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Death Traps Of The Realm


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#1 BerserkedFrenzy

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Posted 12 August 2022 - 05:51 PM

 "Player was killed by a trap."

 We all know what that means. Sometimes we laugh about it, sometimes we groan in our wincing about it. There are players who would just plain quit, whether it be a le-sigh quit or ragequit. Hopefully it does not involve broken keyboards or monitors.

 All joking aside, this thread is about improving death traps in a way that they remain with the same kind of peril but are survivable. The reason for this is because not only is it annoying that exploring faraway places they send the player back to a pub instantaneously and are so punishing but prinarily because the server simply cannot handle the amount of items that are dropped and build up over time on these squares. When enough items are dropped on the ground anywhere in the realm, the server will no longer be able to properly process any more dropped items. This is problematic especially when staff are not active. This is not a topic whining about death traps, condemning them, nor a topic to request the removal therefor.

 To exemplify, let us look at the room where the infamous Credenza is found. A Seal of Kiaransalee is required to enter the room, but any character that does not possess the appropriate item which is a Sentinel Shield is killed instantly by some wrathful magic.

 So, perhaps, a similar concept could be applied to the icicles of the Icy Caverns. Characters that bear shields will be guaranteed survival, any other characters that do not will be killed. The icicles do not instantly kill characters, they cause massive damage. But, maybe, with shields the character receive a greatly reduced amount of damage allowing for survival. No, Small Shields will not be enough. Let us talk about greater shields like Spiked Shields, Dragon Shields, Shield of Divinity, and such. Classes with Protect can entirely avoid the icicles, classes that can bear shields large enough to protect themselves can greatly reduce the damage, the rest gets impaled to death.

 The same could apply to lethal poison dart or flame traps. Perhaps, metallic armor could be the things which protect characters from lethal poison dart such as Dragon Plate and Crusader's Crest but not Warrior Tunic or Azure Robes. Dragon's Skin could be used to prevent flame traps from incinerating the character, along with Sand Wurm Hide. Of course, the items that are held ought to be "great" and valuable enough that they are equipped rather than being left in the inventory. But I am still pretty sure there will still be players who just tough it out and hope they do not die running through the areas so they do not end up preparing themselves to safeguard themselves against any and all trap every time as there would be a large variety of them and many different items needed to survive the traps.

 The deadly crushing ceiling of the Pyramid of the 3rd Moon could be stopped with a Shield of Faith. A message comes up, "You look up and realize that the ceiling is coming down toward you, and quickly jam your Shield of Faith against the wall into a small gap. Its magical protection shimmers violently as the ceiling meets it. You are relieved that you are not crushed, but you sense that staying is not wise." Then, after leaving the room, "As you step out of the room, you hear a thud after a snap. You realize, your Shield of Faith had just faltered and its magical protection gave just after you had left the room." And, maybe the other death trapped rooms could have different kinds of traps which require certain things to survive them.

 Here are more examples along with the ones already mentioned.

 For both servers:
 - Icy Caverns: Shields greatly reducing the damage of icicles. Real shields, not Small Shields.
 - Pyramid of the Mortal God or 3rd Moon: A means of jamming the falling ceiling or that these traps are changed so different ways of surviving them is possible.
 - Mountains: There are some places where one simply plunges to their death. How about Grapping Hooks? Mithril Hook, new item? Or, hey, wings.

 - Magma Chamber: Maybe Water is sufficient with a message saying, "Your Deity swipes water away from you and splashes it into the magma where you would have plunged; you find yourself standing upon a small island of already deteriorating solidified magma. You do not think it is wise to continue in this direction." Or something else, seeing as on the 1-alt server other classes can explore the area.

 For the multi-alt server:
 - Temple of Sun: Instead of instant death, the wrong rooms could trigger a "Rolling Boulder" which would attack very rapidly, deal major damage and cast vision so to stimulate a rolling rock that flattens characters as it rolls over the party. The party still has a chance of survival by running away or by letting the boulder roll over or past them. The boulder would run only a straight course from the trapped room outward and exit straight out.
 - Pit of Despair: For those who are familiar with it, it is simply death and nothing else. What if a character had, say, Golden Wings? There might be a message saying "You are surprised by the sudden flare of your Golden Wings and hover safely down onto the ground of the pit."
 - Soft Places: Light, feathery or floaty things allowing characters to not sink into the swallowing quicksands.
 - Shadowfall Caverns: Maybe a simple, plain Torch could do but it is not bright enough. So, say, Aetherium Circlet or Celestial Herald bright enough to repel the shadows. The rest, unfortunately, dies.

