Traps in Dungeons / Skeleton Forts

  • In the E3 preview we saw the crew walk past a skeleton that had been killed by a log trap. Was this for ambience, or will we be seeing traps in-game?

    I for one would love to see classic stuff that will slowly wittle away at a pirate's health if they aren't careful when exploring some old caves or ruins. Stuff like pressure plates with blow darts, pits filled with snakes, spike walls and so on would be super cool to see in-game. Traps would also help to make the game a bit more challenging, as I see thread after thread demanding that basic skeletons be made more fearsome (though we've yet to see the other types yet).

    Thoughts?

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  • @chazzyau I haven't read much on this yet (still reading lol) but it's a great idea. I agree that it'd be cool beans to have these type of things in the caves and forts. I'll come back and post more info if I find it. I'm looking for it now lol.

  • @ChazzyAU Agree. Traps would add another threat to the player and provide a bit deeper immersion for those who enjoy exploring.

  • @k7-issues I'd even be happy if they were solely in forts to make them even more of a challenge. Obviously don't want the game to become an Indiana Jones style treasure hunter simulator (as cool as it would be) but I definitely reckon they'd fit in this game.

  • @chazzyau said in Traps in Dungeons / Skeleton Forts:

    In the E3 preview we saw the crew walk past a skeleton that had been killed by a log trap. Was this for ambience, or will we be seeing traps in-game?

    I for one would love to see classic stuff that will slowly wittle away at a pirate's health if they aren't careful when exploring some old caves or ruins. Stuff like pressure plates with blow darts, pits filled with snakes, spike walls and so on would be super cool to see in-game. Traps would also help to make the game a bit more challenging, as I see thread after thread demanding that basic skeletons be made more fearsome (though we've yet to see the other types yet).

    Thoughts?

    This is an awesome idea!! I would love there to be traps so that I would stop running around mindlessly looking for clues but actually paying attention. But I have a feeling that this is one of the possibilities they've mentioned that is not possible with Unreal Engine 4. Again, just a feeling.

  • Very good idea, perhaps for higher faction voyages or skellie 'dungeons'. It would make sense that extremely valuable or deep lore related treasure would be guarded by as many options as possible.
    Now my pirate will just need the pincers of peril to help avoid spikey pit traps.

  • @sloshed-smurf If that’s the case, I ‘spose the best they could do is stuff like is fall damage traps or pitfalls leading to a roomful of skeletons or something.

  • @chazzyau said in Traps in Dungeons / Skeleton Forts:

    @sloshed-smurf If that’s the case, I ‘spose the best they could do is stuff like is fall damage traps or pitfalls leading to a roomful of skeletons or something.

    Or just a bit you fall through with spikes at the bottom that kills you instantly.

    Or like someone said before, pressure plates which activate cannons to be shot at you, or spikes shoot from the ground and kill you, or a piece of log rolls down a hill and you have to jump over it or run away. I mean the possibilities are endless. They just need to add traps. That's all I know.

  • I searched for quite a while and didn't find anything concrete about traps. I sure hope it catches on though, it'd be a great immersion tool and make our pirate adventures that much more adventurous.

  • I'm all for traps, but at the same time I don't want predictable traps where the traps are in the same location every single time you go to the cave or dungeon.

    Traps need to be in random locations and random types of traps otherwise it becomes predictable and you can simply game the game by remembering where to not step.

    So if traps are to be added in then please let the keyword be "Unpredictable"

  • @ghroznak said in Traps in Dungeons / Skeleton Forts:

    I'm all for traps, but at the same time I don't want predictable traps where the traps are in the same location every single time you go to the cave or dungeon.

    Traps need to be in random locations and random types of traps otherwise it becomes predictable and you can simply game the game by remembering where to not step.

    So if traps are to be added in then please let the keyword be "Unpredictable"

    I agree with this, even if it means we don't get them on release and need to wait for a few updates.

  • I'm all for traps in the forts, or on the islands in general. I'd go one step further and ask to have the ability to set our own traps.
    Imagine going solo and being hunted by a galleon, you could lead them to an island you've prepared, take them out via the carefully laid traps, steal all their loot and sail off into the sunset.

  • @originalzulkai Great idea would be sweet seeing your own traps take out opposition players☠

  • @originalzulkai Oooo, b***y-trapping would be cool for chokepoints. You could even use them on your ship as added protection for your treasures or cargo.

  • @chazzyau It would be pretty cool to have traps like that, You shouldn't be able to waltz on to an island full of treasure and not be in some type of danger until you dig up the treasure.

  • @chazzyau

    In one of the podcasts mike chapman says something to the effect of "we'd be silly not to explore traps and such"

    Lots of potential in the year ahead :)

  • Didn't I hear somewhere in the media circus that you can use snakes as traps? As in you put in a cage and it will attack anyone that comes near...

  • @rgbknights You will be able to capture it and poison other players by using the snakes... So you could hop aboard someone else's ship and release a tonne of snakes you have captured.

  • @musicmee

  • @chazzyau You sir have my upvote, great idea and I would love to see it implemented into the game.

  • I think this idea is great. I saw that clip with the log trap and thought the exact same thing you did!

    I disagree about traps being random, however. I think knowing where all the traps are is the exact kind of 'horizontal progression' everyone keeps talking about. Imagine how much of an asset you would be to your crew if you said 'oh, barnacle cay, I spent ages here and know all the locations of all the traps'.

    I have no problems with them switching them up every once in a while though :)

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