Trap Reform


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Tartarus Sorceror

Posts: 1891

Joined: Monday, 1st April 2013, 04:41

Location: Toronto, Canada

Post Saturday, 13th August 2016, 02:12

Trap Reform

As everyone knows, traps are in a sorry state at the moment. Some people say we should just remove them, other people want them to trigger on entering LoS, some just want random bad effects. Bullshit the way through, as I have solved this problem:

Traps that spawn under plants trigger if the player is under Fedhas wrath.
take it easy

For this message the author Arrhythmia has received thanks: 4
nago, PleasingFungus, Sar, Shard1697

Slime Squisher

Posts: 395

Joined: Monday, 28th April 2014, 19:50

Post Saturday, 13th August 2016, 04:49

Re: Trap Reform

Instead of removing ammo, give a random chance to spawn traps under arrows to discourage players from picking them up again.

For this message the author genericpseudonym has received thanks:
vergil

Blades Runner

Posts: 536

Joined: Friday, 1st April 2016, 18:15

Post Saturday, 13th August 2016, 23:17

Re: Trap Reform

make traps into tilecurses

make ash spread them everywhere

then turn Nem into a trapvaccuum

and then sif will make book traps for trog worshippers that makes them worship a speL

SO AEWSOME

(tihs is a shitpost)
twelwe wrote:It's like Blink, but you end up drowning.

Slime Squisher

Posts: 374

Joined: Saturday, 29th March 2014, 20:53

Post Sunday, 14th August 2016, 15:46

Re: Trap Reform

Remove Xom altars and Chaos Knights. The floor is now Xom. Every time you move on any tile, there is a 1% chance of something completely random happening. This includes all current possible trap effects, but additionally may cause hunger, confusion, berserk (Xom's incessant interference with your life enrages you!), polymorph, shadow trap-esque hostile summonings, removal of random items from your inventory (after which they become animated and must be chased down to be retrieved), sudden flooding with shallow water (Xom decides that they need to use the bathroom!), and reverse shafting that sends you upstairs a random number of floors. On the plus side, item gifts are also possible. In fact, items no longer generate normally; they can only be obtained from FloorXom.

During the orb run, random floor effects become more common, and the orb itself may be randomly yoinked back to its original position on Zot:5 at any time, forcing the player to go back downwards after it.

For this message the author Blomdor has received thanks: 4
Cimanyd, genericpseudonym, Sandman25, vergil

Sar

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Ziggurat Zagger

Posts: 6418

Joined: Friday, 6th July 2012, 12:48

Post Sunday, 14th August 2016, 15:52

Re: Trap Reform

Blomdor wrote:The floor is now Xom.

this should really be a portal vault
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Pandemonium Purger

Posts: 1341

Joined: Monday, 24th October 2011, 06:13

Post Sunday, 14th August 2016, 16:07

Re: Trap Reform

did you mean to post this in the use bad logic thread?
seattle washington. friends for life. mods hate on me and devs ignore my posts. creater of exoelfs and dc:pt

Swamp Slogger

Posts: 170

Joined: Wednesday, 13th July 2016, 09:30

Post Sunday, 14th August 2016, 16:39

Re: Trap Reform

#MakeAbyssTrapsGreatAgain
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Spider Stomper

Posts: 242

Joined: Friday, 17th April 2015, 16:22

Post Sunday, 14th August 2016, 18:56

Re: Trap Reform

traps now have a chance to be cursed and stick to your feet, causing them to activate every time you take a step

enjoy your cursed permanent teleporters and cursed shadow traps

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