View Full Version : scouts and disarm trap
Giland
03-17-2008, 01:27 PM
Lately, I have been having a problem with right clicks "locking" the game up for 5-30 seconds when I do the first right click after entering a zone.The other day a chest dropped, and I tried to right click to disarm it.That got me to thinking while I waited for the game to unlock. Isn't that function getting a bit dated? Why force the scout to disarm it?Of course they want to disarm it, why wouldn't they want to? To try to kill a group member? Shouldn't disarm be automatic when clicking a chest?I compare it to falling a long way, then having a requirement to hit your "safefall" button right before hitting the ground to see if you mitigate.My idea is to remove the right click requirement to disarm. Just make it automatically check the skill to see if they do disarm it.Allow a scout to click the box even if they do not have permission to actually open the box (raid for instance) and disarm it.
jarlaxle8
03-17-2008, 02:27 PM
That would be great. I mean, the default any scout normally does is to disarm it. They could combine it with the openeing of the box, so you just click once, and it disarms and opens it (if applicable).
re1master
03-17-2008, 02:46 PM
/agree I would love this change.
It would be a hellova lot easier than beating everyone in the right in a swift right click click motion. Anyone who has played a scout for any length of time is probably a master clicker.
Nulad
03-17-2008, 06:25 PM
Yup, absolutely agree, it's just a pain trying to right click and disarm before some over eager group member opens it anyway.
Minelarie
03-17-2008, 06:30 PM
I know slightly off topic however, I was playing on a machine that was BARELY at minimum specs & I too experienced the lock up on the first right click after zoning. It got extremely annoying so I went a bought & built a brand new pc & now I can right click to my heart's content. Not sure what hardware component causes this lock up, but it really isnt' a fun way to play the game.
TaleraRis
03-17-2008, 08:27 PM
Glad I'm not the only one having the right-click locking up issue. I don't know what's causing it, either, as it persisted through a brand new hard drive and new EQ2 install and an upgraded video card, plus numerous changes to video drivers.
Kellin
03-17-2008, 09:40 PM
I believe right-click lag is a RAM issue, though I'm not certain of this.
re1master
03-17-2008, 11:01 PM
I have 4gb of ram, and I still get it in some zones. (halls of fate comes to mind)
Captain_Xpendab
03-18-2008, 12:50 AM
<cite>tass wrote:</cite><blockquote>It would be a hellova lot easier than beating everyone in the right in a swift right click click motion. Anyone who has played a scout for any length of time is probably a master clicker.</blockquote>Heh, Whenever I play a non-scout I have a hard time <u>stopping</u> myself from right clicking. <img src="/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" />
Giland
04-03-2008, 02:16 PM
anyone else think this is a good idea?
Armawk
04-03-2008, 06:16 PM
<p>Not me, I think that sometimes even scouts should have to think about something to avoid a risk. (and yes, Ive also died to exploding chests a time or two)</p><p>Of course the lag is a shame, but the two issues arent related really, there are many times and places where you need to right click something. Removing the need to do so isnt the right way to approach a lag problem.</p>
Eviljoe2
04-03-2008, 06:48 PM
<cite>shaunfletcher wrote:</cite><blockquote><p>Not me, I think that sometimes even scouts should have to think about something to avoid a risk. (and yes, Ive also died to exploding chests a time or two)</p><p>Of course the lag is a shame, but the two issues arent related really, there are many times and places where you need to right click something. Removing the need to do so isnt the right way to approach a lag problem.</p></blockquote>I do not believe the OP was speaking of this fix, just to fix the lag problem, but rather, it got him/her to wondering why we should even have to right click to disarm the trap.And it is simply an inconvenience. Removing does not harm the game in any way. And any class who repetedly performs a needed action IS NOT thinking of it anymore, so the risk remains the same. It would simply prevent un-needed clicking and wear and tear on a mouse. Not to mention the little thing always in the back of the scouts head: man....why does this guy always open the chests....he is an inquisitor....he does not need to build up disarm skill....?? Boggle??....
