| Death traps | |
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+4Gambit Asmodeus Limitless Bill 8 posters |
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Motoko
Posts : 1229 Join date : 2009-09-14
| Subject: Death traps Sat Jan 09, 2016 12:51 pm | |
| I'd like to change these so they don't kill you every day, rather you get a save if you have enough luck, however it will reduce your luck by more than 50% as a regular save does.
Thoughts?
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Bill
Posts : 79 Join date : 2015-05-25
| Subject: Re: Death traps Sat Jan 09, 2016 1:08 pm | |
| - Motoko wrote:
- I'd like to change these so they don't kill you every day, rather you get a save if you have enough luck, however it will reduce your luck by more than 50% as a regular save does.
Thoughts?
Given the overall uselessness of luck, I'd go for this, as it's still preferable to an actual death. | |
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Limitless
Posts : 47 Join date : 2015-07-06 Age : 40
| Subject: Re: Death traps Sat Jan 09, 2016 3:19 pm | |
| I like the idea, go for it. | |
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Asmodeus
Posts : 483 Join date : 2012-12-22
| Subject: Re: Death traps Sat Jan 09, 2016 3:47 pm | |
| No issue from me. Given the rarity of deaths from these traps... Also will reduce stress in places like tower where people actually can lose all their gear if they die and no one can make it up fast enough. | |
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Lazywarrior
Posts : 180 Join date : 2015-07-25 Age : 28 Location : Somewhere with a bunch of nekos
| Subject: Re: Death traps Sat Jan 09, 2016 4:12 pm | |
| I like this idea, I've seen people ragequit from tower 19 so many times not even knowing u can't get saved from death traps, and many other times in other areas people die to them not even knowing why. | |
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Gambit
Posts : 31 Join date : 2015-05-20
| Subject: Re: Death traps Sat Jan 09, 2016 6:46 pm | |
| This is an older school game I think some extreme element of risk should be left in. Even easily avoidable risk. | |
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Motoko
Posts : 1229 Join date : 2009-09-14
| Subject: Re: Death traps Sat Jan 09, 2016 6:51 pm | |
| - Gambit wrote:
- This is an older school game I think some extreme element of risk should be left in. Even easily avoidable risk.
Keep in mind - I want this change to be made prior to me releasing my new areas because, well, they will be very hard, and people will die. | |
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Lazywarrior
Posts : 180 Join date : 2015-07-25 Age : 28 Location : Somewhere with a bunch of nekos
| Subject: Re: Death traps Sat Jan 09, 2016 7:06 pm | |
| - Gambit wrote:
- This is an older school game I think some extreme element of risk should be left in. Even easily avoidable risk.
This is a risk a lot of people don't even know about, and quit the game over when they lose everything to it. | |
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Limitless
Posts : 47 Join date : 2015-07-06 Age : 40
| Subject: Re: Death traps Sat Jan 09, 2016 9:05 pm | |
| I'd rather see spike traps in the area and make spike traps the same way your saying can cause a save instead. | |
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amanar
Posts : 649 Join date : 2012-12-21 Age : 36 Location : Ontario, Canada
| Subject: Re: Death traps Sat Jan 09, 2016 10:24 pm | |
| - Motoko wrote:
- Gambit wrote:
- This is an older school game I think some extreme element of risk should be left in. Even easily avoidable risk.
Keep in mind - I want this change to be made prior to me releasing my new areas because, well, they will be very hard, and people will die.
Omg that area. I vote yes to this change.. btw, you still owe me two pieces of prison gear from that area..... lol | |
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Lordlava
Posts : 3955 Join date : 2009-08-23 Location : The Land Down Under
| Subject: Re: Death traps Sun Jan 10, 2016 3:50 am | |
| Death traps always bugged me right back to 1999 or so when I was first introduced to them.
This is being tested and will go live when I next update the production server.
Death traps now consider luck when determining how dead you really are. | |
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| Death traps | |
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