Traps can't be a proper mechanic because it would be super annoying to have to deal with them when running content for the millionth time (Where the novelty has worn off and you're just after your daily rewards)
annoyance? Funny... the only thing they offer is to stop the character for one second... Wow... Walls do a better job of that.Hapexamendios wrote: »I prefer the way it is now, as an annoyance. Don't really want to deal with them any more than that. Put is as optional and I have no objections.
annoyance? Funny... the only thing they offer is to stop the character for one second... Wow... Walls do a better job of that.Hapexamendios wrote: »I prefer the way it is now, as an annoyance. Don't really want to deal with them any more than that. Put is as optional and I have no objections.
Hapexamendios wrote: »A horse is a horse, of course, of course
And no one can talk to a horse of course
That is, of course, unless the horse is the famous Mr. Ed!
But overall, much of the design they actually go with simply caters towards players that just smash into everything without a care, so it's unlikely they'll actually do anything interesting with traps (Or puzzles. There's plenty of opportunity for decent puzzles in the game but what we actually get is complete trashbage for any puzzle enthusiast)
The game offers us ways to deal with traps, but their impact is usually so small that doing so is not worth the effort. The net result is they're a source of occasional nuisance, rather than something the player needs to interact with. IMHO that's a missed opportunity. I know I would appreciate the often stunningly beautiful spookiness of many locations more if the traps lived up to it somehow and were actually worth watching out for. I'd suggest an increase of damage to ca. 10k and on top of that health regen being set to 0 for, say, 45 seconds.
The game offers us ways to deal with traps, but their impact is usually so small that doing so is not worth the effort. The net result is they're a source of occasional nuisance, rather than something the player needs to interact with. IMHO that's a missed opportunity. I know I would appreciate the often stunningly beautiful spookiness of many locations more if the traps lived up to it somehow and were actually worth watching out for. I'd suggest an increase of damage to ca. 10k and on top of that health regen being set to 0 for, say, 45 seconds.
BXR_Lonestar wrote: »IMO many of the environmental traps were made for players who are working through the story line on a brand new account. In that situation, the traps can be a significant threat
BXR_Lonestar wrote: »There's not much that can be done about it, as it is one of those things that is supposed to create some measure of difficulty early in the game. If they make them scale higher to stronger players, then I think you would see some of those newer players struggle and get turned off from the game.
BXR_Lonestar wrote: »This is very similar to those who want difficult/hardcore style overland content. Those areas are designed for PVE/Questers and not endgame players, so to make overland content super difficult is to make it an insurmountable challenge to people playing casually through the storyline, which is certainly going to turn people off of the game. Not every area or space in the game needs to be catered towards endgame players.
Hapexamendios wrote: »A horse is a horse, of course, of course
And no one can talk to a horse of course
That is, of course, unless the horse is the famous Mr. Ed!
what does it mean?
IMHO that's a missed opportunity. I know I would appreciate the often stunningly beautiful spookiness of many locations more if the traps lived up to it somehow and were actually worth watching out for.
Supreme_Atromancer wrote: »IMHO that's a missed opportunity. I know I would appreciate the often stunningly beautiful spookiness of many locations more if the traps lived up to it somehow and were actually worth watching out for.
100% agree! I think that there could be more room for exploration in the game beyond kill all the mobs, rinse, repeat.
I think the main problem is the way content is designed to be consumed.
Traps can't be a proper mechanic because it would be super annoying to have to deal with them when running content for the millionth time (Where the novelty has worn off and you're just after your daily rewards)
BXR_Lonestar wrote: »The problem is that traps are a much bigger threat to players who have not reached champion point level than they are to a Champion Point level character. IMO many of the environmental traps were made for players who are working through the story line on a brand new account. In that situation, the traps can be a significant threat - especially if you are completely new to the game. But as a healer or a tank, or even as a DPS with a self heal, the traps pose zero threat.
There's not much that can be done about it, as it is one of those things that is supposed to create some measure of difficulty early in the game. If they make them scale higher to stronger players, then I think you would see some of those newer players struggle and get turned off from the game.
BXR_Lonestar wrote: »The game offers us ways to deal with traps, but their impact is usually so small that doing so is not worth the effort. The net result is they're a source of occasional nuisance, rather than something the player needs to interact with. IMHO that's a missed opportunity. I know I would appreciate the often stunningly beautiful spookiness of many locations more if the traps lived up to it somehow and were actually worth watching out for. I'd suggest an increase of damage to ca. 10k and on top of that health regen being set to 0 for, say, 45 seconds.
The problem is that traps are a much bigger threat to players who have not reached champion point level than they are to a Champion Point level character. IMO many of the environmental traps were made for players who are working through the story line on a brand new account. In that situation, the traps can be a significant threat - especially if you are completely new to the game. But as a healer or a tank, or even as a DPS with a self heal, the traps pose zero threat.
There's not much that can be done about it, as it is one of those things that is supposed to create some measure of difficulty early in the game. If they make them scale higher to stronger players, then I think you would see some of those newer players struggle and get turned off from the game.
This is very similar to those who want difficult/hardcore style overland content. Those areas are designed for PVE/Questers and not endgame players, so to make overland content super difficult is to make it an insurmountable challenge to people playing casually through the storyline, which is certainly going to turn people off of the game. Not every area or space in the game needs to be catered towards endgame players.
Supreme_Atromancer wrote: »IMHO that's a missed opportunity. I know I would appreciate the often stunningly beautiful spookiness of many locations more if the traps lived up to it somehow and were actually worth watching out for.
100% agree! I think that there could be more room for exploration in the game beyond kill all the mobs, rinse, repeat.
Take a look at the non-casual, not for the faint hearted, the meek or wibbly minded.... Elden Ring (if you haven't already).
Everything is done 100% right. If you want traps, the whole game is one mind blowing **** trap.
But ESO isn't ER and neither should it be, as it's not aimed at the same audience Elden Ring was.
More's the pity.
I see some people haven't done Tribune's Folly in Gold Coast. There are traps in there that can kill you with a quickness if you let them. And it's an actually useful place for the Bahraha's Curse set bonus which gives you a 40% damage reduction from environmental traps.