Trap megathread animal hunting traps and PC traps

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: IT'S A TRAP! Part 2

Postby Potjeh » Thu Dec 24, 2009 7:48 pm

Don't know about outright loss of stats, that may be a bit too harsh. Permanent debuff would be better IMHO, so your descendants inherit from the original stats.

Also, maybe have prosthetic limbs to somewhat alleviate the effects of limb loss. Who doesn't want a peg leg?
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Re: IT'S A TRAP! Part 2

Postby Chakravanti » Thu Dec 24, 2009 7:51 pm

Agreed on both points. You could use a peg leg so you have normal walking speed but the debuff affect would be permanent punishment while not affecting your ancestors and your inheritance.
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Re: IT'S A TRAP! Part 2

Postby Wolfang » Wed Feb 10, 2010 2:06 pm

trip wire traps:
required branches/string/something deadly

wouldnt it be nice to make a road in the middle of nowhere, a randomn passerby sees it, start to walk on it to see where it leads (nowhere)
but he doesnt know there are deadly tripwires all aong the road
he clicks to follow the road, and in a few seconds he trips 5 tripwires and get killed/knocked unconsious/other option
then you go check your traps and loot the poor passerbys =D

tripwire also for rabbits&such

Covered hole trap:
firsty you must dig a holde, then you must place branches and such on it to make it invisible

person walks on it and falls, he is now trapped.==>option to fill hole with water

Bear paw trap:
metals necessary

someone walks on it, it shuts, you are going to be dying slowly unless someone frees you.
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Re: IT'S A TRAP! Part 2

Postby Huscarl_McHohen » Wed Feb 10, 2010 2:26 pm

Do you mean for villages? Because if it isn't then I think people would lay these everywhere ..
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Re: IT'S A TRAP! Part 2

Postby vikingdragons » Mon Feb 15, 2010 11:09 pm

yes, i agree with wolfgangs animal traps. Build snares out of branches and string, bait it with seeds or veggies, and leave it be. seeds attract chickens, and veggies rabbits. whichever triggers it diesand you come and collect it. then the advanced bear trap, which will not only immobilze players and large animals, but cause slow damage. however, players should be able to try and break through, with survival and maybe some stats to make it go faster. and of course, the bungie pit!!! dig a hole, put branches in it, cover it with boughs, and wait for something to fall in. small animals die, and large animals and players are effected the same way as with the bear trap, but with less damage and a faster escape. and as a side note, add crippling sideeffects that can be gotten during combat or by traps. then you can use gauze on crippled body parts. the gauze will still have the same health regeneration, but to heal a crippled limb, you have to put on the wounded limb.
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Re: IT'S A TRAP! Part 2

Postby ImpalerWrG » Tue Feb 16, 2010 12:22 am

Another good animal trap would be the dead-fall for catching deer, it would be made from a log, 3 sticks and a bait item (apple/mulberry). Dead-fall and snare traps and all other 'hunting traps' should fall under survival skill and be visible to all players who can also safely disassemble them unlike 'defensive traps' which are designed to catch other players and need to be detected/disarmed.
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Re: IT'S A TRAP! Part 2

Postby Winterbrass » Tue Feb 16, 2010 7:59 am

All traps that can be used against animals that actually require combat to kill should be able to be used against players.
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Re: IT'S A TRAP! Part 2

Postby JustasJ » Tue Feb 16, 2010 6:03 pm

Trapdoors hidden under cupboards, so they can't see you have a trapdoor inside your house without checking your cupboards. A basket or a cupboard that explodes if somebody opens it, causing damage to the opener, poisoned food that causes damage when eaten which can be put into your inventory or food that sets the eater to sleep to be caught by the owner of it. For even more advanced players - a log cabin which can only be opened from outside, being a very good cage.
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Realistic and Interactive Hunting

Postby vikingdragons » Tue Mar 09, 2010 9:06 pm

-Animals
First, remove the heal effect from Deer. Boars and Bears should be the only animals that fight you. They should be protective of their territory but not attack right away and not follow you forever. Bears should spawn near a cave, and when you get close, they try to scare you off. If you leave, they wont follow you. If you keep going, they attack. Boars should be similar, but be more common. Try to scare you, and attack if you don't leave. Deer and Foxes should have less HP. Both should be scared easily. Even getting to close will scare them off. If you hit them, they should either die, or receive a bleeding debuff, meaning they will run, but eventually die. If you miss though, they run away and you probably won't catch them. Rabbits should be even more wimpy and scare super easy. Animals should fight each other more. Foxes already attack Rabbits, but maybe have Bears attack every animal, and Boars attack smaller animals. Deer are wimps and don't fight. The sling would be useful in fighting boars, and killing rabbits from a distance, but you would need a bow for other animals.
-Traps
Hunting Traps such as Snares (branch and string) and Pits (branches, boughs, and lots of stamina) to help you with Rabbits, Foxes, Deer, Boars, and Bears. A Bear Trap that causes damage and immobilizes, and can cause a bleeding effect, slowing killing the animal caught in it.
-Camouflage
Stealth should effect the range at which animals see you. Add more easy to make stealth clothes for hunters, like Spruce Shirts and Spruce Pants. This way you have an improvised Guille Suit.
-Poisons
Craft Poisons to help you take down your prey easier. Do extra damage, do damage over time, cause stun effects, etc.

Feedback, questions, comments?
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Re: Realistic and Interactive Hunting

Postby Jackard » Tue Mar 09, 2010 10:16 pm

i like it but i dont know if well see it anytime soon. would definitely like to see creatures made different mainly through AI instead of levels

id like to see more status effects too, might be more flexible than tracking stats for each creature:
    Crippled for attacks that slow targets down.
    Fright acting as a timer for how long prey will flee before they deaggro and you can sneak up on them again. creatures hit with Fright should leave scents you can track. rabbits and deer should be too fleet to catch on foot.
    Winded so animals cannot run forever.
    Satiated so predators dont wander around consuming all wildlife.
    etc.

"poisons" are a little too generic, they should have different ones used in different ways that add status effects

rabbit holes!

the behavior you suggested for boars sounds inappropriate, they should ornery brutes not meateaters

dunno about the bears. they could be sullen, maybe attracted to beehives, or seen fishing in shallows of river.
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