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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 8 posts ] 
Samuel Drake
 
PostPosted: Thu, Dec 11 2014, 14:14 PM 

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Joined: 27 Jan 2014
Location: US/IN

Just a quick question. Are there some traps that can never be disarmed, no matter what on Amia? If so, I assume there is a reason for it?

There's a certain place on Caraigh that has wicked traps (yeah, he found out the hard way, rolled a 1 and died) that my fairly decent rogue dude couldn't disable (success will never be possible).

I thought maybe it's for epic rogues? But the area seems far from epic (in the daytime!) Thanks.


 
      
Yossarin
 
PostPosted: Thu, Dec 11 2014, 15:09 PM 



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Can't speak to those you encountered in particular, but I can say that the entire trap system is in the process of being overhauled and just needs some more testing before it gets fully implemented (it is part of the obstacle system, I believe). Also, and this is just me spitballing a bit here, it is possible you may encounter things that seem like traps but are in actuality natural hazards that one must simply "avoid" (with saves, if nothing else) and cannot be disabled. But that depends upon how designers create them.


 
      
Kudark
 
PostPosted: Thu, Dec 11 2014, 17:54 PM 

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Those traps on Caraigh can't be disarmed or recovered.

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Rigela
 
PostPosted: Thu, Dec 11 2014, 18:52 PM 

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Some 'traps' aren't actually traps but natural hazards/other dangers and possibly represented by traps perhaps too.

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corypx
 
PostPosted: Thu, Dec 11 2014, 21:31 PM 

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Rigela wrote:
Some 'traps' aren't actually traps but natural hazards/other dangers and possibly represented by traps perhaps too.


The traps he's talking about I assume are the ton spike traps inside the cave/crypt I always viewed them as traps and not natural hazards/other dangers.

That being said I don't view all traps as logically being able to be disarmed if they are built into the construction of the location itself as you might have to start taking a part the floor/walls/ceiling, sure you might be able to tell that said floor tile is rigged but just because you can tell it trapped does not mean you can do anything other then avoid it.

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GreatPigeon
 
PostPosted: Thu, Dec 11 2014, 21:38 PM 

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Rigela wrote:
Some 'traps' aren't actually traps but natural hazards/other dangers and possibly represented by traps perhaps too.


Might be swell to have some sort of description attached to these upon triggering them so that you might properly RP them. Instead of
"Damn I dodged that trap because I'm a badass rogue, but I can't pick it up"
"Nimbly steps over the loose gravel and avoids taking a nasty fall"

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Yossarin
 
PostPosted: Thu, Dec 11 2014, 22:00 PM 



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That's actually exactly what we are doing with new area design. And it may or may not happen with some degree of alacrity with existing areas. :wink:


 
      
Samuel Drake
 
PostPosted: Thu, Dec 11 2014, 23:56 PM 

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Thanks for taking the time and explaining.


 
      
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