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Sense and Disarm Traps - Velious Discussion
From the Velious supplement:
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Discuss, reminisce, etc. Any information which might be relevant to the recreation of these mechanics is helpful. | |||
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#2
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The mechanics behind the sense/disarm were simple from a user's standpoint. As a rogue, I would mash my Sense Trap button. If a Trap was found, my traveling direction would snap to the direction where the trap existed. That was the tell of a trap being nearby. If my direction did not snap to a different heading, either there was no trap nearby or I suppose I wasn't skilled enough to sense it.
I would then attempt to disarm the trap. I received a confirmation of disarm on success, or a consolation message saying the trap wasn't disarmed. I don't, however, know how long the trap was disarmed for. I want to say it was long enough for a raid group to walk through without triggering it again. I'm relatively sure that once a trap was disarmed, you could still sense it, and continue to disarm it. I'm also relatively sure you could sense and disarm while under hide/sneak as a rogue. I don't recall what level my skills were compared to the different trap locations. more edit: are you looking for trap locations too? The biggest/most annoying trap I remember is in Dragon Necropolis. The one that, when triggered, would spawn a bunch of mobs and they'd basically eat your face off. DN was full of them as I recall, especially in the Rat tunnels. Velks had the dispelling trap too, I think it was right before the ice kobolds? | ||
Last edited by aerah; 04-26-2012 at 04:27 PM..
Reason: clarity
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#3
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My sense and disarm is maxed out.
It's not useful, but the OCD in me wanted to cap it. There are 2 small braziers at the dock on the TD isle where the boat going to OT stops. The right firepot is a trap. You can sense and disarm that trap all day long. It's not actually a trap. Think it's there just for skillups. (Like the book in PoTranq). | ||
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#4
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#5
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speaking of evil boat to OT docks, its a trap in the fact you can click on it and it would spin one of the pillars, if anyone was on it they would fall in the water lol.
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OG Moustache, respect... Xadion Von'Darkborn - Shadow Knight Cory Von'Darkborn - Ranger Brezner Von'Darkborn - Bard Watermelons Siliconmelons - Corpse/Shaman | ||
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#6
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man i remember that one trap right inside thurgadin it had a knockback like the winds line from wizard spells that would send your ass flying off the bridge to the tunnel entrance for thurgb.
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#7
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<The Mystical Order> 60 Monk Silentone | |||
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#8
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Not strictly about traps in Velious, but I do distinctly remember being a smug rogue telling all the noobs to go click on the traps in sola/solb to level up their neglected skills. Clicking on these or other old world traps (not using the disarm traps skill button) would still allow people to quickly level up the disarm traps skill even in Velious. The Velious traps did require the skill button to be used which made them much slower to level up on. I'm pretty sure they required a base disarm skill as well, which most/all old world traps did not. Sense traps could likewise be leveled up on old world traps but required use of the skill button.
The alla page for DN has some trap locations/effects posted in the first few comments: http://everquest.allakhazam.com/db/z...tml?zstrat=121 This page, my recollections, and the alla page all agree that while some traps were static, others were mobile: http://www.angelfire.com/freak/eqjon...necropolis.htm Quote:
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Bugen - Monk | Avicenna - Mage
Illtair - Wizard | Berak - Shadow Knight Smrt - Shaman | Schortt - Rogue | |||||
Last edited by Schortt; 04-27-2012 at 12:33 AM..
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#9
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This is only a very small amount of info from a pre-velious guide. But it does at least suggest that being hit by a trap will break hide/sneak, and implies that you can disarm it without breaking hide/sneak because he suggests you can avoid this problem by disarming it.
http://teir-dal.tripod.com/id47.html Quote:
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#10
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Not all traps broke sneak. Only traps with spells that targetted you, like root or dd etc. Talking about DN for example if you were hide/sneak you could run around and pop all of the beetles and it would not break your hide/sneak so you were fine. The problem came if you triggered the undead. The trap triggering does not break the invis its the result of tripping it that can potentially reveal you.
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