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Post by fallen on Oct 23, 2013 21:13:47 GMT -5
(Or maybe, die and learn?) Heh, heh, heh ... yep, that's Trese Brothers games sometimes!
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Post by Rivvin on Oct 24, 2013 14:02:37 GMT -5
Subtle signs?!?! Are you kiddin'us? Fallen the great jester! huahuahua
I think that spotting trap should be an automated thing related to perceptive talents, letting the thief spot harder traps as he pumps up the skill...
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Post by slayernz on Oct 24, 2013 16:36:26 GMT -5
Also, there are some subtle signs in the tilemap that you can watch. The must be very subtle as they are becoming a little[/b] really annoying. You seem to have placed them along paths where there literally only one way to go, and more than one. Further, the thief can't be going and checking every single floor tile as you move forward - it becomes a disruptive experience.
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Post by johndramey on Oct 24, 2013 19:19:55 GMT -5
I've noticed, and maybe I'm totally wrong, but traps tend to be located around rubble on the floor. I've been disarming around the rubble ever since I noticed this, and while I'm being too cautious 90% of the time, I've got a few traps.
I actually think the current trap placement is really, really awesome. I can't tell you how many times I've closed distance with the enemy only to run smack into a trap and lose all my AP. I'm not sure if you've programmed the AI or scripted the encounters to do that, but wow does it make the fights really tense.
Making the traps a little easier to spot would be nice, but I don't want them to be obvious to the player. They should be something that when you are carefully checking the screen you can find, but if you are just blundering forward you miss them. Making them too obvious would take away from the fun of the "oh shit I just got dinged for 50hp standing next to two Kobolds and have no AP" experience. Makes me be a lot more aggressive with my other party members.
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Post by slayernz on Oct 24, 2013 21:15:27 GMT -5
Yeah, not painted-red obvious, but a little less subtle than they are now would be nice. If you aren't paying attention, you'll go straight over one, but if you are actually looking where you are going, you should be able to spot them a little bit more easily
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Post by beuns on Oct 24, 2013 21:16:39 GMT -5
IMO it would help to have the thief (and only her) having a skill that detect traps. This way, you could disarm them more easily but still need to think your strategy carefully.
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Post by Deleted on Oct 24, 2013 22:34:14 GMT -5
I've noticed, and maybe I'm totally wrong, but traps tend to be located around rubble on the floor. I've been disarming around the rubble ever since I noticed this, and while I'm being too cautious 90% of the time, I've got a few traps. I actually think the current trap placement is really, really awesome. I can't tell you how many times I've closed distance with the enemy only to run smack into a trap and lose all my AP. I'm not sure if you've programmed the AI or scripted the encounters to do that, but wow does it make the fights really tense. Making the traps a little easier to spot would be nice, but I don't want them to be obvious to the player. They should be something that when you are carefully checking the screen you can find, but if you are just blundering forward you miss them. Making them too obvious would take away from the fun of the "oh shit I just got dinged for 50hp standing next to two Kobolds and have no AP" experience. Makes me be a lot more aggressive with my other party members. I also really like the current trap placement, it took me a short while to realise how to spot them but now I usually only get hit if I'm careless and it just acts to bog me down in certain areas. Sometimes I have to take a calculated risk whether to walk over a tile that might have a trap to get to a monster as quickly as possible. I just check one tile on one side of a group of rocks and then one tile on the other side and then file my heroes through the tiles that I've cleaned out, I only have to use disarming touch twice and I rarely get hit by one.
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Post by Rivvin on Oct 25, 2013 1:51:53 GMT -5
IMO it would help to have the thief (and only her) having a skill that detect traps. This way, you could disarm them more easily but still need to think your strategy carefully. Maybe I'm wrong... But the rogue has this skill already...
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Post by Rivvin on Oct 25, 2013 2:07:49 GMT -5
IMO it would help to have the thief (and only her) having a skill that detect traps. This way, you could disarm them more easily but still need to think your strategy carefully. Maybe I'm wrong... But the rogue has this skill already...
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Post by beuns on Oct 25, 2013 2:41:02 GMT -5
Rivvin : I think she has the skill disarm traps" that do exactly that. But I was thinking about a passive one that would stop her movement when she detect a trap. Something like the skill in good old Baldur's Gate (I love this game !)
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Post by fallen on Oct 25, 2013 8:39:00 GMT -5
Disarm and detect are two very different capabilities. At this time, the Thief really only has Disarm, meaning you have to have Detected the trap in some other way (memory, guess, subtle signs). We are definitely looking at the capability to cast Disarming Touch on an area and have it help you Detect traps in a wider capacity.
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Post by johndramey on Oct 25, 2013 19:53:02 GMT -5
I think it was suggested in this thread, but having farsight give the thief an AoE detection chance would be nice. Maybe a 4x4 area that will give you a general indicator of trap presence? Could be something as obvious as highlighting tiles that have traps, or something as subtle as "This area is a bit suspicious" or what not.
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Post by fallen on Oct 25, 2013 20:23:35 GMT -5
johndramey - we have a green burst of light all ready for that ... just have to get it wired up!
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Post by slayernz on Oct 25, 2013 21:27:48 GMT -5
Making Farsight a x number of turns effect would be great too ... so your thief can cast the spell, and have it work for say 5 or 10 turns (or the equivalent thereof).
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Post by johndramey on Oct 25, 2013 22:48:27 GMT -5
Isn't that how it works now? I might be wrong, or it might be the current fog of war bug we have going, but it always seems to last a while for me.
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