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An Idea for Enemies


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Poll: Interested in setting traps for your enemies? (102 member(s) have cast votes)

Interested in setting traps for your enemies?

  1. Voted Good Idea (114 votes [65.52%])

    Percentage of vote: 65.52%

  2. No. Don't like it (43 votes [24.71%])

    Percentage of vote: 24.71%

  3. Undecided (17 votes [9.77%])

    Percentage of vote: 9.77%

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#1 ultramus

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Posted 10 December 2007 - 04:25

I would like to see a new skill added to that allows you to set a trap for someone on your enemy list.

How this works: Somewhere in the game world, there will be hut with a NPC named the trap master that sells various traps for a very large sum (of which I have no idea). To set the trap, you would then have to try to guess where your enemy will pass and place the trap there. When you try to set the trap, you will get the option of selecting which player you want to set the trap for and only that player will trigger it. The trap will remain there for 24 hours or until the player triggers it.

Types of traps:
Rat Infestation: while hunting, rats would spawn for that player and only that player. Making it difficult to hunt properly. Say 5 rats per square. This would last for 24 hours.

The Pit of loneliness: It's basically a deep pit the player falls fall into lol. He will remain in that pit for 24 hours unable to hunt or he can message a friend/guildmate to walk to the location and rescue him. A really evil trapper could potentially set another trap for the rescuer too creating all sorts of fun :twisted:

Inept Learner: It will have the opposite effect that Adept learner has and will last 24 hours.

#2 fs_mags

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Posted 10 December 2007 - 04:38

I rather like the idea... but only if the enemy is notified that they have stepped into the trap.

Since the individual enemies are named for the trap, one needn't worry about a friend listed as enemy setting it. It is also a possible goldsink. Would there be any ramifications to the trapper if the trappee does not trigger within the timeframe?

There should also be a way for the player to dodge the trap and remedy the trap-claps, but it seems like a workable idea.

#3 ultramus

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Posted 10 December 2007 - 04:55

Yes, I think the enemy should get a notification that they have fallen into a trap with the name of the player who set it. The trap setter should also be notified that they were successful so that they can gloat :lol:

I think as far as dodging the trap, it won't be too difficult. There is only only a 24 hour time frame for the trap to work and the player will still have to cross over that square (you won't have the option of setting the trap exactly where they stand). Even if you set the trap say 1 square below the player, he/she may still chose to move in another direction unless they're boxed in and only have that one square to move to :twisted:

#4 fs_mags

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Posted 10 December 2007 - 05:02

Perhaps an equalizer would be like Minefield whereas the enemy was notified that they had stepped into a trap when they were within six squares of the trap.. if they chose the wrong place, Trapped! but if they don't chose the wrong place, they are able to plant a trap for the trapper free of charge.

You have a great idea! So many places to go with it! Kudos!!!!!

#5 fs_mrwright

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Posted 10 December 2007 - 05:50

Yes! Yes! Yes! Let us do mean, annoying things to our enemies... :twisted:

#6 fs_dapredator

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Posted 10 December 2007 - 05:53

well, you can't make traps last 24 hours, if that happens, if may stop people playing, maybe 15-20 mins or so, just so it bugs em bad

Edit: i meant trap effects, not the traps themselves

#7 fs_phool

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Posted 10 December 2007 - 06:11

traps that hijack the player and dump them in another realm and they have to walk back to their training grounds could be suitably annoying too hehe

#8 Hoofmaster

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Posted 10 December 2007 - 06:31

Quite an interesting idea! :D

#9 fs_spenser

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Posted 10 December 2007 - 06:57

Quite an interesting idea! :D


Now Hoof.. this really has to go in the game

Lol, it sounds fun :)

#10 fs_arinium

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Posted 10 December 2007 - 22:44

Hmm.. a player wants to bust through loads of levels, and spends real money to buy some stamina, only to find they cant play the game they paid for because they fell into a trap?

Sounds like bad business to me.. the traps would have to hinder the player, but not in such a way they would lose out on their purchase.

Nice idea though, if it could be set up as to avoid the above, I would be all for it. :wink:

#11 fs_deemer

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Posted 10 December 2007 - 23:10

THIS.IS.A.GREAT.IDEA!!

