Small poll about traps!
Added 2024-10-22 10:49:26 +0000 UTCHey friends!

I hope you're having a wonderful day!
I came back today with a quick poll about explosive traps!
So, I’m adding traps on the next update. They work like mines, you step on them and they go boom. There are different types of traps planned: alarm traps (alert all enemies within 25 meters), bondage traps (puts restraints), teleport traps (teleport you back to a specific location) and explosive traps among others.
So everything was going great, but I can’t decide on how to make the explosive taps work.
So rather than just build all three and blindly test I ‘m gonna ask you what would you prefer to see:

[Step here for fun!]
Right now it works as this:
Triggering an explosive trap deals damage. As long as your Health is above 1 after it hits there is no issue, however if you fall to 0 (or below) here comes the different possible outcomes:
Option 1: Only damage
You take the damage, and become Weakened and your Health stays at 1, so when you start your next combat you will have a bad time… (unless you use a potion)
This option is the simplest, but in a way avoids the main pitfall of the trap if you have potions or are close to a campfire for example.
Option 2: Damage and Stun
You take the damage, and your Health stays at 1, you are not weakened, but you are stunned for 7 seconds, so if any enemy is pursuing you they will catch you. Additionally enemies within 10 meters will also be alerted due to the explosion.
This option is good, but it may lead to long moments of doing nothing if there aren't close enemies.
Option 3: Damage and fight!
You take the damage, and your Health stays at 1, but a new enemy spawns next to you and instantly starts a fight. You are stunned for 1 second, only for the purposes of this working.
This option is the concept of “you got knocked out/downed from the explosion and enemies came to find you on the ground”. However this option may be the harshest as it will punish the players 100% of the time they fall below 0 Health without a chance to not be punished (in previous cases having no enemies near and potions will nullify the downside of getting to 0 Health)
So… Vote!
I will be back soon with more news!
Cheers!
Comments
I just hope there's an option somewhere in the tech tree to learn how to disarm traps too.
Dirtyc101
2024-10-24 19:10:00 +0000 UTCHow do I proceed from the grand temple to the next stage? I can't get to the next stage.
줍 줍
2024-10-23 17:41:09 +0000 UTC选项 4 乳胶/束缚炸弹陷阱等的变体(如果可能的话)
King Crimson
2024-10-23 11:37:34 +0000 UTCOption 4, make variations of them Aphrodisiaca bomb trap, latex/bondage bomb trap and so on(if thats possibel
Ahni Jantocu
2024-10-23 10:37:40 +0000 UTCI definitely like the concept of the proposed traps and the potential of future bondage related traps.
h0rr0rk1tt3n
2024-10-22 18:35:55 +0000 UTCI chose Option 3. It sounds like you're only doing the poll about this for the next update, and that you're planning on using all three in the final game. If so, I think that sounds perfect. If you weren't planning to use all three in the final game, maybe you could get close to it by having the summoned patrol spawn in one of three random locations (short range, medium range, long range). If it's short range, it's like the patrol was just lying in wait in the ruins nearby waiting for the player to set it off and the player is...well...possibly f****d. If it's medium range, the patrol will get there before the weakened player can get away, but not before a healing potion could be taken. If it's long range, there is time for the player to get up and get ready or get away. Also, I like the design of the mine. Are they going to be visible like that?
Faile35Plus
2024-10-22 14:48:34 +0000 UTCFight from disadvantage is best imo. Idk, if there is such mechanic here I didn't play yet. But you can start fight from being bound, increasing arousal, clothes torn or some other bad status, preferred something sexual.
A
2024-10-22 10:58:33 +0000 UTC