steelbadger
04-03-2008, 07:10 PM
<cite>Eviljoe2 wrote:</cite><blockquote><cite></cite>I do not believe the OP was speaking of this fix, just to fix the lag problem, but rather, it got him/her to wondering why we should even have to right click to disarm the trap.And it is simply an inconvenience. Removing does not harm the game in any way. And any class who repetedly performs a needed action IS NOT thinking of it anymore, so the risk remains the same. It would simply prevent un-needed clicking and wear and tear on a mouse. Not to mention the little thing always in the back of the scouts head: man....why does this guy always open the chests....he is an inquisitor....he does not need to build up disarm skill....?? Boggle??....</blockquote>Yeah! And while we're at it what about the rest of the game?? Quests: Kill stuff/click something. All the same. Mobs: They bash you, you bash them. All the same. What about skills? Taunt/do damage/heal, they're pretty much the same.The game is nothing BUT repetition. Pull mob, kill mob, move on, repeat. I fail to see what the massive difference is between the rest of the game and disarming a trap. Its all flavour, to aid immersion. You <i>could</i> just elect to sit at your computer screen for an hour, after which you get given stuffz. That gets rid of all the repetition. But somehow I can't see it being very fun.Personally I like disarming traps, not just the fact I don't get blown up, but the act of click, click, click. It reminds me that I'm doing something worth while.
Eviljoe2
04-03-2008, 07:19 PM
<cite>Algazeed@Runnyeye wrote:</cite><blockquote><cite>Eviljoe2 wrote:</cite><blockquote><cite></cite>I do not believe the OP was speaking of this fix, just to fix the lag problem, but rather, it got him/her to wondering why we should even have to right click to disarm the trap.And it is simply an inconvenience. Removing does not harm the game in any way. And any class who repetedly performs a needed action IS NOT thinking of it anymore, so the risk remains the same. It would simply prevent un-needed clicking and wear and tear on a mouse. Not to mention the little thing always in the back of the scouts head: man....why does this guy always open the chests....he is an inquisitor....he does not need to build up disarm skill....?? Boggle??....</blockquote>Yeah! And while we're at it what about the rest of the game?? Quests: Kill stuff/click something. All the same. Mobs: They bash you, you bash them. All the same. What about skills? Taunt/do damage/heal, they're pretty much the same.The game is nothing BUT repetition. Pull mob, kill mob, move on, repeat. I fail to see what the massive difference is between the rest of the game and disarming a trap. Its all flavour, to aid immersion. You <i>could</i> just elect to sit at your computer screen for an hour, after which you get given stuffz. That gets rid of all the repetition. But somehow I can't see it being very fun.Personally I like disarming traps, not just the fact I don't get blown up, but the act of click, click, click. It reminds me that I'm doing something worth while.</blockquote>While your reply is amusing.....it misses the mark.What you fail to address is, there are many ways to pull, many ways to kill something etc....that is where the fun in clicking comes in...it takes a bit of skill, and thought.There is but one way to disarm a trap...right click, hit disarm....Now, you WOULD have a point, if say, you had a choice of 2 or 3 ways to disarm it based on the type of trap it might be....then ya got something and I would be all for right clicking it...Maybe extra clicks that involve no skill keep you entertained, but I am a bit more complex.
