Downtime Notice: Thursday, May 25th 9:00 AM - 1:00 PM Eastern (-4 GMT)

The Outfit

Well-known member
the previous ones worked fine
tutorial shows them to new accounts
i know where the boxes and doors are anyway
skills and saves are a thing
I am not saying it didn't. However SSG seems committed to change. I also know where everything is. Yes skills and save are a thing. Outside of heroics like early heroics. A toon will not spot any of those things if they don't have the skills. Nor search for traps or doors. At least be able to find them. If one party member spots them good. It should be for the good of the party. Unless that party member is a toxic member of society and likes to be a jerk to his party members. If that is the case I don't have to ever party with that person and get to warn my friends of what complete tool bag that cat is. Which is more fun getting revenge. I really like revenge. I can plan and execute a revenge years later. It's part of my rogueish subterfuge skills. It's kind of a role playing game isnt' it. lol loll LOL LOL
 

Yamani

Tyrannical Overlord
I have to agree with the other guy on this one.

Unless a player is a complete jerk who is trying to get people killed, it makes complete sense.

ANY thief who is working for the good of the party would immediately tell all of the group of a trap. This just keeps you from having to physically type or say something.

The icon makes MORE sense than an area trap being set off because I type slowly. How does my slow typing play into the idea of immersion. "DM: You run into the trap and set it off killing everyone in your party. If only the thief had taken a typing class."
Just from a role play perspective:

Icon always on:
DM: You enter a new room.
Rogue: I look around what do I see.
DM: You see a crumbling floor/pit fall trap.
Party: DM told us there is a trap so lets wait. (This completely removes the action of what the rogue should do)

Icon not existing: (How it should be)
DM: You enter a new room.
Rogue: I look around what do I see.
DM: You see a crumbling floor/pit fall trap.
Rogue: I take action to warn the party of trap and look for ways to disable.

The rogue/trapper should have to take/use that action just like a healer has to actually use his ability to heal. Passive nonsense hurts the real role play aspect.
Not to mention for a dev team that constantly says they are a small team and can only do so much. This was just such a waste of time for a 17 year old game that already had an effective way to quick type out trap/secret doors. (alias's)
 

wreck

doing Wreck stuff
I am not saying it didn't. However SSG seems committed to change. I also know where everything is. Yes skills and save are a thing. Outside of heroics like early heroics. A toon will not spot any of those things if they don't have the skills. Nor search for traps or doors. At least be able to find them. If one party member spots them good. It should be for the good of the party. Unless that party member is a toxic member of society and likes to be a jerk to his party members. If that is the case I don't have to ever party with that person and get to warn my friends of what complete tool bag that cat is. Which is more fun getting revenge. I really like revenge. I can plan and execute a revenge years later. It's part of my rogueish subterfuge skills. It's kind of a role playing game isnt' it. lol loll LOL LOL
rogueish subterfuge skills - dont need those

im sure youl have a massive loud annoying capcom style icon over your head on approach
 

Buddha5440

"There are some who call me...Tim"
This fight is notorious for generating red alert and since DA has changed so drastically, hopefully so has this end fight. They need to change Thrill of the Hunt and Lesson too. These end fights go red a lot as well. They even supposedly changed Thrill, but it still went red after this change in my experiences. Frankly the anti-zerg design of this game is bad. Players will always head for the most efficient route. It's up to design to make that route as fun as possible. That's just how it is.
DA did not change "drastically", it simply buffed the "Red Named Bosses" when DA was still active. It did nothing to buff the random/trash mobs. If you kill the mobs before the Boss, rather than Zerging to the end, it had NO effect on you; with the exception of a few quests that would cause Red DA during the boss fight (Friends in Low Places (I'm guessing that's what they are changing), Thrill of the Hunt (which can be avoided by killing the Howlers before the fight, Lesson can be easily managed by having people whose job it is to get rid of the ladders (Hiding/Invis works), and Subversion (which can be avoided by killing the trash that spawns at various Boss HP lvs), but that requires players to plan which is apparently contrary to a lot of people in this game.

Bottom line...ZERGING is not the way most people (just the loudest people) play this game.
 
Last edited:

twilight

Member
Just from a role play perspective:

Icon always on:
DM: You enter a new room.
Rogue: I look around what do I see.
DM: You see a crumbling floor/pit fall trap.
Party: DM told us there is a trap so lets wait. (This completely removes the action of what the rogue should do)

Icon not existing: (How it should be)
DM: You enter a new room.
Rogue: I look around what do I see.
DM: You see a crumbling floor/pit fall trap.
Rogue: I take action to warn the party of trap and look for ways to disable.

The rogue/trapper should have to take/use that action just like a healer has to actually use his ability to heal. Passive nonsense hurts the real role play aspect.
Not to mention for a dev team that constantly says they are a small team and can only do so much. This was just such a waste of time for a 17 year old game that already had an effective way to quick type out trap/secret doors. (alias's)

Nope. You are using the analogy of pnp D&D. For DDO, it's more:

Icon always on: (How it should be)
DM: You see a crumbling floor/pit fall trap.
Rogue: Hey everyone. There's a trap.

Icon not existing:
DM: You see a crumbling floor/pit fall trap.
Rogue: (silence for several rounds)
Party: <boom> sets off trap
Rogue: Hey guys. You just set off the trap I found but didn't tell you about because I wanted you all to die.

I have no issues whatsoever if players want to turn the icon off for themselves. However, it absolutely should exist and it should not be possible to turn it off for other people.
 

Jack Jarvis Esquire

Well-known member
If my skills are high enough to detect traps and hidden doors why should you be able to use my skills to see that door or trap... I have worked hard and spent my time and money to be able to do so why should anyone be able to see anything because of my skills, they are my skills after all.
Coz you're in a team?

Why should DPS be able to take advantage of others CC, or tanking, or healing, or..?

Never been in a quest and taken a raise or heal?

Fair enough then. ??


FWIW I'd agree if NOBODY in the party has requisite detection skills, it shouldn't flag to anyone. ?
 
Top