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| Traps and PvP https://www.amiaworld.net/phpBB3/viewtopic.php?f=2&t=54700 |
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| Author: | Murex [ Sun, Jan 16 2011, 7:46 AM ] |
| Post subject: | Traps and PvP |
The PvP rules doesn't really ellaborate on this topic, so I thought it would be good to discuss. I'm really wondering about the proper way to use traps for PvP. Obviously, it would be a bit silly to start a PvP conflict and then start putting down traps, so I'm wondering about how traps can be used properly before a PvP situation starts. 1. Can a character for instance set traps down at the enterance to a room before discussing private matters with another character in order to protect themselves from spies or unwanted tresspassers? 2. Can or would a warning sign (an actual sign placed in front of a door) that reads something like 'Tresspassers will be killed' act as a viable warning system for PvP actions if another character tresspasses into that area beyond the sign? If so, is it required in all situations that don't involve dialogue beforehand? |
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| Author: | corypx [ Sun, Jan 16 2011, 8:01 AM ] |
| Post subject: | Re: Traps and PvP |
if you are going into something that might go hostile you can set up a fallback point with traps you run to and they get killed on. you cant place them on spawn points I belive the rules say that very clear, or do I belive the DM let you trap a area for no reason reason drop a sign down and screw off.(like a level 30 traping Kobo cave to high hell, droping a sign then leaving as lowbies get killed....unless maybe you had a reason.) |
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| Author: | Murex [ Sun, Jan 16 2011, 9:46 AM ] |
| Post subject: | Re: Traps and PvP |
Obviously trapping a spawn point and running away (sign or no sign) is cheesy, and most likely not allowed. I wouldn't do that anyways. |
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| Author: | jimbono1 [ Sun, Jan 16 2011, 9:51 AM ] |
| Post subject: | Re: Traps and PvP |
You can set traps to work only vs Hostiles, so if you're going to a meeting place, trap up, set it to hostiles only, then if anyone hostiles you, they get killed by traps. |
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| Author: | Gravemaskin [ Sun, Jan 16 2011, 10:00 AM ] |
| Post subject: | Re: Traps and PvP |
You can do that yeah, problem is it doesn't always work. And this was brought up not too long ago where it was made clear that trapping area transitions is NOT kocher, so I assume the same would go for spawns or portal exit points. However if you are having a secret meeting out of the way and set down traps, someone that trips them were spying on you 9/10 times and I'm pretty sure it's fine. If it was an innocent bystander you can always give them a raise and apology. |
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| Author: | Dark Immolation [ Sun, Jan 16 2011, 16:17 PM ] |
| Post subject: | Re: Traps and PvP |
Another thing that should be mentioned: Setting up traps -around- a PC before PvP, and then offering "leaving" as an out is incorrect. There is no way for them to "leave" without initiating PvP at that point, and pretty much voids all PvP rule protections for the person giving that ultimatum, like resting and buffing would. |
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| Author: | ainjyll [ Sun, Jan 16 2011, 17:10 PM ] |
| Post subject: | Re: Traps and PvP |
12. Traps are considered PvP. Do not set them down to damage random people: you are responsible for your traps and their victims. I think that pretty much says it all. Just ask yourself if you're looking to damage a specific person or could a random person be injured. In the case of trapping a room you're character is holding some sort of rendezvous in, if you trap an area that a character would definitely have to be spying on you to enter, I see no problem with it. You trap the hallway of an inn where a random passerby with no intention of spying on you whatsoever could trip the trap is a no-no. |
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| Author: | Dark Immolation [ Thu, Jan 20 2011, 15:57 PM ] |
| Post subject: | Re: Traps and PvP |
Another thing to note about trapping rooms. When you trap a door, it triggers on someone touching it or trying to open it. Not when someone walks through. So if you're looking to trap someone coming into the room, sometimes it might be better to just trap the area right behind the door. Unless you're feeling especially hostile and want to electrocute anyone who happens to come a'knockin'. It is possible, however, to trap a doorway-transitions like that, IIRC. As in doors that transport you to a new area. Well, not the actual doorway, but the aperture itself. Or at least it was on a server I used to play somehow, haven't tried it on Amia. Ideally these are the "doorways" you'd want to trap. No one gets hurt unless they actually enter. For these, you can even open the actual door, and you still wont get zapped until you cross the threshold. |
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| Author: | Selvec Darkon [ Thu, Jan 20 2011, 16:17 PM ] |
