Trap megathread animal hunting traps and PC traps

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

Re: Traps

Postby Winterbrass » Thu Mar 18, 2010 1:28 pm

ImpalerWrG wrote:A lethal or potentially lethal trap simply squashes theft as a viable activity, and the designers clearly think theft should exist in the game. Comparing a trap to a trained and elite marksman or warrior is none-sense, the marksman can't be in more then one place at at a time or online at all times nor is he hidden. Even if making a lethal trap required murder and a few bars of steel they would very quickly be all over the place and theft would be near suicidal.


Oh shit, son - actually needing stats and skill to steal?! LAWDY FAHBID.
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Re: Traps

Postby niltrias » Thu Mar 18, 2010 1:30 pm

Winterbrass wrote:
Oh shit, son - actually needing stats and skill to steal?! LAWDY FAHBID.


I think you nailed it.
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Re: Traps

Postby ThirdEmperor » Sat Mar 20, 2010 8:09 pm

I see no problem with insta-kill traps as long as you can detect and disarm them with high enough skill. That way a thief has to spend as much time improving his stats as the guy who he's thieving from, instead of the thief just wandering in and stealing nmassive amounts of hard work for nothing. In addition, thieves should also leave a "alarm scent" whenever the trigger a trap with a quality equal to the trap quality, that way non-lethal traps are more than just annnoying.
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Re: Traps

Postby Grog » Sat Mar 20, 2010 10:43 pm

i didnt read about the fishing-trap before. like the idea of creating a trap out of some branches, put it into the water and get a nice meal when i return later...
maybe even a nice lobster....
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Rabbit Trap

Postby Bumble » Tue Apr 06, 2010 10:41 pm

This is my Idea for a harvestable item that could go under basic mechanics. Its basically one of those traps where a critter runs in and grabs the bait causing a spring or w/e to go off trapping him in the cage. How it'd work is there would be a meter for bait and a 2x2 grid for a rabbit. One carrot would fill the meter and its quality would affect the quality of the rabbit caught. After you put the carrot in and so many in game hours pass a rabbit will get caught and appear in the cage. This would be great, because currently there are ways to get high q hides and meats from all animals except rabbits. I was also thinking there could be a chance that instead of getting a rabbit, you might get a rat or something.
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Re: IT'S A TRAP! Part 2

Postby ThirdEmperor » Wed Apr 14, 2010 12:31 pm

I know this post is old but it seems to be the authoritive post on traps so I'll post here instead of starting a new post a new thread.

It seems to me that the main problem with all these traps is that they're all hidden. You guys seem to forget that traps aren't meant to inflict penalties upon those who steal your stuff, they're meant to make the penalties seem severe enough that they decide it isn't worth it. Traps should be plainly visible so that would be thieves avoid you, rather then rushing through and hoping you didn't set traps, if a trap takes off some thief's arm because he swiped your prize items it didn't do it's job because he's already taken them.

Because of this traps should be visible, but can only be disarmed with a stealth skill higher than the trap Q, this stops reckless thieves from dashing through and makes it so cautious thieves don't just avoid high level players because they might have traps and pick on newbs.

Finally, I believe poison traps would work best, as they force the thief to seek a cure immediatly or die, forcing them to cease their thievery.
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Re: IT'S A TRAP! Part 2

Postby kralmir » Wed Apr 14, 2010 12:34 pm

just we should just add bridges and levers already, so we can get to work on the atom smasher.
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Re: IT'S A TRAP! Part 2

Postby theTrav » Wed Apr 14, 2010 12:50 pm

ThirdEmperor wrote:You guys seem to forget that traps aren't meant to inflict penalties upon those who steal your stuff, they're meant to make the penalties seem severe enough that they decide it isn't worth it.


I thought that was locks / modern security practices...

Personally I don't want a deterrent, I want REVENGE, swift and wrathful ;)
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Re: IT'S A TRAP! Part 2

Postby ThirdEmperor » Wed Apr 14, 2010 8:13 pm

You wouldn't need revenge if they didn't take your stuff at all because they were afraid of your traps, but yes, revenge is the secondary purpose of traps, and it should be harsh, painful revenge in order to discourage would be thieves. :evil:
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Trapping

Postby Chubbajawa » Sun Apr 25, 2010 7:35 pm

With ropes and stuff, place a trap on the ground, a hole, a wooden spear, some kind of violence that would kill an animal.

The animal would always be level 1, meaning crap quality, even if the animal was high level.

There would be one trap for each animal, bear traps requiring bar of common metal at the very least.
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