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Posted

"A character does not need to be in Stealth/Search mode to detect traps that are 4 Mechanics difficulties lower that the skill score. The detection will happen automatically now."
 

I'm sorry, but how is this helpful? Best case scenario it will apply to about 6 traps in the whole game. In areas where, if you aren't in Stealth/Search mode, you and/or your party are going to get eaten by higher-level traps (i.e. Od Nua level 12 - where you won't have to be sneaking for 2 out of the 12 Mechanics checks there). 

Posted (edited)

This was taken with the 1.05 beta installed, it's floor 10 I think and Durance had 10 mechanics by this time, wasn't to helpful.

 

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Edited by Climhazzard
Posted (edited)

My point exactly. Most places where traps are present don't have a 4 point delta between the level of Mechanics you need to clear the harder traps and the lowest level trap present. If they want this to be beneficial (AT ALL) it probably needs to be a 2 point delta.

 

PS Od Nua - Level 11: three Mechanics 11 traps.

 

Od Nua - Level 12: two M8 checks, four M9 checks, one M11 check, five M12 checks. If you came prepared for the M12s, this will only help you with the two M8s. If you didn't then you'll never see anything outside of Search/Scout mode.

Edited by Achilles
Posted

Something else to consider is that if you're not in Scout mode, you will be moving faster and may walk right into a trap before you have a chance to pause, if you're not paying close attention.  While in theory, this change sounds logical, I think that in practice, it's probably not worth moving through suspected trapped areas in anything other than scouting mode (and better yet, in slow mode, to give you more time to hit pause).  It may be a little tedious, but it may save your bacon.

 

On a side note unrelated to this specific topic, I noticed that sometimes you detect a trap during or just as combat starts.  And while you may be able to hold your party back from charging right over that trap, it's still something that can be worrisome. The important thing is that you can disable traps while in combat.  Just a little tidbit worth remembering.

Posted

I turned the auto-pause option for traps on shortly after starting my 2nd playthrough

Posted (edited)

I have it turned on too, the thing about that option is it's labeled as hidden objects or something so when I first started the game I couldn't find the option because i was looking for one labeled as traps, so I can understand if people don't find it.

Edited by Climhazzard
Posted

I turned the auto-pause option for traps on shortly after starting my 2nd playthrough

 

Damn.  Didn't know there was such an option.  Guess what I'll be enabling for my next party......

Posted

Can't wrap my brain around that new feature either. But it doesn't bother me as much, since I'm in stealth anyway where traps are likely.

Posted (edited)

I think they probably added that because some fights, like the one in my screenshot, have traps around or near the enemies, so you can't detect them during the battle when you're not in stealth.

Edited by Climhazzard
Posted

I think they probably added that in because some fights, like the one in my screenshot, have traps around or near the enemies, so you can't detect them during the battle when you're not in stealth.

 

I had these encounters. Problem is, I detected them all right before the fight started. Didn't prevent Eder or some other melee character to make a beeline for the trap, triggering it in the process. If auto attack is on and your attention is otherwise engaged, it's almost guaranteed to happen.

Posted

 

I think they probably added that in because some fights, like the one in my screenshot, have traps around or near the enemies, so you can't detect them during the battle when you're not in stealth.

 

I had these encounters. Problem is, I detected them all right before the fight started. Didn't prevent Eder or some other melee character to make a beeline for the trap, triggering it in the process. If auto attack is on and your attention is otherwise engaged, it's almost guaranteed to happen.

 

 

Well, there's something to be said for having a very stealthy, trap-seeking rogue scouting ahead of your party to find traps before you get close to them.  Sometimes, even traps that are near some enemies.  If your stealth is good enough, you can probably disarm them and back away without being spotted.

 

But yes, if your characters CHARGE!!!!! into battle and you're not 10000% focused on the action, you might not spot that particular trap, and your guys will pay the price.

Posted

 

Well, there's something to be said for having a very stealthy, trap-seeking rogue scouting ahead of your party to find traps before you get close to them.  Sometimes, even traps that are near some enemies.  If your stealth is good enough, you can probably disarm them and back away without being spotted.

 

Yes, I always have this character. In my case it's the Cypher/player character. The problem wasn't the spotting, the problem was the location. Since this is a spoiler forum, it's on the third level of the endless paths. I simply couldn't disarm it with a couple of giants virtually parking their hindparts on the trap without getting a good smashing for my efforts.

Posted

 

 

Well, there's something to be said for having a very stealthy, trap-seeking rogue scouting ahead of your party to find traps before you get close to them.  Sometimes, even traps that are near some enemies.  If your stealth is good enough, you can probably disarm them and back away without being spotted.

 

Yes, I always have this character. In my case it's the Cypher/player character. The problem wasn't the spotting, the problem was the location. Since this is a spoiler forum, it's on the third level of the endless paths. I simply couldn't disarm it with a couple of giants virtually parking their hindparts on the trap without getting a good smashing for my efforts.

 

 

 

Oh well.  Guess you can't get to them all so easily.  ;)

 

Honestly, it annoys me that there isn't a Rogue Companion.  I intentionally picked up a Custom Rogue NPC in my last party because I couldn't stand not having a Rogue traps and locks specialist in my party, and I happened to want to play a Monk PC.  In a way, it's almost like BG2 where you also didn't have a pure rogue NPC who would stayed with the party all the way thru to the end.  It's like these same developers have something against rogues/thieves.  :unsure:

 

 

Posted

UPDATE: The release notes explicitly state "traps" however it would seem that this applies to any hidden objects.

 

Still completely useless for traps, but I'm noticing that it's picking up a fair amount of the hidden loot caches. Like, a lot of them. 

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