Cormyr and the Dalelands

General Category => Suggestions & Ideas => Suggestions Archive => Topic started by: drakaden on Mar 02, 2016, 06:20 PM

Title: Keep of the Witch Lords - The traps
Post by: drakaden on Mar 02, 2016, 06:20 PM
On my last releveling request i've adapted my build so it can recover traps since an assassin cannot disable them, but then today i went to the keep and seen that all of the traps aren't recoverable...

Would it be reasonnable to ask that they be made to be recoverable or should i just rage even more at nwn's misplaced mechanics? Recovering is 10 DC over disabling.
Title: Keep of the Witch Lords - The traps
Post by: ladybug on Mar 02, 2016, 06:57 PM
They are recoverable if you get there first. If another rogue grabs them first, they're gone till the server resets. I think there's a few dungeons like that.
Title: Keep of the Witch Lords - The traps
Post by: drakaden on Mar 02, 2016, 07:10 PM
ladybug Avatar
They are recoverable if you get there first. If another rogue grabs them first, they're gone till the server resets. I think there's a few dungeons like that.
Hm i did it today and they weren't recoverable, the icon was darkened, couldn't select it at all. Could select flag and disable but not Recover.. Unintended trap setting?
Title: Keep of the Witch Lords - The traps
Post by: ladybug on Mar 02, 2016, 07:27 PM
I think it's just that it respawns that the chests are trapped...but not the trap itself. So there's only one trap to recover until the server resets, so if another rogue has already recovered that trap since the last server reset, it's not going to be recoverable again until the server resets completely. So someone else probably just got there first.
Title: Keep of the Witch Lords - The traps
Post by: drakaden on Mar 03, 2016, 06:50 AM
ladybug Avatar
I think it's just that it respawns that the chests are trapped...but not the trap itself. So there's only one trap to recover until the server resets, so if another rogue has already recovered that trap since the last server reset, it's not going to be recoverable again until the server resets completely. So someone else probably just got there first.
That's awfully unconvenient for my character, is there any ways to fix that?
Title: Keep of the Witch Lords - The traps
Post by: jamaisvu on Mar 03, 2016, 09:06 AM
This happens in the Maze, as well. It may be to try and stop people from infinitely harvesting traps?
Title: Keep of the Witch Lords - The traps
Post by: thorien on Mar 03, 2016, 09:08 AM
Yes, that was my shot too, but after pillaging the whole maze of traps and selling them for around 4-5k (total, not per each)... Well. :)
Title: Keep of the Witch Lords - The traps
Post by: Deleted on Mar 03, 2016, 11:43 AM
jamaisvu Avatar
This happens in the Maze, as well. It may be to try and stop people from infinitely harvesting traps?

Yes, it is.
Title: Keep of the Witch Lords - The traps
Post by: drakaden on Mar 03, 2016, 11:44 AM
thorien Avatar
Yes, that was my shot too, but after pillaging the whole maze of traps and selling them for around 4-5k (total, not per each)... Well. :)
They ain't worth all that much money so it's not a huge impact gold-wise thankfully, the only thing it would cause is more traps in circulation, though i can understand the harvest concept, would it be possible to auto destroy traps recovered in the inventory? As long i can remove traps i'm happy with an alternative... Maybe converting them into a small amount of gold then destroy them?
Title: Keep of the Witch Lords - The traps
Post by: onivel on Mar 03, 2016, 11:46 AM
Value on traps vary greatly depending on the type. Some types sell for significantly more than others of the same rating ( Strong, Deadly, Epic etc.

Rogues were often the richest characters on the server due to farming of the traps and selling them. There are some traps out there that sell for more than 4-5k EACH if you know where to find them and have the skills to recover them. So yes, not all traps are going to be recoverable for that very reason. I know on some runs, my rogue has declined to take a share of the spoils because he had collected well more than what his share would have been in the traps collected.
Title: Keep of the Witch Lords - The traps
Post by: drakaden on Mar 03, 2016, 11:48 AM
onivel Avatar
Value on traps vary greatly depending on the type. Some types sell for significantly more than others of the same rating ( Strong, Deadly, Epic etc.

Rogues were often the richest characters on the server due to farming of the traps and selling them. There are some traps out there that sell for more than 4-5k EACH if you know where to find them and have the skills to recover them. So yes, not all traps are going to be recoverable for that very reason. I know on some runs, my rogue has declined to take a share of the spoils because he had collected well more than what his share would have been in the traps collected.
There's ways to fix that, there's the alternative suggested above, or you can greatly nerf the fencer's buying rate.
Title: Keep of the Witch Lords - The traps
Post by: Deleted on Mar 03, 2016, 12:36 PM
No, we're not interested in that option.
Title: Keep of the Witch Lords - The traps
Post by: drakaden on Mar 03, 2016, 12:51 PM
belladonna Avatar
Mar 3, 2016 12:36:46 GMT -5  @belladonna said:
No, we're not interested in that option.
All of the options or just the fencer nerf one?
Title: Keep of the Witch Lords - The traps
Post by: Vincent07 on Mar 03, 2016, 01:53 PM
Respawned traps are not recoverable to prevent harvesting in large numbers.  This was done in part because we had more than a few that were doing so and then placing traps in excessive quantities throughout dungeons.  There are no plans to change that at this time.
Title: Keep of the Witch Lords - The traps
Post by: drakaden on Mar 03, 2016, 01:58 PM
Vincent07 Avatar
Respawned traps are not recoverable to prevent harvesting in large numbers.  This was done in part because we had more than a few that were doing so and then placing traps in excessive quantities throughout dungeons.  There are no plans to change that at this time.
I suppose i'll temporarily change my class into rogue instead of assassin until a viable option is applied then...
Title: Keep of the Witch Lords - The traps
Post by: Fire Wraith on Mar 03, 2016, 05:20 PM
You're welcome to switch your class levels, but we're not planning to rethink the limitations on recovering traps anytime soon.
Title: Keep of the Witch Lords - The traps
Post by: drakaden on Mar 03, 2016, 05:30 PM
Fire Wraith Avatar
You're welcome to switch your class levels, but we're not planning to rethink the limitations on recovering traps anytime soon.
Yea, i understand the concerns behind it, the only alternate bypass i could possibly see, aside from what has been suggested and declined, for an assassin is to make an item in the inventory that act like the trap disabling with it's own rolls and animations, since the trap script hooks does not seems friendly to detect those things.
Title: Keep of the Witch Lords - The traps
Post by: Vincent07 on Mar 03, 2016, 05:36 PM
Ability to disable traps over a certain DC is hard-coded to the rogue class.  This is an engine limitation and I've no plans to put in a work around for it.   So if you want full mastery over trap removal, you will need rogue levels.
Title: Keep of the Witch Lords - The traps
Post by: drakaden on Mar 03, 2016, 05:42 PM
Vincent07 Avatar
Ability to disable traps over a certain DC is hard-coded to the rogue class.  This is an engine limitation and I've no plans to put in a work around for it.   So if you want full mastery over trap removal, you will need rogue levels.
I guess i'll have to make my peace with it then.