would be fine I guess, but I dont think you should have to use a launcher to get 64 meter range if they leave in the stop when you throw thing.
I posted some test results I have done recently on trapping, I have some thoughts in there though mostly its about 'fixing' things that are currently broken, which I assume this thread isnt so much about as it is new ideas.
Cul
JBMat wrote:
After reading this and your camp modulare post -
OUT-FREAKING-STANDING
Takes only the best of the best ideas from all sources, as it should be.
I stand (well, sit) in awe.
JB
(Now, can someone tell me where "Awe" is? I seem to be lost, as usual
JB, you took the words right out of my mouth
A single creature trap that puts the creature to sleep. Attacking will walk the creature up immediately
^Wake? Hehe..
For those who asked, the tranqs are for crowd control. The single is most effective for sudden adds. Eg. you're clearing a lair, engaged in combat with one nasty mob, when suddenly the lair spawns another one on your head, and your maskscent suddenly decides to give out right then and there. Quickly throw the tranq trap at the fresh one, and he goes to sleep until something hits him or the tranq timer runs out, leaving you free to finish off the wounded one you were already fighting. Then you can either run or take on the napping one. The AoE one is best for when you pull a social pack of something all at once. You throw your trap, and everything that isn't getting attacked nods off for a while, hopefully preventing a complete clusterf..k from claiming your (and your group's) life. I hope that didn't sound patronizing or annoying.
Well the no traps vs humanoids is fine but here is my concern: If the devs say we can't hide from NPCs we should have a trap for them. bola perhaps. but if we can retain the ability to hide from NPCs then no trap is needed. I think just allowing us to hide from NPCs is the better decision, makes more sense as the only reason we have traps is because most animals have big HAM bars compared to most NPC's and the extra time/umph is needed to take down animals.
Ya know a bola trap could be used to dismount players from vehicles
What i would like to see is
trap experimentation for scouts/rangers
the ability to create fishing lures/bait from bone and meat
I think we need some traps that affect more then one creature.. like a noise bomb that stuns everything in an area.
I'd like to make sure that we have one trap for every effect state (dizzy, stun, intimidated, etc...) You should be able to experiment on how effective the trap will be in that department.
And I really think some traps should affect NPCs as well.. maybe not hurt them, but stun them.. a noise bomb is a noise bomb.. everyone hears it.