Is there any remedy for this situation? I was exploring my faction area, and am above level 5 so cannot plop down and rest anywhere. I ran across a paralyze trap that also did damage, and every time paralyze wore off, the trap would set off again. Eventually I died from traps laid by my own faction =(
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Traps layed by your own faction...that kill you.
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I'd say selective traps can only be laid by mages - I doubt a rogue trap can check someone's allegances before going off...
A possible solution to this (and also to sneaks never thinking twice about entering FOREIGN faction areas in stealth mode, where the chances of remaining unseen by NPCs are much slimmer than a lot of players give credit for, but that is another pet peeve for another time*cough* anyway...) might be to automatically give spot bonus to members of the faction in question so they can see the traps.
It was done on an old server I played on, and worked quite well.
Unfortunately, this means Dev time if the suggestion were to be considered... and I think they have their hands quite full at the moment.Annaleen Wiltenholm-There's always something to smile about.
Chani Kalera- Intimidation is the new diplomacy. *looms*
Eleanor "Bloody Elle" Lark - Why is the rum always gone?
Yolanda Brown - If life gives you lemons, make lemonade. But unless life also gives you water and sugar, your lemonade is going to suck.
Astrid Hammerhand - Och!
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Given the time of this complaint, I wonder if u were running across a PC's laid traps and not your factions traps. Is your character in the Veritas? If so then likely it was one of Corvus's remnant traps, or chain of traps."Who needs a plan when you've got an Axe!"
Gael Ironhide
Link to my GF's articles: http://www.suite101.com/profile.cfm/pnmnp2
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Originally posted by Verrath View PostI'd say selective traps can only be laid by mages - I doubt a rogue trap can check someone's allegances before going off...
A possible solution to this ... might be to automatically give spot bonus to members of the faction in question so they can see the traps.
It was done on an old server I played on, and worked quite well.
Secondly, traps don't discriminate
Your character could have a hunch that there was a trap in some place if he's seen one placed there before, but he'd still have to be equally cautious.
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I mean the area that belongs to a faction, not tha trap itself - have an OnEnter that adds a hefty spot bonus to factions members and nobody else, until they leave the area again.Annaleen Wiltenholm-There's always something to smile about.
Chani Kalera- Intimidation is the new diplomacy. *looms*
Eleanor "Bloody Elle" Lark - Why is the rum always gone?
Yolanda Brown - If life gives you lemons, make lemonade. But unless life also gives you water and sugar, your lemonade is going to suck.
Astrid Hammerhand - Och!
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I can spot and walk all over the traps at the Veritas Mountains, since I am Veritas. They appear GREEN to me instead of RED. The Veritas members also walk all over them without setting them off. However, I have noticed in the past that the Cartel traps, can be set off by NPC Cartel and it effects them.
I do not think I laid any paralyzing traps last night. You guys had an army and I am just one lonely Veritas spy.sigpic
Corvus Corax - Tracker, Scout, Spy, and finder of lost shadows
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They are just traps and that's it. They don't somehow show a magical sign only your eyes can see that let you pass freely. Yes, I know it works that way with traps you set yourself, but that makes some sense at least because as the trapper you know exactly how it is placed.
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My concern is not with discriminatory traps xD
My concern is that the sonic trap across the initial cartel bridge in the canyon got set off, paralyzed me, set off again as soon as the paralyze wore off - and continued...and I proceeded to the nearest Forest of Eternal Night for xp sapping.Gribbon Shorn - The Silver-Tongued Halfling.
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It's the way the triggers work. If you don't walk out of the trap within x time of entering the trigger, it will be set off again upon movement. There is one thing I could try to alleviate this problem, and that's to build in a short, temporary one time immunity to the stun effect from the trap so you can walk out of it after being stunned once.
Currently have other things to do though.
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they are traps!
quit whining! they are designed to be devious and difficult to see. if your toon is too blind to see them an they don't know where they are.. tuff piss and ouch to you. bring a ranger or a rouge.
the fact that your own party can walk through your traps should be enough of a boon.
actually I like the fact that ppl lay traps though out the veritas that are not "set" it makes the charge more fun. sure it sucks to get poisoned half way up but if you had proper support it would not be an issue.
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Easy now.
No need to be derogatory.
It's not a whine it's a perfectly sensible question.
Mechanically it makes sense that if you are part of a faction and introduced to the factions base of operations they are gonna tell you where the land mines are and what marks them. They don't want to set up a base that wittles down their own members. That would be just silliness.
Unfortunately the game is not set up in such a realistic true to life format.
Your own factions traps are gonna pop you so, my suggestion is don't join any factions that uses traps, unless you are a rogue.
*SmUG*If honour is truth and a lie is respect, then a secret is sacred.
Confide in me my friend and I shall love you like no other.
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