oaknott wrote:Can automatic self-resetting traps be scripted so that once they have gone off, the traps reactivate after a very short time and the reset cycle only stops when they have been disabled?
Almost all floor traps in Dasaria mid-high level dungeons remain on the ground even after you have stepped on them. Which is why people unfamiliar with the level 10+ dungeons often can end up getting fried, since two people running through a lightning trap = 2 triggers = both getting hit for double damage.
What I would not mind seeing is traps that do more damage than currently set but are easier to disarm than their damage level would suggest, particularly given the requirement to make the roll even when out of combat.
Too many people harmlessly running through traps with some sort of elemental resistance from a spell. Bad for business Wink
I think the traps in the level 10+ dungeons are very much fine as they are. A lot of them are capable of taking out low hp characters in a single activation, and some are even capable of taking out a fighter with close to full hp. If the damage was upped, it would make it extremely hard for non-rogue parties to get through the dungeons. I realise rogues want to feel appreciated, but you can't put a requirement on bringing rogues for all the dungeons. They are already required for Shai, and increase both speed and loot return from the other dungeons heavily.
I understand that rogues can feel unneeded in Kalem and especially Bugbears due to the weakness of the traps, but it's important that players get a ramp up in difficulty, so we don't have a bunch of people leaving the server at level 6 because they can't find a rogue to bring along. Once people reach level 11 xp slows down considerably, thus increasing player saturation, making those levels better suited for requiring certain classes. And when you reach those levels, you definitely want to bring a tank, a healer/resser and a rogue for maximum efficiency.
So far the hardest two dungeons for me to complete has actually been Goblins #2 and Wererats, exactly because they heavily favored rogue groups, and there were so few players around of appropriate level that finding a rogue was hard.