<p>Personally to me traps on chests should be done away with entirely. It was cool to have a trap on a chest while EQ2 was in its earlier days. Right now alot of things have changed and those changes makes traps seem dated/old. </p><p>However if the trap idea is still kept I would like to see new traps implemented. Maybe have a trap on a chest that if not disarmed it spawns a mob. If an exquisite chest drops off a soloable ^ named it would spawn a high end ^ named mob that is soloable. However if the chest drops off an epic the chest should spawn a x2-x3 mob that when killed drops no chest, gives no xp/aa, or whatso ever. </p><p>Another trap could be a berserk trap that causes you to stay constantly in Auto-attack mode attacking everything you click on. </p><p>For one more trap idea you could have one that shape changes you into a particular creature depending upon the area you are in. Example: You are in JW and trigger the trap on a chest. The trap will cast shifting disguise which causes you to have -50k faction with all people in the zone for 10min.</p>
Eviljoe2
04-03-2008, 07:41 PM
<cite>Amana wrote:</cite><blockquote><p>Personally to me traps on chests should be done away with entirely. It was cool to have a trap on a chest while EQ2 was in its earlier days. Right now alot of things have changed and those changes makes traps seem dated/old. </p><p>However if the trap idea is still kept I would like to see new traps implemented. Maybe have a trap on a chest that if not disarmed it spawns a mob. If an exquisite chest drops off a soloable ^ named it would spawn a high end ^ named mob that is soloable. However if the chest drops off an epic the chest should spawn a x2-x3 mob that when killed drops no chest, gives no xp/aa, or whatso ever. </p><p>Another trap could be a berserk trap that causes you to stay constantly in Auto-attack mode attacking everything you click on. </p><p>For one more trap idea you could have one that shape changes you into a particular creature depending upon the area you are in. Example: You are in JW and trigger the trap on a chest. The trap will cast shifting disguise which causes you to have -50k faction with all people in the zone for 10min.</p></blockquote>Yes, I think a lot of that sounds fun. And to build on that and include what I was speaking of on the post before...what if there were a way for the brigand to inspect the trap to see what specific disarming method he needs to use for that trap? Give the brigand a few different types of disarms that work for a dozen different types of traps....if he/she uses the wrong one.....boom.... trap goes off.
Eugam
04-04-2008, 03:09 AM
I want the disarm function to remain in the game. Just like it is. No changes needed.
Rahatmattata
04-04-2008, 04:41 AM
<cite>Eviljoe2 wrote:</cite><blockquote><cite>Algazeed@Runnyeye wrote:</cite><blockquote><cite>Eviljoe2 wrote:</cite><blockquote><cite></cite>I do not believe the OP was speaking of this fix, just to fix the lag problem, but rather, it got him/her to wondering why we should even have to right click to disarm the trap.And it is simply an inconvenience. Removing does not harm the game in any way. And any class who repetedly performs a needed action IS NOT thinking of it anymore, so the risk remains the same. It would simply prevent un-needed clicking and wear and tear on a mouse. Not to mention the little thing always in the back of the scouts head: man....why does this guy always open the chests....he is an inquisitor....he does not need to build up disarm skill....?? Boggle??....</blockquote>Yeah! And while we're at it what about the rest of the game?? Quests: Kill stuff/click something. All the same. Mobs: They bash you, you bash them. All the same. What about skills? Taunt/do damage/heal, they're pretty much the same.The game is nothing BUT repetition. Pull mob, kill mob, move on, repeat. I fail to see what the massive difference is between the rest of the game and disarming a trap. Its all flavour, to aid immersion. You <i>could</i> just elect to sit at your computer screen for an hour, after which you get given stuffz. That gets rid of all the repetition. But somehow I can't see it being very fun.Personally I like disarming traps, not just the fact I don't get blown up, but the act of click, click, click. It reminds me that I'm doing something worth while.</blockquote>While your reply is amusing.....it misses the mark.What you fail to address is, there are many ways to pull, many ways to kill something etc....that is where the fun in clicking comes in...it takes a bit of skill, and thought.There is but one way to disarm a trap...right click, hit disarm....Now, you WOULD have a point, if say, you had a choice of 2 or 3 ways to disarm it based on the type of trap it might be....then ya got something and I would be all for right clicking it...Maybe extra clicks that involve no skill keep you entertained, but I am a bit more complex.</blockquote>While your reply is not at all amusing..... it misses the mark.What you fail to understand is, this poster likes disarming traps, as do I and many others... and there is no reason to explain why we like to disarm them.Leave disarm alone.