 The point is that the traps are still perilious but their teeth are not entirely removed either. They are still there, but there are means of surviving them and the means should involve greater, higher items rather than easily obtainable ones like Crowbar to jam a falling ceiling. We examine that Templum Venenum can be used to exit the trap squares of the Harabec Dungeon. That is another prime example. Another prime example is the usage of Water Ring.

 Ideas, thoughts?


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#2 Gaddy

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Posted 14 August 2022 - 05:08 AM

100% agree.

All traps should have a way to survive. If nothing else, we need to be able to clear traps since Nightmist has a cap for total items on the ground across the realm.
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#3 Stig

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Posted 14 August 2022 - 05:40 PM

Unfortunately there's no way to program reduced damage for having a specific item... it either triggers for the full damage, or doesn't trigger at all.  I will admit that having a shield to protect from icicles is a nice idea though (Protect will also protect you too).

 

For the Pyramid of the 3rd Moon traps, they are based on the traps that appear in the old Popcap game "Mummy Maze".  if you stepped on a square with a skull and crossbones, it either opens and you fall through the floor, or a large stone block falls on you.  It's not so much the ceiling coming down on you, but a sandstone block that is at least a cubic metre in size breaking free and falling on you under gravity.  Those things weigh upwards of 5 tonnes and no shield is going to save you from that!

 

With Soft Places, the traps aren't quicksand, but rather a general and arbitrary thing of getting lost in the desert and dying of exposure.  The message in question "Lost in the mist, you struggle to find a way out, but only find yourself more and more confused.  You briefly wonder if it is the heat that is making you so confused, but in the end... does it matter?  Heat, exhaustion, and confusion finally triumph.".  Granted, that might imply that if you're carrying Water, you have a chance (although due to the way the engine is designed, anything with "Water" in the name will protect you, including things that wouldn't make sense, such as "Salt Water" and the "Water Ring").  The same would also apply to the damage traps: "The blazing sun and lack of water have dehydrated you!  You suffered %damage points of damage." - I did insert the Mystic Formations as a way to help guide players to the objectives (if you use your Spyglass and spot for them, they will lead you to the Grotesque and the Shipwreck).

 

The traps in Shadowfall Caverns and the Tomb of Sun and Shadow you cannot really protect from, since it's specifically a Shadowrunner ripping you to shreds, although for the receiver, it's an implication that it's a fast-acting poison or general anaesthetic that knocks you out first.

 

Long story short, there are some traps that can certainly be guarded against, but it will have to be on a case by case basis.



#4 Gaddy

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Posted 14 August 2022 - 09:58 PM

What about methods to clear traps if/when staff are inactive?
Wisdom is the principle thing. Therefore, get wisdom, and in all your getting, get understanding.
-Proverbs 4:7

#5 BerserkedFrenzy

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Posted 15 August 2022 - 06:53 PM

 I have stated twice the purpose of this thread in the original post. The question asked by Gaddy above reflects that point.

 Stig, thank you for taking the time and effort to correct me and explaining about them.

 I actually agree, I do like some skulls-and-crossbones once in a while. The Pyramid of the 3rd Moon was originally a Pacifist-only area and therefore not meant for players running around with parties but a solo character only- a Pacifist. That is different on the 1-alt server, and my line of thought was more this:

 Death traps that are frequently hit by larger parties ought to have some survivable means. Like the death trap of Halls of Ail and Trial of Gauntlets of the Harabec Dungeon. That was brilliant. Survivable but still quite deadly. Its teeth has not been ripped out, its rupture of bodily vessels unforgiving.

 So, while the idea of great shields reducing the damage of icicles cannot be applied to the current game engine, Protect is still good enough and running a Mage up to the Icy Caverns can be difficult at times. Perhaps that is fine as is, although the idea of the shield might be an addition to the list of proposal for feature updates in the slim chance that the Nightmist engine gets another update.

 I do agree and like some skulls-and-crossbones from time to time. The Pyramid of the 3rd Moon was originally intended for Pacifists only, I was thinking about 1-alt in this respect though. So, maybe it ought to be altogether left as is.

