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Limits on poison vines/trap damage

Posted: Sat Oct 01, 2011 11:01 pm
by bricks
Out-of-depth protection would be swell for traps, especially poison vines. Some of them hit very, very hard (enough to kill a new player from max health). I've had to warn anyone I suggest the game to about poison vines. This is also an issue for Shalore, who can neither heal nor remove the poison with their starting inscriptions, only shield through it. I think dying to a dungeon feature is really off-putting for new players.

Re: Limits on poison vines/trap damage

Posted: Sun Oct 02, 2011 12:05 am
by Grey
Or just get rid of them. I really don't see what poison vine traps add to the game.

Re: Limits on poison vines/trap damage

Posted: Sun Oct 02, 2011 12:20 am
by marvalis
The only trap I ever found useful are teleportation traps in ADOM ^_^.
IMHO traps should be something rare, to protect special area's (like the mana temple and pyramid in ADOM).
In vaults, for example, traps make sense.

However, I would not mind to see traps removed from all other area's (especially the early game zones).

Traps are very good at killing escorts, but I do not see them do much else (except maybe kill archers by making them dance over them).

Re: Limits on poison vines/trap damage

Posted: Sun Oct 02, 2011 12:22 am
by bricks
Grey wrote:Or just get rid of them. I really don't see what poison vine traps add to the game.
True! Most of the pure damage traps are very dull. More interesting dungeon features would be a really cool addition; that was one of my favorite parts of ADOM.

Re: Limits on poison vines/trap damage

Posted: Sun Oct 02, 2011 1:36 am
by Grey
True, one thing ToME4 lacks that a few other roguelikes do well is dungeon features. Things that provide random boosts, or have special area effects. Perhaps something for discussion in another thread though...