Addon: No Traps

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tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Addon: No Traps

#1 Post by tiger_eye »

We love the traps. Boom. Crash. Bang. Aaaaarrgh!!

Summon enemy traps give me a burst of surprise and excitement that's hard to reproduce. Leading a tough enemy over a slippery rock (or other traps) to stun them makes me feel so clever: "Oh no, don't hurt me!" *runs away* *orc slips on rock* "Aha, I got you now, sucker!!". Teleport traps are unpredictable and, really, add a nice twist to playing a level: a teleport trap in Vor Armoury once teleported me into the middle of the main room with the boss--yikes!--and another time a teleport trap scattered the OGMHWs all around the level, which just about gave me a heart attack. I think it's too bad more people don't get to see high level traps like the ones that curse.

Traps have the potential to add an interesting element to the game, and I hope they continue to be developed.

If (for reasons I can't imagine) you don't want to have traps in b37, then this addon is for you:

http://te4.org/games/addons/tome/no-traps/no-traps

Please note that despite the "no traps" title, rogue traps and traps in vaults still exist.

Disclaimer: this should work fine with other addons, but I can't guarantee it won't eat your cat.

Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Re: Addon: No Traps

#2 Post by Mithril »

Sounds interesting. Many traps are just annoying speed bumps that drain a little health and breaks auto-explore.

Jigokuro
Wayist
Posts: 24
Joined: Wed Jan 11, 2012 1:01 am

Re: Addon: No Traps

#3 Post by Jigokuro »

What mithril said, plus I've lost SO MANY ESCORTS to them stepping on poison ivy repeatedly, i.e. the same poison ivy, back and forth. omg they are so dumb regarding traps (and everything else, but that is another topic).

Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

Re: Addon: No Traps

#4 Post by Rectifier »

Would it be possible for a version of this to only remove the more annoying (AKA damage over time traps) traps but leave in the others?

This would leave in the traps that do damage in a single round or stun in the early game as well as keeping the high level traps. The purpose of traps is to punish people who don't scout an area and reward those who do; so they should be left in. People get annoyed when traps do not serve much of a purpose other than to stop auto-explore. In my opinion the single turn traps or stun traps are not nearly as annoying as the ones that stop auto-explore for 3-5+ consecutive turns (and therefore 3-5 keypresses).

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Addon: No Traps

#5 Post by bricks »

Rectifier wrote:The purpose of traps is to punish people who don't scout an area and reward those who do; so they should be left in.
Is it even possible to scout in ToME? Clear and pull, maybe, and some classes have access to trap detection, but they really seem to be designed to be an annoyance. Apart from vaults I don't really ever want to see traps.

Now someone needs to make an alternate Sandworm Lair...
Sorry about all the parentheses (sometimes I like to clarify things).

Rectifier
Archmage
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Joined: Mon Aug 29, 2011 8:06 am

Re: Addon: No Traps

#6 Post by Rectifier »

Everyone can get items like the summer phial, burning star, and items with the arcane eye ego. Also, everyone can get trap detection/disarm and vision/arcane eye from escort quests. There are also various other runes/infusions, item egos, and escort rewards that can aid with scouting as well. Not to mention consumable items that can remove traps.

Is that a perfect solution for scouting? No, but it definitely helps.

Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Re: Addon: No Traps

#7 Post by Mithril »

Rectifier wrote:Everyone can get items like the summer phial, burning star, and items with the arcane eye ego. Also, everyone can get trap detection/disarm and vision/arcane eye from escort quests. There are also various other runes/infusions, item egos, and escort rewards that can aid with scouting as well. Not to mention consumable items that can remove traps.

Is that a perfect solution for scouting? No, but it definitely helps.
In many cases such solutions means move a few steps, then press a detect trap button, move a few steps, press a detect trap button, repeat forever... Incredibly boring. Tome should be about fun combat. Not consist of time wasting, repetitive, mindless, chores.

Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

Re: Addon: No Traps

#8 Post by Rectifier »

Fun combat.

Okay. Let's assume a player doesn't use talents to scout out and prepare since scouting is boring and repetitive.

They'll probably do -okay- and might manage to make it to level 20 without scouting.
Then they enter Dreadfell, and go to turn a corner, and get oneshotted by a master archer and a skeleton mage.
They revive and finish the encounter, they might make it a few floors as well. Then they open a vault, and get oneshotted.
Hell they might even finish Dreadfell in its entirety and head east if they were really lucky.
They head to the closest dungeon that interests them, Vor Armory. They notice a vault in the north side of the map. Oneshotted. They revive, oneshotted. Blood of Life, oneshotted, oh hey that teleport rune saved them that time! They regenerate and take a step, hitting a teleport trap, and end up next to the vault, oneshotted. Ring of the dead, teleport away, rest, check out the other vault, oneshotted. Game over, u mad bro?

Was that fun for the player to make it that far and just die over and over again?

?_?

Grey
Loremaster
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Re: Addon: No Traps

#9 Post by Grey »

In my opinion traps need overhauled and damage traps removed entirely. Traps should have effects like reducing saves, reducing resistance, knocking back, status effects, short range phases, etc. They should spice up moments of battle without threatening on their own.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Re: Addon: No Traps

#10 Post by Mithril »

Rectifier wrote:Fun combat.

Okay. Let's assume a player doesn't use talents to scout out and prepare since scouting is boring and repetitive.

They'll probably do -okay- and might manage to make it to level 20 without scouting.
Then they enter Dreadfell, and go to turn a corner, and get oneshotted by a master archer and a skeleton mage.
They revive and finish the encounter, they might make it a few floors as well. Then they open a vault, and get oneshotted.
Hell they might even finish Dreadfell in its entirety and head east if they were really lucky.
They head to the closest dungeon that interests them, Vor Armory. They notice a vault in the north side of the map. Oneshotted. They revive, oneshotted. Blood of Life, oneshotted, oh hey that teleport rune saved them that time! They regenerate and take a step, hitting a teleport trap, and end up next to the vault, oneshotted. Ring of the dead, teleport away, rest, check out the other vault, oneshotted. Game over, u mad bro?

Was that fun for the player to make it that far and just die over and over again?

?_?
Detecting monsters can be fun and strategic. Detecting traps simply a mindless chore. Depending on the implementation.

Personally I like traps that can change the environment. Teleportation, changing levels, summoning monsters, revealing secret doors to rooms full of monsters, changing the room floor to water or acid... Not exactly traps but some games have movable barrels that explode if hit which can be used very strategically.

Simple damage traps are either trivial annoyances or instant kills.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Addon: No Traps

#11 Post by Zonk »

Nice, I might check it out but...discussionsa side, shouldn't this be in Modules rather than general discussion?
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Grey
Loremaster
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Re: Addon: No Traps

#12 Post by Grey »

I think we need an add-ons area...
http://www.gamesofgrey.com - My own T-Engine games!
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marvalis
Uruivellas
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Re: Addon: No Traps

#13 Post by marvalis »

Teleportation trap would pretty much guarantee an escort death. I also think random damage traps should be removed (except in vaults and other specific locations).

Varil
Halfling
Posts: 93
Joined: Mon Mar 01, 2004 6:58 pm

Re: Addon: No Traps

#14 Post by Varil »

Maybe a "wormhole" trap instead? At least then you'd be able to follow the escort.

Canderel
Sher'Tul
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Re: Addon: No Traps

#15 Post by Canderel »

Moved to addons...

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