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Author Topic: Of Doors, Locks, and Traps...  (Read 22219 times)
Jaime Lannister
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« Reply #165 on: March 07, 2009, 01:42:21 AM »

I usually save before opening RPG dungeon doors anyway. (This game will have quicksave, right?) Not bothered by instant death at all.
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Bradr
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« Reply #166 on: March 11, 2009, 12:58:56 PM »

How would you deal with a trap... LIKE THIS?

Hmmm, stomp my right foot and hold my stuffed parrot up in the air, while flexing, stabbing the ground with my walking stick, and making a funny face.  And then gently push the door open?
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December 25, 2009, 07:49:24 PM
"http://www.irontowerstudio.com/files/AoD_demo.ex Go nuts." - Vince
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Frosty
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« Reply #167 on: March 11, 2009, 04:06:06 PM »

I don’t like how in many games monsters NPC and animals can run right threw a trap with out setting it off. I can see allowing the NPC or monster who set the trap pass threw since they how it works. But a good spot check my revile that NPC/mob was moving in an odd way.

I never want to see an animal, monster with out hands, or monster with animal level intelligence just run threw a trap.
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Scott
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« Reply #168 on: March 11, 2009, 06:57:05 PM »

It's possible a four-footed animal would be more likely to avoid certain types of traps, like a tripwire, which a dog would automatically step over if he noticed it.  Also, animals known for their keen sense of smell might scent the grease of a mechanical trap, or poison.

Just saying.
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SnallTrippin
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« Reply #169 on: October 23, 2009, 09:02:46 AM »

Love the changes because of skill, ESPECIALLY their being one between 0 and 100 (Aka, one between where you know nothing and everything).
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catmorbid
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« Reply #170 on: October 23, 2009, 04:13:13 PM »

I think I'm going to like (or not, depending on character build) the traps and locks in this game =D Superb stuff.

Though at first I thought, considering the amount of details in that single door that every lock would involve same amount of details, thus reducing the amount of available locks to be picked / traps to be avoided to very small, making the use of those skills a rare occurence, but then I realized the door you just showed use was probably one of the more difficult and more rare ones, and there'd be more common locks to be picked around a plenty.
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"There's more to the picture, than meets the eye"
domein
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« Reply #171 on: October 24, 2009, 01:30:06 AM »

Very nice stuff! The only better way than fail\warn\win system with skill checks i can think of is that with some more steps:
1) Completely Ignorant - fail miserably in attempt.

2) Lacking sufficient competence and aware of it - get a warning and back off! You know better, than to mess this complex thing!

3) Competent, but need to get more info\tools\practice - go away and comeback better prepared, or make an attempt right away and suffer some mild consequence of partial success.

4) Up for the task - just get the job done.

5) Masterful - Skillfully complete the challenge and get an extra benefit for being such kick-ass professional.  Evil
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