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Dungeons And Dragons Online: DDO News: Traps

| 20 Jan 2005 21:18

Xundau talks a little bit about his favorite kind of traps, and what kinds we may see in dungeons:

However, my favorite types of traps are the ones that alter the party's path through the dungeon. So, for instance, there may be a trapped floor that will collapse if it isn't disarmed. If it does collapse, anyone that fell in will have to figure out where they are, and navigate back to the rest of the party (or maybe the rest of the party just jumps in with them in order to stick together).

You can read Xundau's post here. He also mentions they avoid balancing dungeons on party composition so no one class is really favored over another. Justin Quimby adds a bit to the thread:

In all seriousness, traps need to span the spectrum from annoyance to death-dealing. As your character advances in level, the traps will move toward the deadly side, while not being just "insta-death". Insta-death just isn't fun.

You can read his post here.

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