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Post by Alex Fury on Dec 19, 2013 13:09:06 GMT -5
I'm not entirely sure this is a bug, could go under 'Wish List' too likely.
In the maze like part of the escape to the 'Road', you have the various ratkin warrens/villages.
My problem is dealing with the traps during combat. Specifically when the ratkin move over 'undiscovered' trap-tiles. Nothing happens.
A bit of realism would be nice.. If someone knows there is a trap there, they know how not to set it off (one would hope), but it will generally be pretty obvious that there's a reason the guy racing forward to attack does some odd hop-skip-jump over one area.
It's hardly like BattleTech or such where each hex/tile is 30 METERS of land. This is semi-tight quarters.
So bug or not, a ratkin coming in to melee Vraes, for example, stepping over 2 sets of trapped tiles, should either have a chance of setting them off themselves, or give a chance to 'alert' that there's a trap there. A step on a pressure-plate is still a step on a pressure-plate. Now, while the trap may not go off, and thus still need to be disarmed by Tam, but some alert that 'hey there's something there' would be nice.
Are there ways around it that could be used? sure.. magickal ones that only key to humans or some such. But still kind of a stretch honestly. At least in my mind.
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Post by Deleted on Dec 19, 2013 15:01:49 GMT -5
Kinda reminds me of how ratkin can point shoot blank but the heroes can't.
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Post by Alex Fury on Dec 19, 2013 15:15:47 GMT -5
dayan - Yes, there's that too.. kind of silly/annoying. If they can do that point-blank, add a penalty, but let 'our guys' do it too. Especially the Mage with his firebolts.
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Post by johndramey on Dec 19, 2013 17:31:24 GMT -5
I'm not entirely sure this is a bug, could go under 'Wish List' too likely. In the maze like part of the escape to the 'Road', you have the various ratkin warrens/villages. My problem is dealing with the traps during combat. Specifically when the ratkin move over 'undiscovered' trap-tiles. Nothing happens. A bit of realism would be nice.. If someone knows there is a trap there, they know how not to set it off (one would hope), but it will generally be pretty obvious that there's a reason the guy racing forward to attack does some odd hop-skip-jump over one area. It's hardly like BattleTech or such where each hex/tile is 30 METERS of land. This is semi-tight quarters. So bug or not, a ratkin coming in to melee Vraes, for example, stepping over 2 sets of trapped tiles, should either have a chance of setting them off themselves, or give a chance to 'alert' that there's a trap there. A step on a pressure-plate is still a step on a pressure-plate. Now, while the trap may not go off, and thus still need to be disarmed by Tam, but some alert that 'hey there's something there' would be nice. Are there ways around it that could be used? sure.. magickal ones that only key to humans or some such. But still kind of a stretch honestly. At least in my mind. I know what you are saying, but the way I see it the Ratkin have... kind of like paths through the traps that they know of but are not immediately obvious to us as players. Think of, say, a single cleared path that would allow fairly rapid movement if you knew about it, but since we don't know about it we can't really use it. It's the same reason why (it seems to me) if you actually disarm a trap you can walk over it for 1AP, but if you trigger the sucker then you are stuck using 2AP on it every time you traverse the area. I'm not exactly sure if what I'm saying is exactly what the main thought is, just something that was in my head. I'm sure one of the brothers will come along and clear it up before too long
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Post by sgbeal on Dec 25, 2013 13:39:59 GMT -5
Note that this doesn't just apply to Ratkin. Spiders and other monsters also (mysteriously) don't set off traps. They also don't appear to pay a movement penalty for stairs, but i might be mistaken on that (anyone who's seen a dog or horse go down stairs will have to admit that it's hindered while doing so, i.e. pays more AP for it).
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mataeus
Templar
[ Elite & Star Traders 2 Supporter ]
From summer sands, to armageddons reach.
Posts: 820
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Post by mataeus on Dec 25, 2013 19:26:00 GMT -5
I don't like the traps at all! I don't enjoy having to search every nook and cranny for a trap. Even the smallest visual clue would be nice, maybe a SLIGHTLY altered tile in some way. But mostly, I'd just like them out For me personally they add nothing to the game. They aren't a fun or interesting mechanic and they bring nothing to the experience. It isn't like in Skyrim for example, where you stop just short of the trip wire you've barely seen by your torch light - in this 2D style of game, I simply don't find them entertaining.
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Post by fallen on Dec 26, 2013 0:45:23 GMT -5
As we have had about 6 threads that read just like this, I'm just going to repeat the core of the previous answers: enemy AI is an evolving project here. We are working on making it better.
Thanks all!
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