 The death traps of Soft Places could be modified such that whenever a party enters any one of those squares in the area the party actually enters a space with only nine squares. This space would have three squares each row and three squares each column, all connected to one another in their immediate cardinal direction and at the outer edges would be connected to the opposite square such taht the space loops back in on itself. The trap message could remain, and the trap itself would cause massive damage or perhaps merely a very high likelihood of death such that it is possile that at least one character survives. Now, I really am not sure how to work it so that upon entry of this space and surviving the trap the player can still clean up the square if the square has an excess of 500+ Superior Mana Crystals or something like that. I am fairly sure the creatures would finish the characters off quickly enough though. So maybe it is massive damage and just plain wandering about which is a death sentence. Maybe not even log to local either, despite the fact that Soft Places is log to local; that is the only way the area can be exited other than the Vortex Gate that was placed much later in the life of the area.

 the adobe of Shadowrunners might be modified such that there is a similar space, the points from Shadowfall Caverns leading to a small and slightly complex space and the other just plain stuck and doomed to die in all eventuality.

 I am not proposing that players should be able to access the death traps and retrieve their items intact. No. Neither do I think that any party at all should be impervous and invincible to any and all death traps. That is just not in the magnitude of "mortals" of Nightmist. I am suggesting that these squares be accessible by some "miraculous" means solely for the purpose of clean-up and the valuables may be forfeit unless maybe a Pacifist manages to survive it and recalls with the valuable and gold. Just not meaning to ask that the traps be defanged. Keep them as perilious and lethal. Staff are sometimes just not around to clear up those squares, so players might as well do their part although I agree players ought to know better and steer clear of those traps.

 But we do hit them anyhow.


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#6 Crane

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Posted 19 August 2022 - 05:50 AM

Maybe I'm being a bit full of myself here, but I never once hit a death trap in the Shadowfall Cavern.  Granted, i did hit the ones that appear earlier once or twice.  The trick with the Shadowfall Cavern that seemed to work a treat is to hug against the wall and move in an anticlockwise direction to get to the underground river.


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#7 Stig

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Posted 19 August 2022 - 12:32 PM

I'll try to clean up obvious death traps every so often.  At the same time I like to leave some items in them because players can spy for said items to identify the trap... someone else's misfortune ensures others won't meet the same fate!



#8 Hansol

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Posted 22 August 2022 - 03:16 PM


The traps in Shadowfall Caverns and the Tomb of Sun and Shadow you cannot really protect from, since it's specifically a Shadowrunner ripping you to shreds, although for the receiver, it's an implication that it's a fast-acting poison or general anaesthetic that knocks you out first.

 

Long story short, there are some traps that can certainly be guarded against, but it will have to be on a case by case basis.

 

not gonna lie

monsters and traps with physical phenomena should be incapable of instagibbing a high level crit since we are basically superheros

 

we are running hundreds (if not thousands) of MPH around the world and attacking 8 times in 1/10th of a second

 

character physics should be pretty comparable to wesker from resident evil after assimilating the virus (fast enough to dodge bullets/jumping 50+ feet and being impossibly strong

 

someone like that honestly wouldn't really care about an ouchie from stubbing their toe on an egyptian needle or getting mildly lost in a hot place

 

60v3A0.gif


Edited by Hansol, 22 August 2022 - 03:39 PM.


#9 Silver_Dragoness

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Posted 22 August 2022 - 07:51 PM

 


The traps in Shadowfall Caverns and the Tomb of Sun and Shadow you cannot really protect from, since it's specifically a Shadowrunner ripping you to shreds, although for the receiver, it's an implication that it's a fast-acting poison or general anaesthetic that knocks you out first.

 

Long story short, there are some traps that can certainly be guarded against, but it will have to be on a case by case basis.

 

not gonna lie

monsters and traps with physical phenomena should be incapable of instagibbing a high level crit since we are basically superheros

 

we are running hundreds (if not thousands) of MPH around the world and attacking 8 times in 1/10th of a second

 

character physics should be pretty comparable to wesker from resident evil after assimilating the virus (fast enough to dodge bullets/jumping 50+ feet and being impossibly strong

 

someone like that honestly wouldn't really care about an ouchie from stubbing their toe on an egyptian needle or getting mildly lost in a hot place

 

60v3A0.gif

 

The last sentence made me giggle. But I agree. Higher levels shouldn't get one shot on traps... especially 35+ levels with insane HP. Ridiculous.

 

However, I'm lvl 36 human and stub my toes on my damn bed frame pegs. Hurts like a mofo and cripples me for a good 5 minutes. 20 if my toes are frozen cold!


Edited by Silver_Dragoness, 22 August 2022 - 07:59 PM.

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