I've always thought dungeon chests were way to easy too access. I mean, destroy the spawner, and there's your reward! So, after playing some Dark Cloud 2 (Dark Chronicle 2), a marvelous idea struck me. What if chests had a 35% chance of being booby-trapped? It could make dungeons more of a thrill to uncover, wondering how your gonna pull the loot from this one, and would make McMapper (a marvelous dungeon program, now you don't even need to set up a path!) have more zest to it. Here's the McMapper link:http://www.minecraftforum.net/viewtopic.php?f=25&t=26068
The traps set up on the chests, would closely follow that of Dark Clouds:
Poison
Bomb (explosion)
Bring your weapon's durability to 1. (In this case, your tools, whether they are in your quick-bar, or inventory.)
The options would be:
It's a poison trap!
It's an explosion trap!
It's a weapon-destroying trap!
It's an armor-destroying trap!
Poison could be implemented, and there are already many game-play features and threads that support this.
Bomb traps would be epic! Explosions should occur more often in MineCraft.
Dark Cloud 2's weapons wore down after use. MineCraft's tools wore down after use. A weapon destroying trap could easily screw a player over for awhile. ESPECIALLY if they just made some Diamond tools. The catch for this, would be that players could toss tools to the ground, THEN come back for them. Therefore, I propose, that booby-trapped chests would have a spell over a certain vicinity of blocks, and any tool items would begin to fade, if dropped within it's vicinity. Whether the chest is actually weapon-destroying or not. Better ideas would be appreciated.
Armor-traps, have alot of potential as a trap aswell.
Instead of giving the option to leave chests, I thought of it as an all-or nothing sort of idea. Once you made the decision to click that chest, your going to choose. Whether you like it or not.
Any thoughts, better suggestions, in-depth reviews, or smart ideas?
The destroying of weaponry would be a ***** under any circumstance really. I would only support this if there was a relatively easy way to disarm the traps, and the durability drain was taken out. I like the idea of inconviniencing the player slightly for being careless with chests, but when it's just playing a luck game every time you open the chest where your diamond pickaxe and sword will be pretty much destroyed if you choose wrong is ridiculous.
The destroying of weaponry would be a ***** under any circumstance really. I would only support this if there was a relatively easy way to disarm the traps, and the durability drain was taken out. I like the idea of inconviniencing the player slightly for being careless with chests, but when it's just playing a luck game every time you open the chest where your diamond pickaxe and sword will be pretty much destroyed if you choose wrong is ridiculous.
The soulution would be to leave your tools at home, in your double-chest. That's what I thought.
But, to make leaving swords behind at home more of a problem, the spell also increases hostile mob spawning by 50% (providing it's dark.)
That's what I got for a solution so far. It would make you think more about the tools that you lug everywhere, that's for sure.
Wait so let me get this straight. Not only does it nearly destroy every tool, sword, and piece of armor that you have on you, but it increases mob spawn rate? Is it really so hard to stop at poison and explosions?
Sounds like it'd just be a pain in the ass. I just spent ten minutes trying to conquer this damn skeleton dungeon. The last thing I want is to play a game of chance, or waste time running up to put everything in a chest, getting the stuff in the chest, and running back up to get my stuff back to continue mining.
I just fail to see the appeal in a feature like that. It wouldn't make the game challenging as it would be easily avoidable, and just a pain.
Your forgetting that there are more ideas. More risk when having to play. If you want to have no booby-trapped chests, turn the option for it off. You may call it a pain in the ass, but you have yet to think what others feel about this. Especially DK 2 players. You may not care for it, others might.
Again, this is a fresh topic. Give it time, till ideas start coming.
In ETZ (Eastern Time Zone), It's about 3 in the morning. just wait till mid-day.
So you're offering no chests.. Or a 33% chance to have a booby trapped chest.
Poison and maybe explosions sounds like good ideas, but only if you could notice and/or disarm the traps.
Just as well, what merit does the armor durability drain have? If you can give me one reason how it would improve gameplay/do anything other than be a tedious time waster, please share.
Perhaps on top of that, if a mob is introduced that steals from chests (see the gnome topic), or when multiplayer is working well, players could booby trap their own chests, allowing them to be relatively secure against thieves.
So you're offering no chests.. Or a 33% chance to have a booby trapped chest.
Poison and maybe explosions sounds like good ideas, but only if you could notice and/or disarm the traps.
