Hey that trap wasn't there before!

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Warlock
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Hey that trap wasn't there before!

Post by Warlock »

uh oh, 1.06 seemed to bring with it mostly new scripting for the creators.
Watch out!

This was taken from the NWN2 board about trap scripting thats new:
For example, I am using the GetAreaSize function to determine how many traps should be created based on the size of the area a PC is entering. Then, by using the new 'Trap' functions (CreateTrapAtLocation, etc), I create those traps in random locations (the random locations are also determined using the GetAreaSize function) throughout the area.

Plenty of intial setup, but well worth it in the amount of time spent not having to manually place traps. This is in addition to the excitement/thrill/danger of PCs not already knowing where the traps are located when they enter an area they've been before.
To me this dramtically increases the usefullness of the Rogue abilities and all the more reason to provide XP based on sucessfully deactivating them.
oaknott
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Re: Hey that trap wasn't there before!

Post by oaknott »

Warlock wrote:uh oh, 1.06 seemed to bring with it mostly new scripting for the creators.
Watch out!

This was taken from the NWN2 board about trap scripting thats new:
For example, I am using the GetAreaSize function to determine how many traps should be created based on the size of the area a PC is entering. Then, by using the new 'Trap' functions (CreateTrapAtLocation, etc), I create those traps in random locations (the random locations are also determined using the GetAreaSize function) throughout the area.

Plenty of intial setup, but well worth it in the amount of time spent not having to manually place traps. This is in addition to the excitement/thrill/danger of PCs not already knowing where the traps are located when they enter an area they've been before.
To me this dramtically increases the usefullness of the Rogue abilities and all the more reason to provide XP based on sucessfully deactivating them.
WOOHOOO! this sounds great to me, xp for traps is in the pipeline apparently, so I am delighted with this development :D
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Akimbo
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Post by Akimbo »

Having to find a rogue nearly -every- quest must get boring surely?
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Post by oaknott »

Akimbo wrote:Having to find a rogue nearly -every- quest must get boring surely?
Not if you play one :twisted:

I agree though, not every quest should have these, but they'd be really good in about 1 in 3 quests.
"History repeats itself because nobody listens" Professor Laurence Peter
"640k ought to be enough for anybody." - Bill Gates, Microsoft Corporation (1981)
"The strictest law sometimes becomes the severest injustice." Benjamin Franklin.
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Post by Warlock »

yeah, no matter what level you are (you DON'T HAVE to join a party) you can jsut tag along and deactivate thier traps..........................

FOR A PRICE :twisted:
Akimbo
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Post by Akimbo »

This is sucking big time, can't go anywhere alone now, just random traps everywhere, then I died in bugbears ( random electrical trap hit's me for 50+ ) and it respawned me at the entrance, next to three bugbears so I died again.....this is -not- fun.
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Post by Warlock »

Already? I didn't think the team here implemented that, well that I know of. I got that from another board, are you sure? Have you been through the Bugbear caves before?
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Post by Depheant »

Just because there isn't an announcement every day, doesn't mean work doesn't go on.
Akimbo
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Post by Akimbo »

Warlock wrote:Already? I didn't think the team here implemented that, well that I know of. I got that from another board, are you sure? Have you been through the Bugbear caves before?
Plenty of times, random traps all the time now, unless I'm prepared to stand still for 5 mins at every 5-10 paces and make sure there are no traps ( which is pointless since I can't see anything over DC20 even if I had 20 in search, since they lowered the search cap, so only rogues can spot traps over DC20. ) then I'm screwed. While I like the thought that rogues have a purpose, being this dependant on them is just plain old boring. Also the respawn point, move it! That's just ridiculous having a respawn point within 3 paces of a bugbear spawn point.
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Post by Guten Raynor »

More to the point is how these bugbears are installing thousands of gold pieces worth of traps in their caves on a regular basis...

Maybe this Ambassador of Kor plot is even worse than we all assumed... :shock:

I like the idea of random traps... I dislike the ideal of 50+ damage random traps.

For comparison ->

A lightning bolt trap in 3.5 (10d6 electricity damage DC 14 Reflex for half) seems a pretty good comparison to the electrical traps in the bugbear place...

Cost to make that is 15,000 GP and 1,200 XP.
Market price is 30,000 GP.

That is enough to buy a major wondrous item such as an Amulet of Natural Armor +4 (32,000GP). There are a half dozen traps of comparable strength in there.

That trap compasses 90% of the wealth a 9th level PC should have. 6 of those is 90% of a lvl 15s total wealth.

The only other big beef I have with traps is that the bugbears can run across them without setting them off...
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Post by Akimbo »

Haha yeah there's me thinking I'd set it off already, leave area, rest, come back, straight into another trap, die again, respawn next to three bugbears again....that's like 2-3 days of gold / xp gone.

Another thing that occured to me, is Bugbears are strong melee types, or shamans, how are they setting these traps at all? I mean they're too good for an elven wizard to find, so how the heck do dull bugbears set them without killing themselves.

Also, does the bugbear door now close and lock itself? :S

Oh and randomly, the server doesn't seem to have been reset for 12+ hours.
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sirius
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Post by sirius »

Wow, that seems a little critical Guten. I'm not going to argue against anything in particular you've said though (because I agree to an extent on most points). I tend to just gloss over those sorts of things when I play however, it's a game after all, I stop enjoying them when I pick them to pieces :P
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Akimbo
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Post by Akimbo »

sirius wrote: it's a game after all, I stop enjoying them when I pick them to pieces :P
And I stop enjoying them when I get nuked for 50+ damage from a single randomly respawning trap, which I have no chance to spot, no chance to disarm etc.
Guten Raynor
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Post by Guten Raynor »

It's 3 am... NWN2 crashes on start-up for me... and I just spent two hours building a gestalt Gray Elf Artificer/Shaper (Psion).

While the gold doesn't really transfer over the point is that how it's set up right now the traps are doing more harm than good and personally I don't think there is any RP reason they should be there.

Besides every party i've been in with a rogue they go to 'clear the traps' and when we get to go in all the treasure chests are empty. damn rogues :lol:

Those trap problems are not something new in NWN... esp. that the badguys can Stomp (the show -> video & audio -> Fastcut) on the trigger and nothing is gonna happen whereas if we are tip-toeing it goes off... I'm pretty sure that is however a game issue not a PW issue.
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sirius
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Post by sirius »

Traps aren't a big issue for me, Protection From Energy and some form of Stoneskin usually mean I'm the one running ahead, and yes, I am just rubbing it in.

As for crashing on start-up, I feel your pain - however, mine isn't so much crashing as the DVD not reading sometimes.
Sirius Calasthere: A travelling mage.
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