FireDragon
04-04-2008, 05:06 AM
I admit, I think that disarm should be auto for scouts too. The right click issue is just frustrating when you're in an active group.That being said, i want to see more danger to traps once again.I remember when the biggest killer in Norrath was the deadly trap.. i haven't seen one in forever.More poison trapsmore long duration disease trapsRandom debuff traps.Physical wound traps.Before people say 'you dont want to kill / incapacitate non healers! What are warriors supposed to do if they get an hours 10% debuff disease?'There are antidotes and the like readily available that are crafted. Nobody seems to carry them around though, i see them going for copper on the broker. Throw the crafters of these thing a bone and make them useful in this way.And if its an immersion issue: I think an experienced adventurer should probably be carrying around some anti-venom / salves anyway.
Illine
04-04-2008, 05:18 AM
<p>don't make the game "easier" than it is already.</p><p>When you unlock a door, you just not click on it, you turn the key <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>same for scouts, when they unlock a chest they don't just open it ... they richt click to disarm it.</p><p>I know it's hard to right, but I'm sure you'll all be able to figure out how to do it <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Jukol
04-04-2008, 05:26 AM
The right-click issue is annoying, but I try to remember to right-click on a groupie or something before we start moving, as it seems to prevent a lock up later on. So for me, whether disarm becomes automatic or stays as it is, is kind of a non-issue. I don't see a need for the right-click, but I don't want to take it away from people that do like it.However, I <b>LOVE </b>Amana's idea about mobs spawning if the trap isn't disarmed... better yet, make it so the mob targets the person who opened the chest (and to be really mean, make it immune to taunts); "hey, if you don't wait for the scout to open the chest, this is what you get!" Yeah, I hate when people open chests before I can disarm them...
Thunderthyze
04-04-2008, 09:39 AM
<p>OK...I'm not a scout. Well...I've got a couple of scouts on the books but I don't consider myself a scout because I don't hop around EFP all day going "nyeeh!". It's not in the genes...know what I mean?</p><p>Anyway. Not keen on any changes which further simplifies the game....go play Hello Kitty Online <img src="http://forums.station.sony.com/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>A problem I would foresee....</p><p>New account....rolls a scout....auto disarm...disarms chests. No problem</p><p>Rolls an alt....non-scout.....still clicks the chests cos that's what he does....immediately becomes VERY unpopular.</p>
Eviljoe2
04-04-2008, 11:52 AM
<cite>Rahatmattata wrote:</cite><blockquote><cite>Eviljoe2 wrote:</cite><blockquote><cite>Algazeed@Runnyeye wrote:</cite><blockquote><cite>Eviljoe2 wrote:</cite><blockquote><cite></cite>I do not believe the OP was speaking of this fix, just to fix the lag problem, but rather, it got him/her to wondering why we should even have to right click to disarm the trap.And it is simply an inconvenience. Removing does not harm the game in any way. And any class who repetedly performs a needed action IS NOT thinking of it anymore, so the risk remains the same. It would simply prevent un-needed clicking and wear and tear on a mouse. Not to mention the little thing always in the back of the scouts head: man....why does this guy always open the chests....he is an inquisitor....he does not need to build up disarm skill....?? Boggle??....</blockquote>Yeah! And while we're at it what about the rest of the game?? Quests: Kill stuff/click something. All the same. Mobs: They bash you, you bash them. All the same. What about skills? Taunt/do damage/heal, they're pretty much the same.The game is nothing BUT repetition. Pull mob, kill mob, move on, repeat. I fail to see what the massive difference is between the rest of the game and disarming a trap. Its all flavour, to aid immersion. You <i>could</i> just elect to sit at your computer screen for an hour, after which you get given stuffz. That gets rid of all the repetition. But somehow I can't see it being very fun.Personally I like disarming traps, not just the fact I don't get blown up, but the act of click, click, click. It reminds me that I'm doing something worth while.</blockquote>While your reply is amusing.....it misses the mark.What you fail to address is, there are many ways to pull, many ways to kill something etc....that is where the fun in clicking comes in...it takes a bit of skill, and thought.There is but one way to disarm a trap...right click, hit disarm....Now, you WOULD have a point, if say, you had a choice of 2 or 3 ways to disarm it based on the type of trap it might be....then ya got something and I would be all for right clicking it...Maybe extra clicks that involve no skill keep you entertained, but I am a bit more complex.</blockquote>While your reply is not at all amusing..... it misses the mark.What you fail to understand is, this poster likes disarming traps, as do I and many others... and there is no reason to explain why we like to disarm them.Leave disarm alone.</blockquote>Wow, what an original, well thought out reply to mine. Wow, I must admit....you really got me on that one.....<img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" />
Lindar Phamoncry
04-04-2008, 01:59 PM
Personally I hope that they do leave it in, and make it dangerous once again!if there were a change the only one I would prefer is an addition that it be a clickable skill and that there would be a command to /target_nearest_chest, as well as the current right click version.
