My bad i misunderstood this and thought u were talking about t-chests thats why i said u get revelead for removing items from chest...It's probably worth publicising that it's a great skill combined with stealth to get in grab treasure and get out undetected.
Make Remove Trap useful.
Forum rules
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Re: Make Remove Trap useful.
Visit Khronus Mall 2 Screens North From Brit Moongate!!!
Re: Make Remove Trap useful.
Aye. those are a different beast.
Re: Make Remove Trap useful.
how bout this:
magic unlock is only effective on level one chests, so make telekenesis only effective level one chests as well...level 2 or above chests would require remove trap...in my opinion this would save from making anything usless and bring importance to skills.
magic unlock is only effective on level one chests, so make telekenesis only effective level one chests as well...level 2 or above chests would require remove trap...in my opinion this would save from making anything usless and bring importance to skills.
Re: Make Remove Trap useful.
That would make t-mapping rediculously difficult.. However I am all for more difficulty, just maybe with more thought put into it.. I have never known anyone, to legitly GM remove trap..
#1 PK Guild on T2A
ironfistmax wrote:Alatar is one of the best PvPers I have known. I have played UO since 1998 and every free shard known to man. It's not questionable whether he is good or not.
Hemperor wrote:Alatar is a douche bag but at least he and cr3w would fight everyone.
Re: Make Remove Trap useful.
oh it can be donealatar wrote:That would make t-mapping rediculously difficult.. However I am all for more difficulty, just maybe with more thought put into it.. I have never known anyone, to legitly GM remove trap..
http://my.uosecondage.com/Status/Guild/21[/color][/center]
Re: Make Remove Trap useful.
I was Gm magery meditation hiding stealth lockpick character in my t2a days. I never managed to get 100 in remove trap it was by far the hardest skill i have ever trained. I believe i maxed it out at around 93 but I could remove every dungeon trap in the game. I used this character for most of my money making. Recall in, stealth around dungeons looting all of the chests unrevealed. Lockpicking was a walk in the park compared to this skill but it was definatley worth it. i never had to reveal myself in the most dangerous situations to loot chests. Those deep dungeon chests were equal or better loot than most high end monsters with exception of magic items.
<IronfistMax> tell me where you are in game, and ill come thank you personally
Mad_Max: blackfoot you sent everyone to a slaughter
<Derrick> We will not negotiate with terrorists.
UOSA Society of Adventure and History [UoH]
Re: Make Remove Trap useful.
When did the S-P server for OSI come out? I know for a fact in that server/shard you could not tel-pop chests there.
Re: Make Remove Trap useful.
that's exactly the point. remove trap doesn't reveal you, and it should be era accurate as far as i remember.it's a great skill combined with stealth to get in grab treasure and get out undetected
that's why it doesn't need any further implementation.
basically it's a skill for an all-around thief who is able to hang out in a dungeon without beeing seen, and get everything out of chests.
also, think about doing lvl4 t-chest without having to deal with any mob (after someone else digs of course)... it's cleaner, and that's the difference between a pure thief- t-hunter and a half mage.
uo was a greatly designed game. the only skill that i really can not imagine a use for is herding lol (except for boosting stats in this shard). my 1st char on osi was a shepherd it got PKed after 15 minutes of game.
Re: Make Remove Trap useful.
Too bad I can't herd a horse around while a person is riding it ^_^eddierock wrote:that's exactly the point. remove trap doesn't reveal you, and it should be era accurate as far as i remember.it's a great skill combined with stealth to get in grab treasure and get out undetected
that's why it doesn't need any further implementation.
basically it's a skill for an all-around thief who is able to hang out in a dungeon without beeing seen, and get everything out of chests.
also, think about doing lvl4 t-chest without having to deal with any mob (after someone else digs of course)... it's cleaner, and that's the difference between a pure thief- t-hunter and a half mage.
uo was a greatly designed game. the only skill that i really can not imagine a use for is herding lol (except for boosting stats in this shard). my 1st char on osi was a shepherd it got PKed after 15 minutes of game.
-
- Posts: 14
- Joined: Wed Sep 29, 2010 3:50 am
Re: Make Remove Trap useful.
Hate being a necromancer, but this skill still seems totally useless. Is it not possible to make it a little better, by remove the 1 tile thing or just make the explosion bigger when you trigger the trap ?
Sorry for bringing all this back and for my bad english. Please forgive me.
Sorry for bringing all this back and for my bad english. Please forgive me.
-
- Posts: 286
- Joined: Mon Mar 15, 2010 6:47 pm
Re: Make Remove Trap useful.
I seem to remember more dart traps.
- MatronDeWinter
- UOSA Donor!!
- Posts: 7249
- Joined: Wed Mar 04, 2009 3:35 am
- Location: 你的錢包
Re: Make Remove Trap useful.
1.Dungeon chests on UOSA are always explosion, or mostly. This should not be so.
2.Not all dungeon chests should even be trapped (they were ALL trapped on Siege).
3.You can move 1 tile back and open ANY trapped dungeon chest without taking damage.
(I dont think this should be possible at all)
The third one there is what is crippling remove-trap as a skill.
2.Not all dungeon chests should even be trapped (they were ALL trapped on Siege).
3.You can move 1 tile back and open ANY trapped dungeon chest without taking damage.
(I dont think this should be possible at all)
The third one there is what is crippling remove-trap as a skill.
Re: Make Remove Trap useful.
There are some massive issues with lockpicking I think.
First, you should be able to GM off of player-made chests. Not that you need GM lockpicking to unlock all dungeon chests; supposedly you don't. There's tons of documentation on this in this forum and in the groups archives.
Second, apparently there can be multiple traps, requiring multiple Telekinesis uses?!?!
http://groups.google.com/group/rec.game ... 0cca7ccd8f
http://groups.google.com/group/rec.game ... 1d046686f1
Third, the chests can re-grow their loot without being re-trapped?! (see first link above). It appears the trapping and respawning of loot are independent of each other.
That's all I can find for now. I thought we had some documentation here about the one-step-back trip, but I could be wrong.
First, you should be able to GM off of player-made chests. Not that you need GM lockpicking to unlock all dungeon chests; supposedly you don't. There's tons of documentation on this in this forum and in the groups archives.
Second, apparently there can be multiple traps, requiring multiple Telekinesis uses?!?!
http://groups.google.com/group/rec.game ... 0cca7ccd8f
http://groups.google.com/group/rec.game ... 1d046686f1
Third, the chests can re-grow their loot without being re-trapped?! (see first link above). It appears the trapping and respawning of loot are independent of each other.
That's all I can find for now. I thought we had some documentation here about the one-step-back trip, but I could be wrong.
- MatronDeWinter
- UOSA Donor!!
- Posts: 7249
- Joined: Wed Mar 04, 2009 3:35 am
- Location: 你的錢包
Re: Make Remove Trap useful.
^Yeah there are many issues where loot should "re-grow". There was a time when people kept monsters in their houses because they would continue to create loot. Same should apply for containers imo.
Re: Make Remove Trap useful.
Town chests lock, trap, and spawn loot independently from what I've seen.MatronDeWinter wrote:^Yeah there are many issues where loot should "re-grow". There was a time when people kept monsters in their houses because they would continue to create loot. Same should apply for containers imo.