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Fallen/Traps

Posted: Fri Oct 19, 2007 4:17 pm
by Pellandria
[[english below]]
Da in Illa viele Kampfchars nur besiegt werden können, indem man Magie benutzt oder selbst die bessere Ausrüstung hat und man somit als Bogenschütze oder Dieb kaum eine Chance hat, den Gegner zu entkommen, habe ich mir Gedanken über einige "Fallen" gemacht.

Glass Kugeln/Murmeln

Murmeln können von Glassbläsern geblasen werden und
können dazu benutzt werden einen Char zum fallen zu bringen, welcher dann entweder einige Zeit am Boden liegt oder aber Schaden nehmen bzw. beides zusammen.

Murmeln halten für etwa ein Verrotungszyklus und können nur von Chars mit hoher Warnehmung gesehen werden, sollte die Falle ausgelöst werden, können Chars mit guter Geschicklichkeit und Schnelligkeit einen Sturz vermeiden, vollgepanzerte Gegner jedoch sollten immer hinfallen.


Tetsubishi

Diese Art von Falle könnte von Schmieden geschmiedet werden oder von Glassbläsern erschaffen werden, somit werden zwei verschiedene varianten geschaffen

Glas Tetsubishi

Sehr effektiv gegen Lederschuhe, da sie entweder durch die Sohle
dringen oder in der Sohle zerbrechen, was dazu führt das ein Char
sich verletzt bzw. langsamer wird, da er zudem die Glasscheiben aus
seinen Schuhen ziehen muss, muss er einige Zeit auf einer Stelle
stehenbleiben

Hier ist wie wie bei allen Fallen wieder Warnehmung zum erkennen
wichtig und Geschicklichkeit/Schnelligkeit um sie zu vermeiden. Die
gläsernde Variante würde nichts gegen Metallschuhwerk ausrichten
können, könnte jedoch Lederstiefel zerstören und es wäre fatal, wenn
man barfuss hineinläuft.

Metall Tetsubishi

Diese Variante wird von Schmieden hergestellt und ist effektiv gegen
jede Art von Schuhwerk, man kann den Schaden noch nur Gift erhöhen.
Jeder Char, der in die Falle tritt, wird verlangsamt und nimmt Schaden,
mit leichterem Schuhwerk kann man diese Variante besser ausweichen.
Metall Tetsubishi sind schwerer als die gläsernde Variante

Stolperdraht

Stolperdraht kann man zwischen zwei Objekten verbinden und die Länge beträgt höchstens 3 Felder zwischen den Objekten, zu dem Stolperdraht kann man verschiedene andere Fallen aufstellen, z.B. Pfeile die auf das Ziel geschossen werden, Speere, die aus dem Boden fahren usw.

Je komplizierter die Falle ist, desto einfacher kann man sie entdecken, jedoch kann man dann den einzelnen Fallen schwerer entkommen, sollte man die Falle einmal ausgelöst haben.

Um Missbrauch vorzubeugen:
- Fallen brauchen Zeit um aufgestellt zu werden
- gute Fallen vebrauchen mehr Rohstoffe
- Fallen verroten nach einiger Zeit
- Fallen können nur von dem Fallensteller entfernt werden, jedoch kann
man sie unbrauchbar machen z.B. den Draht durchschneiden
- Man kann nur eine Stolperdrahtfalle und mehrere kleine Fallen
(Glasperlen und Tetsubishi) gleichzeitig legen

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Allright, as it seems we have many figthers, which can't be defeated as long as you aren't some kind of powermage or a harder figther aswell, I guess we need some traps for the archers or thiefs or other kind of non full armour best weapon chars.

Glass beads

You could make glass beads in glassblowing, obvious, and it would make an enemy trip, ths he either is immobilized or takes damage form falling down.

Glass beads are used on the floor and stay for one rotcyrcel.
Only a char with a high perception could see the beads and avoid them, if a char "triggers" the trap a high dexterity and agility could save him, but a full armoured figther would always fall down.

Use: with this Archer or thiefs could finally avoid storming guards and make a run for it.

Tetsubishi

These 4 pointed stars would be smithed as a metal variant or aswell made by glassblowers, which would create different kinds of traps.

Glass Tetsubishi

would be very effectiv against leathershoes as they piercetrougth
them and/or break apart it would either hurt an enemy or slow him
down, as you need to pull out the glass shards you need to wait on the
traptile.

A char with high perception again could see the trap laying on the floor
and avoid it with dexerity, glass Tetsubishi would be useless against
any metall shoes/boots, may aswell destroy leather boots and would be
fatal for people with bare feet.