Teh Best I've Heard Today! :D

Even teh Hoof is interested! :D

btw hey bladeboss come here and slap me, i abused CAP LOCKS :P

#12 fs_faebie

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Posted 10 December 2007 - 23:19

I would like to see a new skill added to that allows you to set a trap for someone on your enemy list.

How this works: Somewhere in the game world, there will be hut with a NPC named the trap master that sells various traps for a very large sum (of which I have no idea). To set the trap, you would then have to try to guess where your enemy will pass and place the trap there. When you try to set the trap, you will get the option of selecting which player you want to set the trap for and only that player will trigger it. The trap will remain there for 24 hours or until the player triggers it.

Types of traps:
Rat Infestation: while hunting, rats would spawn for that player and only that player. Making it difficult to hunt properly. Say 5 rats per square. This would last for 24 hours.

The Pit of loneliness: It's basically a deep pit the player falls fall into lol. He will remain in that pit for 24 hours unable to hunt or he can message a friend/guildmate to walk to the location and rescue him. A really evil trapper could potentially set another trap for the rescuer too creating all sorts of fun :twisted:

Inept Learner: It will have the opposite effect that Adept learner has and will last 24 hours.


delicious!

:wink:

#13 ultramus

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Posted 10 December 2007 - 23:45

Nice idea though, if it could be set up as to avoid the above, I would be all for it. :wink:


Perhaps some items could have an enhancement that gives the target some chance of the trap failing when they cross over it?

As for the duration of the trap effect, I just threw out 24 hours as a starting point. It could be more or less, even the trap types themselves are just to give an example of what can be done. I don't want to deter people from playing though, create a minor annoyance for some ..yes :wink:. So a balanced approach is needed.

#14 ultramus

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Posted 10 December 2007 - 23:56

Sounds fun. But the only thing you'd have to do is lay the trap on the area exits, no..? And shops, quests, and quest locations, of course :D


Yes, those would probably be the best places to place it or in a tunnel. Trying to determine where they may go is what would be the fun part. It could be easy if you just happen to stumble upon the player while hunting but what if the target is many levels below you. Perhaps a guild thief you want to teach a lesson to. It could take some effort figuring out what realm they're in.

Also, I think only 1 trap should be allowed to be set per enemy at a time. I don't think it would be fair if someone decided to lay traps on each level exit :lol:

#15 fs_phool

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Posted 10 December 2007 - 23:59

Sounds fun. But the only thing you'd have to do is lay the trap on the area exits, no..? And shops, quests, and quest locations, of course :D


So in order for the traps to be fair you'd have to make it so that they couldn't be laid on stairs or exits, shops or quest locations wouldn't you?

#16 fs_bleached

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Posted 11 December 2007 - 00:02

I LOVE your idea. Well DaPred's 15-20 minutes was a bit too short, how about 1-4 hours instead? That way they don't waste too much stamina, yet they will be inconvenienced, if not upset anyways :) There should also be a limit on the number of traps allowed. Spamming 2000 traps on every single square for the place of the level of the hated enemy would prevent them from farming at all lol. Imagine all the evil things that people could do with that... :twisted: Not like I'd ever do something as mean as that *Innocent*

EDIT: I'm a retard for saying too long and then contradicting myself. Fixed.

#17 fs_faebie

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Posted 11 December 2007 - 00:35

Well DaPred's 15-20 minutes was a bit too long, how about 1-4 hours instead?


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#18 fs_bladeboss

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Posted 11 December 2007 - 00:47

THIS.IS.A.GREAT.IDEA!!

Teh Best I've Heard Today! :D

Even teh Hoof is interested! :D

btw hey bladeboss come here and slap me, i abused CAP LOCKS :P


Great idea! Sounds interesting :P

@Deemer: Hmf...Slaps the hell out of you and rips off the Shift and CAP LOCK keys on your keyboard. :wink: :twisted:

#19 fs_striderlgn

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Posted 11 December 2007 - 00:52

i like it

#20 fs_paymon

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Posted 11 December 2007 - 01:12

I like it, should have a poll :wink:


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