Oh shit, son - actually needing stats and skill to steal?! LAWDY FAHBID.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.
-
Winterbrass
- Posts: 367
- Joined: Thu Jan 07, 2010 6:12 pm
Re: Traps
jorb wrote:Haven aims to be hardcore.
-
niltrias
- Posts: 1559
- Joined: Sat May 30, 2009 10:19 am
Re: Traps
I think you nailed it.Winterbrass wrote:
Oh shit, son - actually needing stats and skill to steal?! LAWDY FAHBID.
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
-
ThirdEmperor
- Posts: 592
- Joined: Tue Feb 16, 2010 9:44 pm
Re: Traps
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.
-
Grog
- Posts: 2747
- Joined: Mon Feb 08, 2010 11:42 pm
- Location: Germany
Re: Traps
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....
maybe even a nice lobster....
Favourite thread: viewtopic.php?f=9&t=3388
-
Bumble
- Posts: 18
- Joined: Thu Feb 04, 2010 9:12 pm
Rabbit Trap
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.
-
ThirdEmperor
- Posts: 592
- Joined: Tue Feb 16, 2010 9:44 pm
Re: IT'S A TRAP! Part 2
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.
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.
-
kralmir
- Posts: 1234
- Joined: Mon Mar 29, 2010 4:33 am
- Location: a moderate sized box.
Re: IT'S A TRAP! Part 2
just we should just add bridges and levers already, so we can get to work on the atom smasher.
[5:09:24 AM] kralmir: shrek is love

[5:09:27 AM] kralmir: shrek is life
"It's a survival game, not a Survivor game." -Potjeh, feb 1st 2012.

[5:09:27 AM] kralmir: shrek is life
"It's a survival game, not a Survivor game." -Potjeh, feb 1st 2012.
-
theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: IT'S A TRAP! Part 2
I thought that was locks / modern security practices...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.
Personally I don't want a deterrent, I want REVENGE, swift and wrathful
-
ThirdEmperor
- Posts: 592
- Joined: Tue Feb 16, 2010 9:44 pm
Re: IT'S A TRAP! Part 2
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. 
-
Chubbajawa
- Posts: 17
- Joined: Sun Mar 28, 2010 8:06 pm
Trapping
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.
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.