Jehannum
04-04-2008, 02:41 PM
<p>Here's my thoughts...</p><p>1. Amana has some nifty ideas for alternate trap types. I like the idea of forcing people into combat for X amount of time, or spawning a "you shouldn't ought to have done that" group of mobs.</p><p>2. No way should disarming traps be made automatic; that would cause problems with scouts playing alts, as mentioned above, and would also take any thought out of the process.</p><p>3. We should get a new Ability button. Make it behave substantially like the Transmute button does; we click it, we click the chest, it disarms the trap. The advantage being, of course, that similar coding could THEN be implemented in some areas to permit us to <b>also</b> disarm truly meaningful environmental traps. Like in EQ. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Retain the ability to right-click and disarm for those who prefer it, but give us this mechanism as well, and many scouts will be happy. Actually give us something to do with it <b>other</b> than treasure chests - here we are in the middle of Danger Central, and the primary inanimate threat is loot?! - and many of us will be positively ecstatic.</p><p>4. Bring back deadly traps on Exquisite chests. I liked the ones that used to do 99% of health so that lich necros and anyone wounded died if someone popped the trap carelessly. Forced people to slow down a bit and think.</p>
Shazzie
04-04-2008, 07:14 PM
I think, mostly, it's not the disarming that's the problem. Well, at least for me. For me, it's the right-click-freeze that bugs me. Until I started getting THAT, I never thought about the disarming activation at all. It was so fast, after all. It was just something I did. I'm a Swashbuckler. I disarm traps.Then I started getting the game freeze / lockups on right clicking. So when I read this post, I nodded in agreement somewhat. I don't want to remove the disarming, that's one of my skills. I don't want to turn it into something I have to activate before I can click on the chest, I don't have room on my hotbars for yet another skill. I don't want to devalue it into something that happens automatically.I just wanna get rid of the right click freezes!/grumbles
Mariss
04-04-2008, 10:40 PM
Right clicking should stay imho. Simply because it forces the player to have to "Remember" to disarm the trap. Just because your class has the ability, doesn't mean the player should be able to walk around like a zombie letting the game do everything for them.If there's a bug causing player's to lock-up when right clicking...yes that definitely needs to be addressed.As a ranger, I would absolutely LOVE to see traps more deadly. Make my disarm skill more meaningful. Make it so deadly that the rest of the group would prefer to stand way way back while the scout disarms. Of course, with that, the scout should also get an 'Avoid Trap' skill which reduces dmg or effects should they trigger the trap. Otherwise there'd be less scouts willing to perform that duty.Additionally, if the scout gets a 'Failed to Disarm' message and no trap triggers, that shouldn't mean that there was no trap to begin with as it is now. It should just mean that although you failed to disarm it, you didn't botch the job so bad that it triggered. So opening the chest should still keep ya on your toes. <img src="/eq2/images/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" alt="SMILEY" width="15" height="15" />As things stand now... all a scout has to do is wait for everybody to be at full health before popping a chest. Nobody will die. Only time people die from chests anymore is when Joe Greedyfingers tries to loot the chest in the middle of combat.
Iseabeil
04-05-2008, 03:17 AM
If you make disarming an automatic act when a scout tries to open it instead of being a rightclick option it will mess up raiding. A raid will normally be set on 'leader only' looting and I can count on one hand the amount of raids Ive been in that has a scout as leader, wich would mean that any exquisite chest without a scout as leader will trigger the trap since noone else can open it. The only way I could see it work would be if both options were in place at the same time so a scout can skip the right click or not depending on situation.
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