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Message ID: 1028
Date: Sat May 22 14:50:00 BST 1999
Author: Roop Dirump
Subject: Disarming Traps


Reading disenchantment thread, and agree wholeheartedly, but if it's any
consolation, we're a jack-of-many-useless skills anyway, master of none.
Thieves have long been complaining about detect/disarm traps and pick lock.
I rarely see any doors to be picked, though there seems to be more of those
than traps. Then I've read so many thieves complaining how most parties
would rather not have a thief amoung their ranks, regardless of the group's
level (Bards are highly desired at one point, at least).

It got me to thinking about the classic CRPGs, how when you went to create
your group of adventurers, it would come down to 2 warriors, 2 spellcasters,
but at least one thief! You -had- to have a thief, or at least a class that
could substitute for a thief like a ninja/monk type or jester/bard. Reason
was: every encounter involved monsters dropping a trapped chest that needed
disarmed. Hell, remember is Wizardry how my thief stood behind the
warriors, never fighting, just following along to pick any locks and disarm
after every battle.

So what if that happened here? Could you imagine the uproar? :) Say,
someone's in Crushbone. They kill one of these humanoid creatures, and any
weapon or shield/armor the orc was wielding can be snatched up easily. But
they also see a trapped chest in there, for all humanoid monsters now keep
their valuables in such boxes. Within the chest is probably just coins, but
perhaps the orc was storing his valued shiny brass shield in that chest, not
wielding it. Regardless, the player can simply open the chest and set it
off. Either a minor explosion, poison, stun, things like that. Nothing so
great as to kill the player, but enough a threat that the player must be
certain things are safe in the area before they loot. The player would then
have to weigh leaving the corpse there a while for safety, or someone
eventually being able to steal their prize. I think it would make things
more interesting.

If a thief is in the area, even not in the other player's group, the thief
could just use the disarm skill on the corpse itself (not having to go in
loot mode to see the trapped chest itself), removing the trap for the other
fellow. Once set off or disarmed, the box itself would vanish. Could
imagine said thief running around Crushbone disarming corpses to increase
skill, instantly becoming a local hero, people sending shouts for him to
"come over here!" Do high-level magic users get a Knock spell equivalent?
Maybe they should, maybe they shouldn't.

I used the /feedback option to suggest this, doubt it'll ever happen though,
but remember to use that option yourself for ideas like this (and send my
idea too if you like, maybe it'll one day happen that way). As it stands
now, who cares about traps? What, there's like one trap in the whole game?
I like my idea because I just know how irritated it would get people, heheh.
In Everquest, unlike other CRPGs, a thief is not required for a
well-balanced party, yet I think they should be.

Roop


-----Original Message-----
From: Mike Roach <mroach@...>
To: 'eqbards@onelist.com' <eqbards@onelist.com>
Date: Friday, May 21, 1999 6:36 PM
Subject: Re: [eqbards] Disenchantment.


>From: Mike Roach <mroach@...>
>
>I really love playing a bard, so don't get me wrong - but in light of the
>things I have been hearing on this thread it seems like maybe we should all
>get together and petition Verant to throw us bards a frickin bone.
>
>I mean, to have to wait all that time just to get the thieving skills and
>then to have them max out at 35 and 40 what use are they?
>
>Would you really be using the sneak skill when it is maxed at 35? Who
cares
>if we never get a chance to be very good at it?
>
>I intend to continue playing this class and really am having a good time, I
>just think in light of the circumstances there are a lot of skill that I
was
>excited about in the beginning that I pretty much don't even consider
>anymore because they seem useless.
>
>Dual wield at 17 is really cool, and Bellows in place of kick is fine, but
>why no dual attack? Apparently the bardic class was VERY powerful in beta
>and had to be toned down but I am thinking maybe it was toned down in the
>areas that made it too powerful and forgotten about in the areas it is very
>weak in. Am I totally off base? I mean why give me the capability to have
>skills I will never be very good at?
>
>Faras of Qeynos
>Half-Elf Bard
>E'Ci Server
>
>
>
>> -----Original Message-----
>> From: Fun Bob [mailto:fun-bob@...]
>> Sent: Friday, May 21, 1999 6:38 PM
>> To: eqbards@onelist.com
>> Subject: Re: [eqbards] Disenchantment.
>>
>>
>> From: "Fun Bob" <fun-bob@...>
>>
>> I agree with you on most of that, and if all the other magic
>> classes turn
>> out to be the same, maybe I'll try a monk or warrior. And
>> alot of the really
>> usefull stuff that makes us versatile isnt untill the higher
>> levels.Disarm
>> Trap is 30th, Pick locks is 40th, and track is 35th....Maybe I am just
>> expecting to much, I dont know
>> -----Original Message-----
>> From: Snicker <snicker@...>
>> To: eqbards@onelist.com <eqbards@onelist.com>
>> Date: Friday, May 21, 1999 3:02 PM
>> Subject: Re: [eqbards] Disenchantment.
>>
>>
>> >From: Snicker <snicker@...>
>> >
>> >At 01:07 PM 5/21/99 -0400, you wrote:
>> ><snip>
>> >>only usefull ones. Any other magic class usually has a
>> variety of usefull
>> >>spells, and I rarely see 1 (Lets say wizrd) using the same
>> 4 or 5 spell
>> over
>> >>and over again. They switch them around considering what
>> the situation
>> calls
>> >>for
>> >
>> >Gotta disagree here. As an enchanter, I generally had a
>> standard "spell
>> >kit" that I seldom changed. As a Bard my song kit is much
>> the same, but as
>> >I get more protective songs they will take some precedence.
>> >Note one VERY important thing: We are NOT defined by our
>> songs the way
>> >spellcasters are defined by their spells. We are also middlin-fair
>> >warriors (You watch a wiz try to go toe to toe with a fast
>> melee mob and
>> >see who's still standing). We are also the SINGLE MOST
>> VERSATILE CLASS IN
>> >THE GAME. Read that sentence again. There is NOTHING we
>> can't do: pick
>> >locks, disarm traps, put monsters to sleep, heal our party,
>> hide our party,
>> >take our party underwater.... Bards in EQ are the
>> single-most powerful
>> >Bard class I've ever played (and this is from someone who's
>> played Bard in
>> >nearly every conceivable RPG).
>> >As has been stated before, we enhance a party. If you want
>> to convert a
>> >Bard to a mathematical formula, where fighters = 1, and
>> spellchuckers = 1,
>> >and Clerics = 1, Bards = x2 multiplier. We make everyone better.
>> >
>> >
>> >
>> >Talies the Wanderer
>> >Check out the EverQuesting Bard:
>> >http://amtgard.pinkpig.com/bards/eqbard.htm
>> >
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