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Klaa

Enhancing Traps

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Just being able to attach and rig traps to more things than merely tiles.

Don't even need new trap types; although, something like a spring + needle could be placed on doors, chests, anything with a handle.

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The rediculous decay rate on traps would need to be reduced too to make them viable imo


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I'm still waiting for the mines inside houses (basements)...


 


The decay of traps should really be nerfed, now it's just not worth the trouble to make those.


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I don't have (much of) a problem with trap decay.


 


The real issue is that the decay counts towards the traps effectiveness. Walk over a trap as its close to decaying, it doesn't even tickle.


 


The effectiveness of the trap should be purely initial QL based and the damage considered to be a timer only.


 


More trap types is always a good thing though.


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as a PVE player, i would love to see traps affect creatures.


 


However +1 to the OP - a nice original idea :D


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Aye being able to use traps in hunting too. That's something else Id love to have.


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Just being able to attach and rig traps to more things than merely tiles.

Don't even need new trap types; although, something like a spring + needle could be placed on doors, chests, anything with a handle.

spring + needle + poison perchance?

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spring + needle + poison perchance?

 

Baby steps :ph34r:

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yeah, I want to be able to surround my outer walls with layers of traps, so next time the JK decide to come visit my home, I can leave them little presents.


 


I could easily see myself spending a few months laying a few thousand traps, to maximize the defense of my place.


 


Frankly, I think it's a bit silly that there's no amount of defensive building I can do, at any skill level, with any amount of time at my disposal, that allows me to take a week away from Wurm and still have my home standing when I get back.  One day is all it takes to destroy, no matter how many months I spend building defenses.  This, imo, is broken.


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