Kriterian
09-17-2005, 08:07 PM
Some of the other MUD's I've played had Death Traps (or DT's), which were killer rooms that caused an instant death. They could be fogged/teleported into without killing the rescuer so you didn't have to necessarily depart. I remember us mentioning it in the past, pre-GS III, but nothing ever came of it.
The main problem back then was that there was no way to "see" into the next room and avoid such things. However, we now have the peer verb which let's you look into the next room. Another problem was the fact we dropped our equipment on death in GS, and that would severely piss someone off, hehe.
Of course the main problem in our modern society is some one would create a script to avoid them and they would hardly ever kill any one, hehe.
I think the other problem is most of them were the equivalent of the room causing your death, which didn't allow for any skills such as dodging to avoid them. This is just a simple example.
[Lower Dragonsclaw, Tiger Trap]
As you move deeper in the forest you notice a loud *SNAP*. The ground gives way in a swirl of leaves and flying dirt as you plummet into the darkness. The last thing you see are several carved sticks protuding from various parts of your body.
*It seems you have died my friend...blahblahblah*
Just throwing it out there <shrug> With death not being as harsh as it used to be I think this could be an occasional fun "surprise" or problem. You could even make it a quest for your remaining group to get you out of the trap: Search vine, get vine, put vine in trap, climb down etc etc.
The main problem back then was that there was no way to "see" into the next room and avoid such things. However, we now have the peer verb which let's you look into the next room. Another problem was the fact we dropped our equipment on death in GS, and that would severely piss someone off, hehe.
Of course the main problem in our modern society is some one would create a script to avoid them and they would hardly ever kill any one, hehe.
I think the other problem is most of them were the equivalent of the room causing your death, which didn't allow for any skills such as dodging to avoid them. This is just a simple example.
[Lower Dragonsclaw, Tiger Trap]
As you move deeper in the forest you notice a loud *SNAP*. The ground gives way in a swirl of leaves and flying dirt as you plummet into the darkness. The last thing you see are several carved sticks protuding from various parts of your body.
*It seems you have died my friend...blahblahblah*
Just throwing it out there <shrug> With death not being as harsh as it used to be I think this could be an occasional fun "surprise" or problem. You could even make it a quest for your remaining group to get you out of the trap: Search vine, get vine, put vine in trap, climb down etc etc.