Just as well, what merit does the armor durability drain have? If you can give me one reason how it would improve gameplay/do anything other than be a tedious time waster, please share.
Perhaps on top of that, if a mob is introduced that steals from chests (see the gnome topic), or when multiplayer is working well, players could booby trap their own chests, allowing them to be relatively secure against thieves.
Dungeons are often sealed, and below ground. Thieving mobs would spawn about 130 blocks above adminium. Therefore eliminating this issue.
Also, thanks for suggesting armor! Definitely putting that down as an option.
Okay I'm sorry you hardly addressed the post at all. I'm tempted to call troll as your suggestion does nothing but make the game as miserable as possible for the player.
Do you even know what a troll is? I think you should take your bussiness elsewhere, sir. My time isn't meant to be taken up by people such as you. Like I said, wait till' morning.
If you think it makes the game miserable, say that to people whom enjoythe idea. You missed how I said others may enjoy it.
Do you know how ****ing rare a dungeon is anyways? Combine that with a 35% chance, and plenty of time to think around the trap, trust me. The game isn't becoming miserable.
It seems like the chest is a reward for finding the spawner. Finding it is trouble enough.
I am having difficulty seeing how this helps the game.
But it is an interesting idea tho.
Chests that are booby-trapped have unique items, therefore regular chests would not wield such items as a booby-trapped chest does. Higher reward = greater risk. They could hold: TNT,Diamond,gold,and iron BLOCKS, mass amounts of arrows, large stacks of bookshelves, etc.
The traps set up on the chests, would closely follow that of Dark Clouds:
Poison
Bomb (explosion)
Bring your weapon's durability to 1. (In this case, your tools, whether they are in your quick-bar, or inventory.)
The options would be:
It's a poison trap!
It's an explosion trap!
It's a weapon-destroying trap!
It's an armor-destroying trap!
Poison could be implemented, and there are already many game-play features and threads that support this.
Bomb traps would be epic! Explosions should occur more often in MineCraft.
Dark Cloud 2's weapons wore down after use. MineCraft's tools wore down after use. A weapon destroying trap could easily screw a player over for awhile. ESPECIALLY if they just made some Diamond tools. The catch for this, would be that players could toss tools to the ground, THEN come back for them. Therefore, I propose, that booby-trapped chests would have a spell over a certain vicinity of blocks, and any tool items would begin to fade, if dropped within it's vicinity. Whether the chest is actually weapon-destroying or not. Better ideas would be appreciated.
Armor-traps, have alot of potential as a trap aswell.
Instead of giving the option to leave chests, I thought of it as an all-or nothing sort of idea. Once you made the decision to click that chest, your going to choose. Whether you like it or not.
Any thoughts, better suggestions, in-depth reviews, or smart ideas?
You're DooMed.
The soulution would be to leave your tools at home, in your double-chest. That's what I thought.
But, to make leaving swords behind at home more of a problem, the spell also increases hostile mob spawning by 50% (providing it's dark.)
That's what I got for a solution so far. It would make you think more about the tools that you lug everywhere, that's for sure.
What do you think?
You're DooMed.
You're DooMed.
I just fail to see the appeal in a feature like that. It wouldn't make the game challenging as it would be easily avoidable, and just a pain.
Again, this is a fresh topic. Give it time, till ideas start coming.
In ETZ (Eastern Time Zone), It's about 3 in the morning. just wait till mid-day.
You're DooMed.
Poison and maybe explosions sounds like good ideas, but only if you could notice and/or disarm the traps.
Just as well, what merit does the armor durability drain have? If you can give me one reason how it would improve gameplay/do anything other than be a tedious time waster, please share.
Perhaps on top of that, if a mob is introduced that steals from chests (see the gnome topic), or when multiplayer is working well, players could booby trap their own chests, allowing them to be relatively secure against thieves.
Dungeons are often sealed, and below ground. Thieving mobs would spawn about 130 blocks above adminium. Therefore eliminating this issue.
Also, thanks for suggesting armor! Definitely putting that down as an option.
You're DooMed.
If you think it makes the game miserable, say that to people whom enjoythe idea. You missed how I said others may enjoy it.
Do you know how ****ing rare a dungeon is anyways? Combine that with a 35% chance, and plenty of time to think around the trap, trust me. The game isn't becoming miserable.
Lurk Moar.
You're DooMed.
I am having difficulty seeing how this helps the game.
But it is an interesting idea tho.
You're DooMed.