MaxPlanck wrote:Only if I can see them on the ground(not on minimap, though I'm sure ppl would mod their clients to see it anyway <,< )
And if there is a disarming skill that takes 3-5 seconds to disarm one(can stop disarming at any moment to avoid attacks)
Also, I should be able to use the jump/leap at skill to hop over bear traps without triggering them.
Heffernan wrote:MaxPlanck wrote:Only if I can see them on the ground(not on minimap, though I'm sure ppl would mod their clients to see it anyway <,< )
And if there is a disarming skill that takes 3-5 seconds to disarm one(can stop disarming at any moment to avoid attacks)
Also, I should be able to use the jump/leap at skill to hop over bear traps without triggering them.
and could have the disarming chance depending on your H&H else if it fails it triggers.
MaxPlanck wrote:Heffernan wrote:MaxPlanck wrote:Only if I can see them on the ground(not on minimap, though I'm sure ppl would mod their clients to see it anyway <,< )
And if there is a disarming skill that takes 3-5 seconds to disarm one(can stop disarming at any moment to avoid attacks)
Also, I should be able to use the jump/leap at skill to hop over bear traps without triggering them.
and could have the disarming chance depending on your H&H else if it fails it triggers.
Nah, that'd be unfair to those who actually notice the traps and try to disarm them.
long, long ago JohnCarver wrote:Hidden Object System:
Storing massive amounts of data in every tile of Salem is not exactly reasonable given the sheer magnitude of tiles. However, we have had discussions about possible implementations of allowing for objects who simply choose to remain invisible and/or otherwise not present themselves to your clients at the point when you load an area. This will open up the design space for the ability to bury treasure, plant land mines, and other fun things that become available when objects become hidden.
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