Yep, I extrapolated what you said about "tactical" use, which I also think would be pretty neat.
I also agree that the the more tactical traps (like teleporters, pinning traps, glyphs) are more interesting than straight up damage traps.
The issue with using the vault mechanics to limit teleport traps in vor_armory is that then they will always teleport you out of the vault - and hence away from danger - making them more nuisance than interesting.
Traps in the game overall could be improved somewhat by simply placing them more strategically, so that the player encounters them at about the same time as he/she finds the monsters -- choke points in vaults, for instance.
[1.0] Remove teleport traps from Vor Armoury
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- Uruivellas
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Re: [1.0] Remove teleport traps from Vor Armoury
The only time I ever found traps interesting was back when Maze 2 had a high concentration of them.
Re: [1.0] Remove teleport traps from Vor Armoury
I'd like to see a few randomly placed around rare rogues. Instead of them wasting time trying to target the square your standing on then announcing it to you.
I liked that too. The level feels dryer without them.Mewtarthio wrote:The only time I ever found traps interesting was back when Maze 2 had a high concentration of them.
Re: [1.0] Remove teleport traps from Vor Armoury
Thirded.wobbly wrote:I liked that too. The level feels dryer without them.
Re: [1.0] Remove teleport traps from Vor Armoury
Another possibility would be to have traps only trigger whilst in LOS of enemies in order to ensure at least some tension. This would also get rid of the tedium of exploring zones with water spouts ("z -> hit for 22 damage -> z -> hit for 43 damage -> z -> hit for 35 damage -> z -> hit for..").