Metal Tetsubishi

Against metal foodwear and smithed by smiths, could be drenched in
poision for added damage, would slow down and/or damage everyone
who steps in, it pierces trougth every metal and leather boots, but could
be avoided better with ligther armour

perception and dexerity used as the above traps, usefull against every
kind of boot/shoes, but could be avoided easily with leather boots shoes
and they are heavier then glass Tetsubishi

Tripwire

Tripwires could be connected between two objects, but they can only be 3 tiles long they can be connected with all kinds of other traps like arrows shooting after the activation, spears shooting out of the earth and all that.

The more damage the trap does, the better/faster you can detect it, but once you trigger it its harder to avoid every part of the trap itself, but as the trap gets complicate it also needs more time to set up.


to avoid abusing:
-Setting up a trap takes time
-better traps take more ressources
-a trap rots after some cyrcels
-traps can only be disabled by the creator, but victims can cut the wire to avoid it
- only one big trap(tripwire+addition) and several small traps(glass beads or Tetsubishi) can be set at the same time from the same char

Posted: Fri Oct 19, 2007 4:20 pm
by Avalyon el'Hattarr
I love it.

<3

Posted: Fri Oct 19, 2007 4:25 pm
by Talirea Iomee
sounds interesting.
Lets see, what the staff says if it's possible to realize it...
But I like the idea.

Posted: Fri Oct 19, 2007 4:27 pm
by Bjarkar Kjartan
Pellandria wrote:Um Missbrauch vorzubeugen:
- Fallen brauchen Zeit um aufgestellt zu werden
- gute Fallen vebrauchen mehr Rohstoffe
- Fallen verroten nach einiger Zeit
- Fallen können nur von dem Fallensteller entfernt werden, jedoch kann
man sie unbrauchbar machen z.B. den Draht durchschneiden
- Man kann nur eine Stolperdrahtfalle und mehrere kleine Fallen
(Glasperlen und Tetsubishi) gleichzeitig legen
Um dem Missbrauch vorzubeugen, schlage ich an dieser Stelle den Skill vor. Je besser dieser ist, um so besser, schneller und wirkungsvoller ist die entsprechende Falle. Also baut man Anfangs meistens immer schlechte Fallen oder nur unfreiwillig Atrappen, die nur einmal ein "Zisch" oder "Pffft" von sich gibt.

Die mächtigsten Fallen können vielleicht mit den der raren Molotows gebaut werden, die außerdem noch extrem kompliziert sind und sich nur mit den seltensten und mächtigsten Gegenständen gebaut werden können, welche nicht künstlich ins Spiel gepumpt werden müssen. Ich dachte hier an eine Sprengfalle oder Mine, die ziemlich zerstörerisch sind und zu dem noch schwere Schäden anrichten.

Posted: Fri Oct 19, 2007 4:41 pm
by Beldir
Da wäre ich hart dagegen.. gäbe es dafür einen Skill, würden Leute nur unm Skill zu gewinnen die ganze Zeit Fallen legen müssen.

Aber ansonsten.. Zumindest die Murmeln gefallen mir sehr gut.

Posted: Fri Oct 19, 2007 6:43 pm
by martin
Wir ueberlegen in diese Richtung ohnehin schon laenger.

Martin

Posted: Fri Oct 19, 2007 7:34 pm
by Lennier
I like the ideas in general.

I only want to make a notice here: We have a kind of "traps". Or a tactical barrier for fighters to keep some distance to their enemies: Campfires.

Posted: Fri Oct 19, 2007 8:59 pm
by Juliana D'cheyne
I would prefer not to see anything more added to the game that could be RP'd effectively. I know the concentration is on the skills and perfecting them now, but IMO some take away from the imagination and excitement of the RP.

Juliana gets sick and catches a cold... goes to fire and gets well.....yawns

Juliana chased thief at night that had strung a rope between two trees, she tripped and almost fell flat just catching herself with her gloved hands (high dex) but her bag swung down and items fell out.

Posted: Fri Oct 19, 2007 9:03 pm
by Pellandria
tell me one guard who actually plays a trap, most people still solve their problems with crtl+click you can't even #me a trap while you run away, because as soon as you stop the guard rushes up and makes a "#me grabs" or something.

Posted: Fri Oct 19, 2007 9:10 pm
by Juliana D'cheyne
Pellandria wrote:tell me one guard who actually plays a trap, most people still solve their problems with crtl+click you can't even #me a trap while you run away, because as soon as you stop the guard rushes up and makes a "#me grabs" or something.
hmmm.. I played the trap.. but the question is, does Illa want to add things to make someone do good RP, or encourage/teach good RP?

