Faction Trap Warning

Discussion in 'Factions' started by LesClaypool, Feb 4, 2014.

  1. LesClaypool

    LesClaypool Well-Known Member
    UO:R Subscriber

    Why is there one? I could see if a character had so much detect hidden or remove trap skill that a message would warn you of a trap. Its not much of a trap if a bunch on messages pop up and tells you one is there.
  2. HateCrime

    HateCrime Well-Known Member
    Server Supporter

    I think that as long as you can place two explode traps in a row that do 80+ dmg each, its fair to have a warning. I wouldn't be apposed to removing warnings for other traps at all.
  3. RollinTheTweed

    RollinTheTweed Active Member

    I agree, traps shouldn't be seen without detect hidden. (faction trap) being displayed on your lower left side of the screen isn't fair, for either side. You need gm tinkering, and 1k silver to place one trap. Detect hidden doesn't take much time to GM, and doesn't cost a damn coin one to GM it. Unlike tinkering, which requires tons of ingots.
  4. LesClaypool

    LesClaypool Well-Known Member
    UO:R Subscriber

    Even if an allied character with detect was in the area i could see showing a message.
  5. RollinTheTweed

    RollinTheTweed Active Member

    Right, atleast someone with the skill is making them visible.
  6. Punt

    Punt Well-Known Member

    Fully agree. I am curious though, since I did not play on production servers, how it was handled on them.
  7. [Mobolin]

    [Mobolin] Active Member

    It completely loses it's "trap" feeling when there is a message telling you about it every time you get within "x" amount of tiles. Everyone agreeing to this change acknowledges the likelihood of running over traps more often without the WARNING --- but, that's exactly how it should be!
  8. Wulver

    Wulver Well-Known Member
    UO:R Subscriber

    Why does faction trap removal require tinkering?

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