Which trap do you hate the most?

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Which trap do you hate the most?

Drop/Scatter Items
23
44%
Curse Weapon/Armor
8
15%
Big Damage
2
4%
Speed Drain
4
8%
Piety Reduction
3
6%
No Return
5
10%
Sex/Height/Weight Change
4
8%
Silent Switching
3
6%
 
Total votes: 52

Message
Author
Maylith
Sher'Tul Godslayer
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#46 Post by Maylith »

zasvid wrote:Drop Everything in the middle of some raging dragon/demon/undead pack is certain death... or after activating recall...
I just ran into my very first Drop Everything trap, just after entering a level and discovering monsters all around me. *UGH*. Almost the worst part of it was that my character was also effectively blind. Thank god my character had just summoned two Elder Areanas - they saved her life as she scrambled around for armor, weapons, light & everything else.

Rali
Higher
Posts: 71
Joined: Fri Jul 26, 2002 12:55 am
Location: Nebraska

#47 Post by Rali »

Observant players will notice that certain floor tiles in some princess rooms are not permalit...

Rubinstein
Wyrmic
Posts: 281
Joined: Wed Aug 06, 2003 11:31 pm

#48 Post by Rubinstein »

I hate all those traps placed in water areas.
They mostly stay invisible even after a detect spell (that's how it is in ASCII, don't know about grafic tiles).
And no, it's *not* a complaint about ASCII: I love it nevertheless.

Guest

#49 Post by Guest »

There's currently an option for "easy disarm", to automatically disarm when you walk on to a trap that you know is there.
I think an additional option for "don't step on traps" would be cool, so that if you've done a detect, and the option is set to "Y", and you accidentally try to walk on the trap you know is there, you don't move.

Makkoan
Wyrmic
Posts: 210
Joined: Fri Sep 05, 2003 1:19 am
Location: Florida

#50 Post by Makkoan »

Thatd make it too easy!
www.carm.org
The severity of the itch is inversely proportional to the ability to reach it.
I didn't use to finish sentences, but now I

Maylith
Sher'Tul Godslayer
Posts: 3427
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Location: Virginia, USA

#51 Post by Maylith »

It'd be awfully nice, though. Those water traps are a pain.

boucman
Wyrmic
Posts: 245
Joined: Tue Jul 22, 2003 11:47 am

#52 Post by boucman »

what do you mean Makkoan ?

the aim is to be fair... the player knows the trap is here, it's like the "confirm before wearing known cursed item" except its "confirm before walking on known dangerous tiles" stress is on "known" it's just here to prevent silly mistakes, not to change the gameplay...
Toome the world is Tome

Rubinstein
Wyrmic
Posts: 281
Joined: Wed Aug 06, 2003 11:31 pm

#53 Post by Rubinstein »

What Makkoan means is clear: In this case a lot of precaution in form of detection tools or searching ability would be rather senseless.

Makkoan
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Location: Florida

#54 Post by Makkoan »

boucman wrote:what do you mean Makkoan ?
Traps wouldn't be nearly as dangerous. I never run into traps that I havn't detected, usualy I carelessly run into traps that I have detected.
If the game asked you before you went to step on a trap, I'd never step on a trap being as I *always* detect traps. This would make them less interesting, and less fun IMO.
www.carm.org
The severity of the itch is inversely proportional to the ability to reach it.
I didn't use to finish sentences, but now I

Rubinstein
Wyrmic
Posts: 281
Joined: Wed Aug 06, 2003 11:31 pm

#55 Post by Rubinstein »

Makkoan wrote:I never run into traps that I havn't detected, usualy I carelessly run into traps that I have detected.
How do you deal with "water"-traps then - or is it an ASCII-only problem?

Makkoan
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Location: Florida

#56 Post by Makkoan »

Uh, yes I forgot bout those :?
Maybe the option could only pertain to the camoflouged traps.....
www.carm.org
The severity of the itch is inversely proportional to the ability to reach it.
I didn't use to finish sentences, but now I

Maylith
Sher'Tul Godslayer
Posts: 3427
Joined: Tue Jun 10, 2003 1:50 pm
Location: Virginia, USA

#57 Post by Maylith »

Makkoan wrote:Maybe the option could only pertain to the camoflouged traps.....
I think that would be perfectly fair. If my character walks onto a detected trap that I can *see*, it's my own darn fault. (And yes, I've done that upon occasion. :roll:)

The way I see it, what is being proposed is essentially a bug fix for the ASCII display of detected traps when they are on water (and on lava too, I think.)

Rubinstein
Wyrmic
Posts: 281
Joined: Wed Aug 06, 2003 11:31 pm

#58 Post by Rubinstein »

It all depends on whether the already detected traps are intended to stay invisible or not...

Guest

#59 Post by Guest »

If a new option to avoid stepping onto a (detected) trap is implemented, you wouldn't have to turn it on, if you'd like to continue having fun accidentally stepping on traps you have detected.

For additional fun, you can use the current option setting:
Automatically disarm traps (easy_disarm): no

Neil
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#60 Post by Neil »

Running already avoids stuff:

lava
leaving trap-detected areas
traps
monsters
Going into walls as a semi-wraith

and much more!

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