Trap abuse
Anton
Member, Moderator, Mobile Tester Posts: 513
Current behavior
Traps may be set around your soon-to-be enemy while he is still "blue".
You may also sleep and set even more traps.
Expected behavior
1) When trap is set at someone's feet he should react as if you have attacked him.
2) Traps should vanish after sleep.
Traps may be set around your soon-to-be enemy while he is still "blue".
You may also sleep and set even more traps.
Expected behavior
1) When trap is set at someone's feet he should react as if you have attacked him.
2) Traps should vanish after sleep.
Post edited by Balquo on
0
Comments
But are you saying that there should be some sort of proximity check and any trap placed nearby should trigger them to Enemy() red circles? Seems a bit too clairvoyant of them- at least since the traps are supposed to be invisible to them. The sleep exploit sounds like an issue, but it also seems a bit too off-putting that the traps are gone by snoozing since only a triggering should dislodge them. It's not as if they dissolve.
Anyway, it still may warrant addressing somehow at some point...
I always put traps till the game notifies me I've put to many in the map, maybe we should just lower (A LOT, like to 1/4th) the amount of traps we can put in a map.
There's already a hardcoded limit of seven traps (Tweaks has a component to disable it).
@CamDawg Is it possible to do the reverse of that tweak and impose a more severe limit? Even 3-4 traps in the same area would be more than enough imo. Not to mention that concealing tons of traps in the same small area makes no sense.
The game was already set up so the traps could not be on top of each other, maybe they could make the distance between them greater, but at low levels a rogue is more likely to hurt themselves setting a trap then actually setting it, so its pretty balanced in its own right.
I realize that resting and setting more traps can exploit some encounters to be easier then intended, but exploits by their very definition are cheats, if people want to cheat you cant stop them, if you disable a possible exploit they will add it in with a mod or find a different way to cheat, changing it is unecessary.
All items in the Master Thread of Externalization Requests will likely be implemented post-ship.
EDIT: Done.
This is the same problem with exceeding the summons limit by using Projected Image or Simulcrum.
The limits in place are fine. If you think they're too high, don't use the max allowed. But don't force others down to what you think is 'fair' in a fantasy game.
And seriously, don't nerf the single player game, if you don't feel like doing something, then DONT do it.
No one is forcing you to power game. and You shouldn't force your point of view on others either.
*Stay out of my game*