Posted: Fri Oct 19, 2007 9:18 pm
by Taeryon Silverlight
Pellandria wrote:tell me one guard who actually plays a trap, most people still solve their problems with crtl+click you can't even #me a trap while you run away, because as soon as you stop the guard rushes up and makes a "#me grabs" or something.
No, as soon as you stop and try to do an emote, they swing their weapons and kill you.

Posted: Fri Oct 19, 2007 9:24 pm
by abcfantasy
Stop complaining about guards already.

Most (emphasis on 'most' and not 'all') thieves/bad guys/etc.. can't accept a defeat or anything, and I feel almost useless trying to deal with them. Although I have always avoided ctrl clicking until now, I feel really tempted to do so because it's otherwise 90% useless. (although that could be useless too since some thieves can just probably pwn a guard and run but anyway).

Edit: Er..Sorry for going off-topic :\

Regarding the proposal, I'm neutral I guess.

Posted: Fri Oct 19, 2007 9:30 pm
by Taeryon Silverlight
I was talking about warriors generally

Posted: Fri Oct 19, 2007 9:42 pm
by Mr. Cromwell
Taeryon is just bitter because other players deny his powertrip when he tries to "Roleplay mages the way they are supposed to be" meaning that he tries to force some amazing garbage with #me's. :P
Taeryon: #me's eyes are glowing red as he stares at the warrior and directs his laser-gaze at him. The warrior is chopped to pieces by the lasers, while the mage suddenly grows a mountain and stands on top of it, being out of reach for melee-weapons. A force-field and a pair of wings appear on his back to shield him from any attempts by the warrior to attack him!

Warrior: Erm, no..
Warrior: #me slashes.
:P

Nah, I'm just poking some fun at you, Taeryon. Don't get upset. It's just that you have easy time blaming the warriors, since if it becomes a superpower pissing contest with #me's, it's obviously going to mean that the mage has both a more impressive arch and longer reach, if you get what I am trying to say, lol.

But the point with guard is, that if they "played along" with criminals every time, there would obviously never be any criminals caught. Each PO criminal views his situation as individual one "only once they let me do that" or "they never let me do that", while the big picture is that while Guards ocasionally play along, EVERY and EACH thief/whatever player excepts that the guards should be nice and cooperative with his character. If they are not, the guards are obviously unfair assholes.

Posted: Fri Oct 19, 2007 11:21 pm
by Taeryon Silverlight
I'm just a bit confused by the fact, that, when I blow a warrior through the air a few meters in his heavy armors (and that is possible by engine, too) he stands without a word and starts to slash me. It was like

#me raises his hand and shouts a formula. The man gets grabbed by the wind that comes out of Taeryon's hand and is pushes through the air.
(afterwards)
#me draws his swords ((*ctrl+click*))
(four hits later)
Taeryon Silberlich: Go to the yellow cross to get shitsies

Oh and the situation I'm talking about was not the only one that the other guy didn't react to get blown around, or having a fireball thrown AFTER (yes, not IN) his face. Most warriors neither emote a sucess, nor a fail, so I stand there and wait for the emote and he runs up and kills me before I can say something. And talking about that named situation upwards specially, the warrior didn't even draw his swords. He just got kicked 5 tales away, ran back and killed me.

Posted: Fri Oct 19, 2007 11:25 pm
by Pellandria
just remembers me of yesterday I push someone back with JUS QWAN and he is like "It was just one tile, I ignore this"..but we kinda go off topic here.

Posted: Fri Oct 19, 2007 11:27 pm
by AlexRose
Yes, I learnt there's a new way of dealing with such people.

JUS QWAN
KEL RA QWAN
KEL RA QWAN
KEL RA QWAN


:P

Or if your commotio aint high enough

JUS QWAN
RA IRA ANTH QWAN
SUL SOLH QWAN

should do the trick ;D

Had the same situation a few weeks back when I got pked in mid emote.

It's a shame having to resort to simply pking such people, but it's what they do to us. It's worth wasting a bit of mana to check if they'll rp with you first. i.e. emote a bit and see if they emote back, if they just hit, jus qwan em and heal yourself then just annihalate them; if they emote, have a nice rp fight ;)

Posted: Fri Oct 19, 2007 11:29 pm
by Taeryon Silverlight
I think RA IRA ANTH QWAN in combinatino with SUL SOLH QWAN is forbidden. Besides, SUL SOLH QWAN still needs too much skill for me ( :cry: )

Posted: Fri Oct 19, 2007 11:32 pm
by Korm Kormsen
#me raises his hand and shouts a formula. The man gets grabbed by the wind that comes out of Taeryon's hand and is pushes through the air.
(afterwards)
#me draws his swords ((*ctrl+click*))
(four hits later)
Taeryon Silberlich: Go to the yellow cross to get shitsies
if you play like that, i would think, that might be called forced RP...

if you engine-played this wind, you started with Ctrl-klicking....

so why shouldn't the attacked warrior Ctrl-klick you?

