[crossfire] RFC: Wild idea to make experience more interesting
Robert Brockway
rbrockway at opentrend.net
Thu Jul 7 08:42:30 CDT 2005
On Wed, 6 Jul 2005, Mark Wedel wrote:
>
OTOH, there isn't really any fix for that problem - it isn't fair after all
>
for a burned up chest traps to seek out a player 20 spaces away. That said,
>
the code could certainly be changed that if a chest is destroyed, any traps do
>
activate - in the case of most rune traps, not a big deal. But if the chest
>
has something like a fireball or burning hands, one could see how that could
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burn up other traps, set off more traps, and cascade into something pretty
>
nasty.
Ooh Mark - Naaaasty ... Let's do it for the fireworks display alone ;)
>
All that said, in my play, I search and disarm the traps, and since pretty
As do I regardless of level. I play a varity of characters at a variety
of levels at any given time. Some of them are not very tough so they need
to be careful. Remember my server has permadeath on :)
>
low levels, I can't remember ever remember getting hurt to any extent from
>
traps - some prove annoying, like poison or disease, but certainly not fatal.
A trap + something else can be fatal though. A bit of damage or poison to
soften you up then blam! :)
Rob
--
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