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Locks and traps

chest locked trap

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#1 Beyond Freedom

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Posted 13 March 2013 - 08:51 AM

One of the features I would love to see in the game, which have been seen in many forms in many other games, is the idea of locked and/or trapped containers. No surprise is that I like to play rogues in those games, and locked chests are the meat and drink of rogues. (Yes, yes, I know, there are no rogues per se in GW2.)

Obviously every profession would need to have some kind of mechanic to be able to get at the contents of a locked, trapped container. Here are some ideas:

Thief: the most obvious. They can disarm the trap and pick the lock.

Engineer: they can disarm the trap and blow up the container with explosives.

Warrior: they can just bash the container until it or the lock breaks. They will have more resistance to the trap's damage, so while they cannot avoid it, it shouldn't kill them outright (their armor protects them well against physical traps but less against elemental damage).

Guardian: as Warrior, except that they can perhaps place some kind of ward to protect them against the trap's damage.

Necromancer and Ranger: they can send a minion or pet to set off the trap, then destroy the container.

Elementalist: they can protect themselves against any elemental damage and blow up the container with a fireball. If the trap is physical they might not be so lucky (opposite of Warrior).

Mesmer: now I'm stuck, because traps and locks are inanimate objects which are not subject to illusion. Perhaps they could have some means of teleporting the contents out of the container, coupled with a failure possibility that also teleports a percentage of the trap?

What do people think to this?

#2 FoxBat

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Posted 13 March 2013 - 08:56 AM

The game does have a few traps (not for containers), and they are overcome through timing, staying out of red circles, and finding some disarming mechanism. I would love to see more of this, particularly some traps on chests (and random ones at that), but the existing mechanics are way better than rolling die or bashing chests IMO. No need to descend into profession-specific mechanics that are also pretty bad.

#3 Andemius

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Posted 13 March 2013 - 08:57 AM

Gw2 isn't buit for this. It wouldn't work. If something like this was implemented on say, a dungeon end or bonus chest, you'd just see GLF X Unlock skill X".

#4 AsgarZigel

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Posted 13 March 2013 - 09:14 AM

Honestly, making a mechanic out of this just seems like a waste of time. Originally this trap mechanic comes from tabletop RPGs (like the whole genre obviously), there every character had their own role and finding traps / picking locks was one of the things the rogue could do. Having a mage character use a "knock" type spell that opens up locked containers is another option if you don't have a rogue.
Since you have to give every profession the opportunity to do it kind of defeats the purpose. It just becomes that pointless extra hoop you have to jump through to get decent loot and we probably have more than enough of those already.

I could maybe see this kind of thing as a gimmick in a dungeon or other kind of content (like one of the players gets a thief kit and the others have to protect him while picking locks / finding traps), but as an extra mechanic it doesn't add anything imo. If everyone can do it anyway, it doesn't even add much flavour to the professions, since it just becomes another generic thing everyone does.

#5 Beyond Freedom

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Posted 13 March 2013 - 10:03 AM

View PostAsgarZigel, on 13 March 2013 - 09:14 AM, said:

Since you have to give every profession the opportunity to do it kind of defeats the purpose. It just becomes that pointless extra hoop you have to jump through to get decent loot and we probably have more than enough of those already.

I could maybe see this kind of thing as a gimmick in a dungeon or other kind of content (like one of the players gets a thief kit and the others have to protect him while picking locks / finding traps), but as an extra mechanic it doesn't add anything imo. If everyone can do it anyway, it doesn't even add much flavour to the professions, since it just becomes another generic thing everyone does.

I don't see it as an extra hoop, it's just a different option. It's something for the people who prefer sneaking about and opening chests to get their treasure as opposed to bashing 10 bandits and looting them. To a certain extent this pattern already exists in jumping puzzles, it's just another variety of that. Nobody is forcing you to go do all the jumping puzzles, and likewise nobody is forcing you to sneak about and open chests. If you prefer bashing veterans, do that instead.

Everyone can do it, but everyone does it in a different way. How is that not adding flavour?

#6 Andemius

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Posted 13 March 2013 - 12:23 PM

View PostBeyond Freedom, on 13 March 2013 - 10:03 AM, said:

Everyone can do it, but everyone does it in a different way. How is that not adding flavour?

Hardly anyone will see it that way. I'd be irritated if after battling through a dungeon I got to a chest and had to mess around with another mechanic before getting my hard earned loot.

#7 matsif

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Posted 13 March 2013 - 12:50 PM

I came into this thread thinking it was going to be about having random world chests that require lockpicks and/or keys to open them for good loot, like in GW1.  Which honestly I would endorse, as long as the loot scaled well and was worth the risk to get to, unlike current JP chests that are entirely worthless 99% of the time.

What is proposed in the OP I don't think adds "flavor" or another play style or really anything other than a new skill that all classes would have to buy with SP that literally has no use other than in very specific situations, that would never be on your bar other than in that specific situation because otherwise it has no use.  It would change absolutely nothing in the game other than "oh hey, there's that locked chest thing over there, lemme swap a skill real quick and go open it and get on with my life."  Basically, it would add an annoyance that most people would probably end up skipping anyways unless the reward was significantly better than anything else in the instance/world.

#8 Kratimas

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Posted 13 March 2013 - 01:45 PM

If they are going to do something like this, I think it would be better to add Lock Picks to the NPC merchants.

Then lock picking becomes a skill (almost like crafting) that the more you do it the better you get at it.

So say you start at 10% to open the chest, and then that goes up as you use your lock picks.

I would make this % go up very slowly and you max out at say 75%.

I think this would be a great way to add another progression to the game plus another gold sink for anyone who wants to do it.

They could even go as far as adding say "Perfect Lock Picks" to the gem store with 100% chance of opening chests.

I would also only put this in open world, not Dungeons or Fractals.

And each chest would be locked per player so, one person couldn't unlock it for their party or anyone else only themselves.

This is the way I would like to see something like this implemented.

#9 Beyond Freedom

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Posted 14 March 2013 - 12:46 PM

View Postmatsif, on 13 March 2013 - 12:50 PM, said:

What is proposed in the OP I don't think adds "flavor" or another play style or really anything other than a new skill that all classes would have to buy with SP that literally has no use other than in very specific situations, that would never be on your bar other than in that specific situation because otherwise it has no use.

I never said it should be a skill. I'm imagining that it would work with the existing "press F to do something" mechanic.

#10 Krazzar

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Posted 15 March 2013 - 07:03 PM

You mean like the skritt burglar?




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