Btw - let your winds from the trousers, not from the hand. that's less offensive.

Posted: Fri Oct 19, 2007 11:38 pm
by Estralis Seborian
SOLH SAV ANTH DUN QWAN
RA SAV ANTH DUN QWAN
SOLH SAV ANTH DUN QWAN

Anfänger ;-).

Anyway, concerning traps, we have some traps in the game. They have a very primitive yet useful effect and you might encounter them in quests. In principle, it would be very easy to make them craftable, but with the current effect, I fear they are too strong. But maybe somebody can think of a real trap-system, including effects, disarming the traps and so on.

Posted: Fri Oct 19, 2007 11:39 pm
by AlexRose
Taeryon Silverlight wrote:I think RA IRA ANTH QWAN in combinatino with SUL SOLH QWAN is forbidden.
Wha..?!

That's just tactics. Flames are useless on pcs otherwise.

And @Korm: I would say that most spells don't need you to use the engine, but JUS QWAN, even with rp, pretty much does. Otherwise the character will have to walk back, especially if it's by a river or some other obstacle they would have to walk all the way round :P
Estralis Seborian wrote:SOLH SAV ANTH DUN QWAN
RA SAV ANTH DUN QWAN
SOLH SAV ANTH DUN QWAN

Anfänger ;-).
Rofl, owned.

They'd probably get to you before you could summon the last wall though, or even the flame :P

Not usually the best idea to stick someone in a wall with you as a mage :P

Posted: Fri Oct 19, 2007 11:41 pm
by Mr. Cromwell

Korm gets a cooke.

Posted: Fri Oct 19, 2007 11:43 pm
by Richard Cypher
Taeryon Silverlight wrote:I'm just a bit confused by the fact, that, when I blow a warrior through the air a few meters in his heavy armors (and that is possible by engine, too) he stands without a word and starts to slash me. It was like

#me raises his hand and shouts a formula. The man gets grabbed by the wind that comes out of Taeryon's hand and is pushes through the air.
(afterwards)
#me draws his swords ((*ctrl+click*))
(four hits later)
Taeryon Silberlich: Go to the yellow cross to get shitsies

Oh and the situation I'm talking about was not the only one that the other guy didn't react to get blown around, or having a fireball thrown AFTER (yes, not IN) his face. Most warriors neither emote a sucess, nor a fail, so I stand there and wait for the emote and he runs up and kills me before I can say something. And talking about that named situation upwards specially, the warrior didn't even draw his swords. He just got kicked 5 tales away, ran back and killed me.
You got it all wrong Taeryon, for me its only two hits later and your off to the cross.

Posted: Fri Oct 19, 2007 11:47 pm
by AlexRose
Tae has 16 constitution. Imagine him with armour :P

Will can take probably 8 hits from you with his current 1 con cos of DoM with magical elven armour on. :P

Posted: Fri Oct 19, 2007 11:49 pm
by Korm Kormsen
I would say that most spells don't need you to use the engine, but JUS QWAN, even with rp, pretty much does.
maybe, i don't understand you, but for me, if a mage says words, that have an effect on somebody or something, that is using the engine. hence, the equivalent to Ctrl-click.

Posted: Fri Oct 19, 2007 11:57 pm
by AlexRose
Korm Kormsen wrote:
I would say that most spells don't need you to use the engine, but JUS QWAN, even with rp, pretty much does.
maybe, i don't understand you, but for me, if a mage says words, that have an effect on somebody or something, that is using the engine. hence, the equivalent to Ctrl-click.
JUS QWAN is like pushing someone.

Posted: Fri Oct 19, 2007 11:58 pm
by Richard Cypher
AlexRose wrote:Tae has 16 constitution. Imagine him with armour :P

Will can take probably 8 hits from you with his current 1 con cos of DoM with magical elven armour on. :P
I say we test this out. I think you can only take three if your lucky.

Posted: Fri Oct 19, 2007 11:58 pm
by abcfantasy
Geez, back to topic!

Posted: Sat Oct 20, 2007 12:06 am
by Richard Cypher
abcfantasy wrote:Geez, back to topic!
This comment is clearly not on topic. it is definitely SPAM. Delete it now. Also, I say traps will be way too powerful. I am against the idea.

Posted: Sat Oct 20, 2007 12:11 am
by Pellandria
Too powerful, did you even read the proposal, these traps, except the tripwire, damage a char only ligthly.

The actually "beartrap" thing we have as trap is really to dangerous.