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#121 |
Loremaster
Join Date: May 2005
Posts: 2,399
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![]() As interesting as they can be, they truly don't have a place in any thread, and a line is crossed when the "RL Card" is played. As for the Shard of Fear and see-invis mobs, this discussion is now moot. They now have see-invis mobs present plus a larger aggro radius so there are fewer safe spots in the zone. I think now would be a good time to let the see-invis part of the debate simply drop and move on to better things. |
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#122 |
Loremaster
Join Date: Nov 2004
Location: Agent of Chaos Guildhall, North Qeynos, Splitpaw.
Posts: 1,239
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Hopefully, some better things:My ideas for traps:1. All scouts (including scout pets) get a new skill: Detect Traps.This skill is always-on. Any scout will automatically see a trap when it is present (scout pets have to be possessed by their master in order to "see" the trap, but the trap would have to be flagged to become visible to the player in their normal form).2. Traps come in many different shapes and sizes, from trip-wires to pressure plates. They show up as a cold blue graphic in whatever shape applies to the trap type.3. Anyone using infra-vision (maybe sonic-vision too) will also be able to see a trap, in the same blue graphic.4. Scouts (and scout pets being possessed) can "flag" a trap, using their Disable Trap skill. An easy skill check will make the trap visible to all group members. There is a small chance that doing this may trigger the trap. There is a chance that the scout will also get a skill-up upon success. 5. Scouts (and scout pets being possessed) can try to disable the trap, using their Disable Trap skill. This skill check is more difficult and based on the trap type, which will be random and unknown to the player. There is a greater chance the trap will trigger. There is also a chance for a skill-up for the scout upon success. I would suggest that scout pets get disable trap at one half the skill of a proper scout of their level, thereby making it a much riskier proposition to have a summoner disable a trap than have a genuine scout do it.Disabling the trap removes it from that instance (or in the case of a contested area, removes it for a set period of time).6. In the absence of a scout (or scout-type pet) the trap can be avoided if no-one touches it (size, shape and placement will dictate how difficult this is). It could be walked around, jumped over, flown over (by fae), levitated over when SOE eventually implement levitaton
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#123 |
Loremaster
Join Date: May 2005
Posts: 2,399
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You know, I actually like those ideas for traps. Perhaps you could start a new thread to address it?
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#124 |
General
Join Date: Sep 2005
Location: Foster's Home For Imaginary Friends
Posts: 4,793
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![]() I like Wolfie's trap ideas, too. Now, could we maybe put them in a thread of their own, rather than burying them in this utterly moot argument about whether or not mobs in SoF can or should see thru stealth/invis? & maybe, while we're at it, lock this particular thread, as it's not especially relevant any more?
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#125 |
Loremaster
Join Date: Nov 2004
Posts: 3,093
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Flaye@Mistmoore wrote:
It's not really an idea....EQ1 had traps.As a rogue in EQ1 the traps were not challenging...they were annoying. |
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#126 |
General
Join Date: Nov 2004
Location: In front of my computer
Posts: 359
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![]() As for the Shard of Fear zone being easy, none of my toons are high enough to hunt there yet. But being a soloist, I prefer zones where mobs can't detect me when invis or stealthed. So I'd say leave it that way. On another point already introduced into the thread, I agree with giving us three options (solo, group, or epic) and it should apply to every zone at the time of zoning into it. The loot should be scaled to the zone's chosen difficulty too. The one thing that I don't want to see is the levels of the mobs scaled to me. Whatever their numeric levels are now should remain the same but the additional tags such as heroic and the number of arrows should scale to the difficulty level chosen for that zone. For example, in the Commonlands is mob named Gustfeather. In the solo version it should be level 25 without arrows. In the group version it should be level 25^ or so. In the epic version it should be level 25^^^ epic x 4 or so. Note that everyone in the group version of the zone would be looking for a group. That would make grouping much easier, would it not? Maybe in addition SOE should disable the grouping functions while in the solo version of every zone so that everyone remains true to the solo option. I motion to add this feature to all zones!
