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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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#41 fs_evillove

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Posted 12 March 2008 - 19:38

an idea when someone traps u should be able to bounty them


That may....take the fun away...or rather no one would want to set a trap, I am sure I wouldn't if I would get a bounty on me.

#42 fs_massacre51

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Posted 12 March 2008 - 20:27

the rat trap thing could be useful for low lvl players but putting them on relics, quests, stairs, poratls, and important places is a good idea

#43 fs_vampirarmy

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Posted 26 June 2008 - 15:17

ROFL I can imagine someone falling in a pit trap, the enemy becoming so annoyed. ROFL.

Can't bounty hunters add enemies and then make life difficult for them too? Or you got attacked by someone then you make him and enemy instead of bountying him? It might kill the Bounty Board.

BUT THIS IS THE BEST AND COOLEST IDEA I have read. :lol: :lol:

#44 fs_flameboyz

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Posted 26 June 2008 - 18:57

I really like this idea. :D
I wonder though, let's say you put a trap right next to a level exit, but your enemy moves diagonally over it, not stopping on the square the trap is on, is he still trapped?

#45 fs_thamag

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Posted 26 June 2008 - 21:19

Question : you set the trap from the shop or you have to go to the spot ?
In the second case I see a lot of complain from people who has enemies of higher level.

#46 fs_phool

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Posted 01 July 2008 - 22:59

Bump for traps

#47 Prezze

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Posted 02 July 2008 - 00:13

Mmmm I can see this being easily abused.

Player A and Player B are in the race for the number one spot.

Player A gets his entire guild to add Player B as an enemy.

Every other day one player of Player A's guild sets a trap for player b resulting in player b not being able to level up properly

#48 ultramus

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Posted 02 July 2008 - 01:15

Wow this still lives :lol:

To be honest, I'm not sure I like my idea now after all these months LoL. But nice to see all the feedback.

#49 fs_angiefc

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Posted 02 July 2008 - 02:12

I still really like this idea. I would love to see it used, could leed to some fun bounties.

#50 fs_sleepsalot

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Posted 02 July 2008 - 13:02

Well it is a very unique way of doing things

#51 doa4life

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Posted 02 July 2008 - 13:23

I like the general idea of the OP, However I will point out the problems with the system

It would cause people to not want to play the game, Say i get 15-30 minutes a day to play the game, I log in and step in a trap, only rats appear for a short amount of time. I get mad and quit playing for the day.

Say, I have full stanima and ready to level, I get buffed up and spend lots of gold on buffs and potions, I pop them and then wham, I step in a trap. I cannot any longer use my expensive buffs and potions therefore I will probably get mad and maybe even no longer use them anymore (there goes a goldsink down the drain if enough people gets mad and quits buying pots)


There is an effective way to counter this though. This would implement You having to buy your way out of the trap. For XXX amount of gold you could call a search party and they would free you from the trap. For an XXX amount they could also tell you who set the trap as one of the members is an indian tracker . Paying the second fee would allow you to bounty the Trap setter in return. (Placing traps should not be worry free)

I also think traps should occupy backpacks spaces. You would have to carry them.

#52 fs_nthnclls

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Posted 02 July 2008 - 13:45

I think that the traps should be easier to fall into. For example, say I was trapping a level 1. Instead of trying to trap him/her at one spot on the Misty Mountains, I could just lay the trap to activate whenever he/she went anywhere in the Misty Mountains. This would make trapping a lot more worthwhile, and, combined with DOA4LIFE's suggestions, would make it a lot more interesting.

#53 fs_vampirarmy

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Posted 02 July 2008 - 14:34

I think that the traps should be easier to fall into. For example, say I was trapping a level 1. Instead of trying to trap him/her at one spot on the Misty Mountains, I could just lay the trap to activate whenever he/she went anywhere in the Misty Mountains. This would make trapping a lot more worthwhile, and, combined with DOA4LIFE's suggestions, would make it a lot more interesting.


Yeah :D Instead of one spot. It would be difficult to get only one.

#54 fs_haha7

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Posted 28 January 2009 - 00:00

sounds cool cuz there some that I just want to hold their little neck and go *strangel* :twisted:

Posted Image

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WARNING: HAHA7 LOVES TO STEAL YOUR GOLD!

#55 fs_nthnclls

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Posted 29 January 2009 - 00:37

To Hoof/Grim: PLEEEEEEEEEEEEEEEEEEZE? :P

#56 HazedOne

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Posted 29 January 2009 - 03:35

sounds terrible!...i buy FSP, i use FSP to buy buffs, stupid traps render my buffs useless, therefore wasting my money.

#57 fs_nthnclls

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Posted 29 January 2009 - 03:38

sounds terrible!...i buy FSP, i use FSP to buy buffs, stupid traps render my buffs useless, therefore wasting my money.


Hence the "for enemies" part :P

#58 Sinho6

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Posted 29 January 2009 - 03:55

Hmmm... the traps would have to be less significant, like they lose 50% of the gold they have on hand and say 5% xp to the next level.

#59 fs_kigsz

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Posted 29 January 2009 - 11:37

No Thanks you!

#60 fs_lyleaf

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Posted 22 March 2009 - 23:26

* All traps last 120 minutes unless stated otherwise!

Negate buff trap:

Level 1- 10% chance that the enemy casts negitive buffs on itself!
Cost: 7600 gold
Level 2- 25% chance that the enemy casts negitive buffs on itself!
Cost: 15200 gold
Level 3- 50% chance that the enemy casts negitive buffs on itself!
Cost: 30400 gold
Level 4- Makes the enemy always cast negitive buffs on itself!
Cost: 121600 gold

Satvision trap:

Level 1- 2% increase in creatures stats to the enemy (Level 50 or below)
Cost: 17500 gold
Level 2- 7% increase in creatures stats to the enemy (Level 60 or below)
Cost: 90500 gold
Level 3- 10%-15% increase in creatures stats to the enemy (Level 65 or elow)
Cost: 147140 gold

Slimy spot trap:

Level 1- Negates lightfoot buff.
Cost: 1500 gold
Level 2- Make the enemy use 2 stamina to move (reguardless of what direction the enemy's traveling!
Cost: 13000 gold
Level 3- Make the enemy use 4 stamina to move (reguardless of what direction the enemy's traveling!
Cost: 52000 gold
Level 4- Make the enemy use 10 stamina to move (reguardless of what direction the enemy's traveling!
Cost: 288520 gold/ 3 FSP

*I'll add a few more soon!


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