I would spend hours in Rat Valley trapping spawn chest and waiting for people to hit them. I still have notes on peoples names and the loot I got. This was on Great Lakes, and the only PKing I was ever any good at.
100% agree, I created my tinker in the hopes that he would be able to create traps that worked as they were in the T2A era. The current system does not provide any use for tinker traps.
Right, but if we are aiming for "History Perfected" should we not utilize systems which have proven themselves to be superior to the changes made by OSI? A few things come to mind such as housing rules. I'm not sure if this post was meant as sarcastic, but while the faction traps may provide better functionality, the silver requirements make it almost impractical for any player with Downs' playstyle to actually utilize without spending hours farming for silver.
Is my research not from t2a Era? Also kinda hard to use the t2a crutch to argue against this when I once rode a polar bear here and own a pink sword. Adding this change hurts nothing and only makes things more interesting, I promise!
Tinker traps were changed from the T2A ruleset just prior to the release of UOR. The Mar 9 2000 patch notes state that: UO Renaissance was released on May 4, 2000, so the more fun version of tinker traps is only slightly out of our era.
Perhaps I have had a lapse in my memory, but I never recall a big flashing red "trapped" warning, above the box either. Kind of disheartening to get my scheme set up only to have this big red warning flashing above my trap.
I believe the [warning] is only displayed if a player uses Detect Hidden successfully, otherwise the player has no way of knowing whether the container is trapped.