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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: Tabris32 on December 24, 2010, 11:28:07 am
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Well this is something thats been bothering me somewhat.
The skill traps (to my knowlegde) is completely useless.
Wouldnt it be fun to have the opertunity to trap certain places, doors, stairs etc.
You could set up ambushes, by combining a trap with f.i. dynamite.
I think this will add quite a bit of depth to the game, it would also make the Demo proffesion alot more usefull.
Any thoughts?
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you are right, the traps skipp is only good for taking the profesion, better set up some mines and with the good trap skill you can deploy them and find them(but PE will be an efect also
so the "sneak skill" of the mine can be PexTskill/100+range or something(this w ill be the skill needed to see/ plant the mine
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In order to decrease whine and cries, make them not puttable in southern towns.
In order to counter superspam in northern towns, like 100 mines around TC guy, make mines detectable with larger traps skill.
In order to counter traps alts and give solo players a chance to detect and avoid traps, add the possibility to craft a minesweeper. Probably demolition profession, as its kind of useless now.
If so, would sound good. I approve this suggestion. :)
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In order to counter traps alts and give solo players a chance to detect and avoid traps, add the possibility to craft a minesweeper. Probably demolition profession, as its kind of useless now.
or a mine detector as a 0 tier crafting item
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Wouldnt it be fun to have the opertunity to trap certain places, doors, stairs etc.
No it would not.
The playerbase doesn't deserve such toys yet. We haven't been nice enough.
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No it would not.
The playerbase doesn't deserve such toys yet. We haven't been nice enough.
Come on, it's christmas!
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Come on, it's christmas!
Ahahah, it would be a very funny idea to test this on Christmas day, lets them burn some puppets (alts) for example, at the BH mine entrance. ;D
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I doubt it still intrests anybody. But I made a little summary of current traps problems and suggested some possible sollutions in this thread.
http://fodev.net/forum/index.php?topic=9617.0 (http://fodev.net/forum/index.php?topic=9617.0)
I haven't played fonline for few months now, so it's probably outdated (though I don't remember seeing anything regarding traps in changelogs for last 6 months)
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It have been said that C4 would be back for next wipe. (merry christmas!)
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It have been said that C4 would be back for next wipe. (merry christmas!)
Thank you for these great news.
PS: Merry Christmas to everyone. Let's blow ourselves up!
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Could bear traps and tripwires be included in this ?
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Could bear traps and tripwires be included in this ?
if you mean in the skill, yes it could.
If you mean implemented ingame, prolly not.
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if you mean in the skill, yes it could.
If you mean implemented ingame, prolly not.
Well bear traps could get in game, its just a mine with 1 hex radios and no explosion.
Tripwire could be hard.
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As far as I know, the devs are not going to implement any new weapons until they've fixed the ones already in-game (balance fixes), that's almost a quote, but the disappointing thing is that they will most likely never make their minds concerning this "balance", it's a shame that our lives are quite short and there is a great possibility that we will not live long enough to wield any new weapons on 2238 server. I am personally starting to loose interest to the game due to the fact that many great suggestions are ignored, lots of bugs still remain and are also ignored or are being fixed extremely slowly, some spheres of the game are almost untouched by the devs due to lack of time, effort or interest. I realise that the Devs (and most likely the GM team) don't earn any money making this game, have other interests and probably some jobs in real life, this is frustrating but it's just the way it is. I really hope that we will see improvements in this game next year, happy new year, guys. ::)
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I'm pretty sure Traps isn't only used to get the profession. Doesn't it still affect damage and timer accuracy on dynamite?
Ex. 30% Traps guy sets a dynamite for 10 minutes and it goes off early and does 90 damage. 200% Traps guy sets a dynamite for 10 minutes and it goes off in 10 minutes and does 300 damage.
Isn't that still the case?
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Yes, damage is affected by Traps skill. Timer is affected too unless you have Demolition Expert (the perk).