I like the idea of having traps, but the way they are implemented now doesn't seem to add much strategy to the game. Trap detection is obtained by all classes by CL10, and avoiding/disarming/destroying them is pretty trivial. It just seems to be a constant interruption to the flow of the game to have to remember to keep detecting them, and with detection now a radius effect, you have to keep an eye on the bottom of the screen for that very hard to see dark green DTrap. The development wiki has some ideas regarding traps, like monster rogues being able to set them, and I think that's a good idea. @ could also set them with ?Create Trap or something. Rogues could have a spell to create traps that would slow down advancing enemies similar to the old glyph of warding.
Here's an idea: get rid of magical instant trap detection altogether. Instead, make perception stronger with respect to trap detection, and allow perception to work on any visible tile, not just adjacent ones. This would make perception and items of +perception more important to the game, and add an additional element of strategy. I think trap effects themselves could also be rebalanced. When you think about it, trap doors are effectively random teleport level spells that always work in the more dangerous down direction, which feels like a strong, high-level effect. The stat drain dart traps seem like a stat-gain depth effect to me. At low levels, you could have nets or something that stun, sleep, or slow the player for a couple turns--enough to make a difference in combat, but not permanent.
Or you could just make trap detection a duration effect, so that you'll automatically detect all traps in a radius of whatever every round. But this doesn't solve the problem of traps not really adding much to gameplay.
With traps as they are now, I think I'll be removing them from the game entirely as soon as I can get the code to compile.
Here's an idea: get rid of magical instant trap detection altogether. Instead, make perception stronger with respect to trap detection, and allow perception to work on any visible tile, not just adjacent ones. This would make perception and items of +perception more important to the game, and add an additional element of strategy. I think trap effects themselves could also be rebalanced. When you think about it, trap doors are effectively random teleport level spells that always work in the more dangerous down direction, which feels like a strong, high-level effect. The stat drain dart traps seem like a stat-gain depth effect to me. At low levels, you could have nets or something that stun, sleep, or slow the player for a couple turns--enough to make a difference in combat, but not permanent.
Or you could just make trap detection a duration effect, so that you'll automatically detect all traps in a radius of whatever every round. But this doesn't solve the problem of traps not really adding much to gameplay.
With traps as they are now, I think I'll be removing them from the game entirely as soon as I can get the code to compile.
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