| Post subject: | Re: Traps and PvP |
Don't put trap down in or around transitions. In saying this there are a few transitions spots on Amia I think it would be appropriate. Ropes that let you climb up to tree houses is a good example. As well as transitions that take through tunnels. Basically I believe the idea is to not put traps down in transitions between area's. There is a difference between dying immediately after loading an area, and dying because you've slid down a rope without checking for traps first. |
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| Author: | Glyph [ Sat, Jan 22 2011, 19:04 PM ] |
| Post subject: | Re: Traps and PvP |
traps...confused me to the point I do not use them at all. there are options to set neutral and hostile, or just hostile, and the one time I did use one, for the RPly reason of setting defences at the camp site, a party member telled to me that he was banned for trapping wrongly in the past, so I decided its probably not a good idea to leave a trap laying around for someone to ko themselves on even if I am right there ready to interact, I can forsee alot of ooc "omg y you do that ima tell on u" because of the neutral hostile setting. that said I know of a few who use epic traps to their advantage and obviously have not made the mistake of blowing away lowbies by accident, so I guess if you want to use them read the rules and know what your doing before you create a 'minefield' please excuse the modern referances I have been playing far too much ps3 recently. |
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| Author: | Selvec Darkon [ Sun, Jan 23 2011, 1:41 AM ] |
| Post subject: | Re: Traps and PvP |
All about common sense. Don't leave your traps lying around, also disarm when you plan on leaving the area. Don't trap transition points. Don't trap around peoples corpses so they can't respawn. Thats about it. Just common sense. I imagine your party member broke one of these rules. I'm betting the leaving traps lying around one. |
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| Author: | My Sovereign [ Sun, Jan 23 2011, 3:55 AM ] |
| Post subject: | Re: Traps and PvP |
Trapping someones body actually seems like really good RP....Like putting a bomb inside someones chest so if anyone comes to raise them....boom |
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| Author: | TormakSaber [ Sun, Jan 23 2011, 6:13 AM ] |
| Post subject: | Re: Traps and PvP |
That's not how traps work. |
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| Author: | My Sovereign [ Sun, Jan 23 2011, 7:18 AM ] |
| Post subject: | Re: Traps and PvP |
Oh you know what I mean Tormak-The-Shoveler. Like setting a trap around them so if they are moved or touched they explode. |
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| Author: | TormakSaber [ Sun, Jan 23 2011, 7:22 AM ] |
| Post subject: | Re: Traps and PvP |
That is very different than what you said in the beginning so no, I did not know it was what you meant. |
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| Author: | Gravemaskin [ Sun, Jan 23 2011, 10:29 AM ] |
| Post subject: | Re: Traps and PvP |
I used to place traps around dead people in large PvP conflicts before the raise dead cooldown was introduced. Someone -always- ran over to try and raise them, then they'd get hit by a stun trap or something similar.... then suddenly there's two corpses. In a conflict, placing traps in locations that are most likely to have the enemy pass over is just good sense and if your char's got reasonable intelligence they ought to realize that fairly quickly. That doesn't mean area transits, but it can mean a bottleneck area that they have to pass trough to get to you, like say a place where the area narrows down because you relocated with that in mind. I wish more people would be more inventive with their traps, instead of just set them straight down on lame locations like right after a transit (then say it's not bug abuse since it's not ON the transit, but 10 feet north/south/east/west of it). Be creative people! |
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| Author: | Dark Immolation [ Mon, Jan 24 2011, 23:29 PM ] |
| Post subject: | Re: Traps and PvP |
My Sovereign wrote: Oh you know what I mean Tormak-The-Shoveler. Like setting a trap around them so if they are moved or touched they explode. From a mechanical standpoint, you can't truly trap a corpse itself. Just the area around it. So that's something to be aware of if you ever try something like that, in terms of hostile actions. If you want to RP that, perhaps use the trap tool to set to Hostile Only and stay somewhere in eyesight of the body. If/when the intended target RP's touching the corpse, set them to hostile. I'm not sure if that would work, but it's a better alternative than simply blasting anyone that comes by to look at the body, which is almost as bad as just leaving traps out in the open. The whole situation presents a suckerpunch dealing with the PvP rules, so I wouldn't suggest doing it unless you've already and recently established a hostile relationship to someone through RP. You're damaging someone without any heads-up, unless they spot the trap. |
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