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Traps

Muizer
Muizer
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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.
Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Artem_gig
    Artem_gig
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    You're very right. I thought about this myself. Recently, two friends and I went for a walk in the West Weald and came across a root trap... And it's just such a disappointment... no damage...
  • Artem_gig
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    disabling regeneration is a very good idea, and 45 seconds is a good time. When I played as a vampire and had no regeneration, the traps were more interesting.
  • Monte_Cristo
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    Artem_gig wrote: »
    disabling regeneration is a very good idea, and 45 seconds is a good time. When I played as a vampire and had no regeneration, the traps were more interesting.

    The lack of health regeneration as a vamp caused me to die in an outlaw's refuge
  • Muizer
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    Yeah the idea was running into a trap shouldn't kill you, but you have to at least do something afterwards. Either take a health potion or watch out for a bit you don't trigger another.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Artem_gig
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    Eh, it’s a pity that developers rarely look at the opinions of players from the forums... Moreover, if the topic under discussion most likely seems like a trifle to them... But it’s precisely such little things that make the game more interesting.
  • Taril
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    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)

    So, for like one off quest locations, there would be more freedom to make traps more threatening (Which in some cases they are. Like the final quest in Betnikh there are a bunch of flame traps where getting hit by them can melt your health pretty quick)

    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)
  • Hapexamendios
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    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.
  • Artem_gig
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    Taril wrote: »
    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)

    Eh, alas... this is a big minus in the game for me. The game is focused on going through the same content a million times... And I don’t like grinding.
    Well, as for the puzzles... well, sometimes there are good puzzles in individual quests... But alas, only in quests, and even then there are few of them...

    Edited by Artem_gig on 9 December 2024 23:43
  • Artem_gig
    Artem_gig
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    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.
    Edited by Artem_gig on 9 December 2024 07:24
  • Hapexamendios
    Hapexamendios
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    Artem_gig 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.

    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!
  • Artem_gig
    Artem_gig
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    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?
  • Muizer
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    Taril wrote: »
    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)

    I'm afraid you're right. I suppose it falls into the same category as overland mobs. Heaven forbid anything would slow someone down on their way to farm ...... stuff. Stuff, stuff, stuff. It's all about getting the stuff. Who cares about playing a game anyway.
    Edited by Muizer on 10 December 2024 11:25
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • LootAllTheStuff
    Muizer 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.

    I ran into some traps in a side quest in High Isle that removed a significant chunk of health, so I'm not sure I'd want to see a flat penalty like that. Maybe make it a % of current health instead? Also, 45 seconds is a very long time in some locations...
  • BXR_Lonestar
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    Muizer 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.
  • Taril
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    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

    They really aren't. Like, not even close.

    Like, early game traps on a low level character with no CP you can literally dance inside the "Traps" and they deal like 0.1% of your health in damage. The only detriment from them is the snares they put on you... Or in the case of things like the wire traps/bear traps the stun they do (While doing literally 0 damage)
    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.

    Actually, it's pretty simple. You can make them do percentage based damage. Then they hit both newbies and CP3600's equally and can be a threat.
    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.

    Keep in mind that unlike Overland... Traps are literally given ways to avoid them. By not walking into them or by disarming them beforehand (Which can easily be taught to new players just like how the new tutorial teaches about sneaking and breaking out from CC)

    So even if they're "Deadly" it's not as if people are expected to be running into them all the time. It'd mostly just be those veteran players who are trying to just sprint through everything that would be hit by traps, new players instinctively avoid them (I see it plenty where in somewhere like The Grave on Stros M'kai, newbies are there waiting to get through the traps safely by avoiding them. Meanwhile, I just sprint through because I know they don't do anything...)

    (Also, I never understood much of the "Make Overland more difficult" like people can't just unslot their CP's and wear green gear and make everything more challenging in the same way having a toggle to make the overland scale to match their full CP and full gold gear would. The only difference is you wouldn't be parsing for the same numbers while whacking WB's)
  • Jaraal
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    Artem_gig 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?

    It means, "Hello, Wilbur."
  • Supreme_Atromancer
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    Muizer 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.

  • Rowjoh
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    Muizer 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.
  • Supreme_Atromancer
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    Taril wrote: »
    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)

    "trash mobs" is already pretty much that. And people running content for the millionth time already hate everything, and the exercise is already frustrating, because its designed to be time-consuming. Vetoing any sense of wonder or exploration for the sake of grind would be a shame.

    Not saying you're wrong, though.
    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.

    Theoretically, a trap (as opposed to overland mob difficulty) can have an arbitrarily high amount of damage because it has other ways to engage it.
  • Artem_gig
    Artem_gig
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    Muizer 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.

    1. I am a DD who does not have a self heal. And yet, the traps do not even deal 1% damage. Okay, I’m still with CP, but!
    2. If you right now create a second character with a zero level and approach the trap, you will see that in fact the traps are still just as worthless.
  • Artem_gig
    Artem_gig
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    Rowjoh wrote: »
    Muizer 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.

    you bring everything to the absolute level, which is absurd, these are different games, and we do not require complexity, but significance. Traps don't mean anything, remove them from the game and you won't even notice it. (I mean you won’t notice any changes in gameplay)
  • Jaraal
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    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.
  • Artem_gig
    Artem_gig
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    Jaraal wrote: »
    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.

    The only almost serious trap in the game... and it's confined to the boss.
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