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(active) Trapping

Posted: Sat Jul 20, 2013 9:07 am
by Lun
With the new "smaller animals flee" rather than fight update, I was thinking it'd be nice if there was a type of active hunt and trapping mechanism, such as setting and arming a lockblade trap prior to hunting, triggering an automatic trapping (based on players trapping skill). This would lock said scared animal into the room for at least a few rounds of combat, allowing the hunter an actual shot at killing the target without wasting round after round chasing after them and hoping to score a proper hit/kill.

Example: Zeel hides, arms, and sets a lockblade trap in a forest room, and hunts until a deer appears. Normally, when Zeel reveals himself when attacking, the deer will automatically flee the room. However, because there is an active hidden lockblade trap and the deer is in combat with Zeel, the deer triggers the lockblade trap (% chance) and is rooted, allowing Zeel to kill the deer or at least wound it enough to provoke it into combat. Zeel gets bit in the eye and subsequently dies of bleeding, but at least he tried.

Re: (active) Trapping

Posted: Sat Jul 20, 2013 10:24 am
by Kiyaani
Poor Zeel =(

Re: (active) Trapping

Posted: Sat Jul 20, 2013 10:51 am
by baerden
Does PRESSing work to keep them from fleeing?

Re: (active) Trapping

Posted: Sat Jul 20, 2013 11:55 am
by Kiyaani
Last time I tried to press something the RT was longer than the press so it didn't really prove very effective. That could be different now.

Re: (active) Trapping

Posted: Sat Jul 20, 2013 1:02 pm
by Rias
The Press effect lasts one second longer than the attack used to inflict the press, so if you keep on pressing, it should prevent them from leaving.

That said, traps used in hunting animals has been on the "that would be cool" list for a long while but is low priority.