How to keep traps meaningful after bug fix?

Discussion in 'Suggestions' started by Patashu, Jul 26, 2011.

  1. Patashu

    Patashu Member

    It is a bug that walking onto traps triggers them, but clicking on/past them does not. It's going to be changed so that you never walk onto a known trap. Problem being, you know all traps as long as your trap sight radius is 1 or higher, so when are traps dangerous?
    1) It's in your way (can be solved by: trap affinity build, knight's leap, just tanking the hit since all traps are pure damage
    2) Enemy steps on it triggering AoE (should be more dangerous once AoEs are changed to constantly hurt anyone within radius, right now they only hurt you when you move within them)
    And that's pretty much it. Once this bug is fixed, as the game stands there'll be no reason to take damage from a trap ever.

    How can this be made more interesting, then? Obviously, it needs to be possible for a trap to be undiscovered. I had the idea that trap sight would compete against dungeon floor, and if trap sight < dungeon floor then trap detection chance would be halved for every point of difference. You'd be fine against traps early on (which is OK, the first floor should be a breather) but later on you'll have to be really cautious.
    And to not be unfair, there should be items specifically for trap detection - could be implemented as temporary trap sight radius buffs, temporary trap affinity buffs and so on. If you're worried about stepping into a Blingmine, you can pop one on.
    If anyone has as better idea for a formula or an alternate mechanic, post it as a response

    Also interesting would be:
    1) Traps more focused on status effects than on pure huge damage - they won't take you down, but if they hit you while fighting a monster he'll gladly do it for the trap. Sleep, confuse, stun, knockback, teleportation, trapdoors, hallucinations, summoning monsters, 0 sight radius, making more traps, 0 trap detection radius, locking your ability to do a particular kind of thing (melee, ranged attack, skills, spells, potions, wands, fungi...) the works.
    2) Active traps. A turret that pops up and shoots you for 2 damage per turn as long as you're within its range and haven't disarmed it. An alarm that lures monsters towards you while you're in the room. A trap that grabs onto items within the rooms and pulls them away from you every time you get close. (That would be hilarious!) Traps that look like items and spring when you pick them up without detecting them first.
    3) Monsters becoming trap-immune after stepping on too many of them.
     
  2. Patchumz

    Patchumz Member

    It's not a bug, it's a design choice that happened to be wrong.

    They force you to pay attention, you let your guard down and get lazy and you start doing stupid stuff like running into traps. And they are always blocking paths for me.

    They'll be fine imo. (If click to move loses the trap navigation feature)
     
  3. Patashu

    Patashu Member

    But I can circumvent all traps already by choosing to use the mouse. Traps are already negligible depending on what you use to play.
     
  4. Embolus

    Embolus Member

    Where did they say they are going to make it impossible to walk onto known traps?