|
Traps!
Dec 19, 2013 17:38:26 GMT -5
Post by johndramey on Dec 19, 2013 17:38:26 GMT -5
So we have traps in the game and they are cool, I think you guys executed them very well. However, I'd like to make a small suggestion....
As it is now you have played it quite safe, giving the player pretty clear hints when traps will be around but not making them too obvious or too vague. The only thing is, traps tend to be in blocks. Usually if you find one, you'll find others adjacent. Might I suggest giving some of the higher level areas and side areas more.... random trap placements? Still try to keep some form of hint around, the little blood smears on the walls are the best for this, IMO, but instead of just being a big 'ole block of traps have a couple scattered around the area. It'll make the players a little more nervous about traps!
|
|
|
Traps!
Dec 19, 2013 18:36:00 GMT -5
via mobile
sgbeal likes this
Post by slayernz on Dec 19, 2013 18:36:00 GMT -5
There had to be a balance between traps as an engaging party of the gameplay and yearsI as something too random and annoying to players. agree that sometimes they are in big blocks, but you don't want there to be no warning as then you either have to continually search for traps wasting valuable sp, or just walk over them and heal afterwards.
I know you mentioned things like blood splatter but there are often blood splatter marks around, and also rock cracks/rubble without traps, so it should be enough to keep you on your toes. Perhaps the solution is to not have so many traps in one place
|
|