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Soloist addicted to finding fabled gear. |
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#127 |
Loremaster
Join Date: May 2005
Posts: 2,399
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Magical wrote:
Heavens no. People would stay in the solo zones all day where they wouldn't be allowed to form groups and then only go to the group zones when they managed to pull a group together. Making every single zone in EQ2 like this would make getting a group nearly impossible. Not to mention, this was done in another MMO, and the encounters sucked as far as quality was concerned. I motion this idea die a quick and speedy death. Most of the overland is solo as it is. Here. Here's a listing of some of the soloable instances in the game. For all that is sacred, SOE, please don't even think about making every single zone in the game scalable like this. The way the zones are now is perfect. Overland is soloable; dungeons groupable; instances a mix of solo, group, and raid. |
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#128 |
Loremaster
Join Date: Dec 2004
Location: right behind you
Posts: 1,802
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the trap idea isnt exactly new... most offline rpg's (nwm for example) have such traps.... but, hey why not? no need to reinvent the wheel
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#129 |
Loremaster
Join Date: Dec 2004
Location: Here nor there
Posts: 320
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![]() A poster 3 or 4 pages ago hit on a great idea and one that I agree with. ALL mobs should have an opportunity to see invis/stealth. With Scout mobs having a greater opportunity to do so. This way, you have an opportunity as a Scout to get to where you need to go, but not guaranteed. (Like failure rate on FD) IMO, if you play a game with no risk then you will quickly become bored. I personally would love to see heroic content scale up considerably, because I'm tired of having to fight mobs 5 levels over me to be challenged. I remember going into POA at 64 cause everything else was too easy... (In treasured/Legendary) The original HOF was perfect, too sad what they did to that zone. |
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#130 |
Loremaster
Join Date: May 2006
Posts: 3,292
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![]() Why not a disable trap solution similar to crafting? You get 2 or 4 progress bars.. progress and success chance.. you have skills you have to actively use to get past the trap. Just making it a skill check is boring vs.. "Wait! Hold up everyone, a trap! Let me get out my tool kit and disarm it.. " *click*click*click*click*click*.. ah crap.. everyone move back, pre heal me!! *boom* See.. now THAT sounds like a.. uhm.. blast.. to me |
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#131 |
Loremaster
Join Date: May 2005
Posts: 2,399
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Bozidar wrote:
"Wait! Hold up everyone, a trap! Let me get out my tool kit and disarm it.. " *click*click*click*click*click*.. ah crap.. everyone move back, pre heal me!![Removed for Content]! |
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#132 |
Loremaster
Join Date: Apr 2005
Posts: 326
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MrWolfie wrote:
Hopefully, some better things:My ideas for traps:3. Anyone using infra-vision (maybe sonic-vision too) will also be able to see a trap, in the same blue graphic. Infra-vision is heat based. Most traps would be at ambient "room" temperature and there for the same temperatue as the surrounding rocks, dirt, grass, walls, ect. Sonic-vision is "supposedly" motion based. Unless the trap is moving then there should be zero possibility seeing it. Perhaps ultra-vision?
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Ranger down... R.I.P. Belara of Lucan D'Lere, beloved avatar of D.J. Rackham Born: Arpil 20, 2005 Died: April 03, 2010 Cause of Death: Years of mishandling and bungled half arsed attempts at "balancing" the Ranger class on the whims of various EQ 2 developers who don't have a clue what we're about and couldn't care less what the Ranger community as a whole has to say. So long and thanks for all the fish. |
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#133 |
General
Join Date: Nov 2004
Location: In front of my computer
Posts: 359
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![]() Sapphirius wrote: ... People would stay in the solo zones all day where they wouldn't be allowed to form groups and then only go to the group zones when they managed to pull a group together. Making every single zone in EQ2 like this would make getting a group nearly impossible... What you say doesn't make sense to me, but that's not to say that you're wrong. However, I'd settle for a separate server for soloists. We have servers for PvP and other variants already.
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Soloist addicted to finding fabled gear. |
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#134 |
General
Join Date: Nov 2004
Location: In front of my computer
Posts: 359
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Dirty Jack Rackham wrote:
Infra-vision is heat based. Most traps would be at ambient "room" temperature and there for the same temperatue as the surrounding rocks, dirt, grass, walls, ect. I'm not so sure about all of that. Ultravision has to do with light just above visible light in frequency. Unless the trap is giving off ultraviolet light, ultravision won't work. It may be possible for a magically-triggered trap to give off this energy. A trip wire trap would be visible to sonicvision when a breeze makes the wire vibrate. A proximity trap might use ultrasonic waves and might be detectable with sonicvision. If it uses magic then ultravision might do it. A pressure plate trap would be more difficult to detect but not impossible. Since the plate would be suspended apart from the surrounding ground material, temperature changes would occur at a different rate. For example, if a room suddenly were to get warmer or cooler, the pressure plate would reach the new temperature sooner than the surrounding material. Infravision would detect this. But having said all of this, I'd rather not have traps. Those of us who solo would get mighty ticked off about traps if we aren't the trap-sniffing class. It's bad enough to have our health almost at zero when we manage to run away from a group of mobs. It's quite another to get killed by a trap that we couldn't possibly detect along our route.
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Soloist addicted to finding fabled gear. |
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#135 |
Loremaster
Join Date: May 2005
Posts: 2,399
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Magical wrote:
Somehow, I'm not surprised that it doesn't make sense to you. Having a seperate server just for soloists is as bad an idea as making every single zone scalable to solo, group, and raid. |
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