halygon
Grandmaster
Bump
Bump for a change -- thanks @Karl SaganWhat the hell @halygon are u too busy spittin 4000 bars and hanging out at shrimp clubs to bump your post count here?
Bump for a change that should probably be made
So... Tinker Trapped Locked boxes...
These things are, for the lack of a better term, "special" here on UOF. They pretty much don't work as they have on every other shard (including OSI) since the history of UO.
..Basically what I am saying is.. they are jacked up.
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So here is how they should work:
So at this point, you can access the box place items in it and then use the key again to "Lock" and "Arm" the box so it is armed against everyone (including the owner). If the key is not used again on it, then the trap is only armed towards another player who is not the owner of the box. Simple enough right?
- A carpenter makes a wooden box and has enough tinkering skill to make it lockable -- whaalaa a lockable crafted box
- A Tinker then sets a trap on the box - explosion, spike, or poison - whichever
- The key is used on said trapped box and the box becomes "Locked" and the trap is "Armed".
- If the key is used again on said trapped box the box becomes "Unlocked" and the trap is "Unarmed" FOR ONLY THE OWNER
On UOF, trapped boxes once armed, never become unarmed -- period. This means that if I (the owner) unlock a box, the trap will go off when I (the owner) opens it (and expect the trap to be disarmed) OR when anyone (non-owner) opens it.
A trapped box, once initially armed and then unlocked - SHOULD ONLY HAVE THE TRAP GO OFF WHEN A NON-OWNER ATTEMPTS TO OPEN IT.
Fix this please!
Also on a side note: If a box is trapped and it is chopped up with an axe -- the trap goes off on the person chopping the box. This should not happen either.
....sureyou know what I miss, speaking of boxes and explosions in town tricking people, I miss putting 100 greater explosion potions in a box, chopping that box under a certain someone in town and throwing one purple pot at the pile and *kabooooomm* insta death anyone in a 9 tile radius, those were the days.
Like I said, if that is the only consolation, I more than welcome it. Thieves beware!RE: the trap going off when axed issue. I too think it should go off, purely from a gameplay perspective. If you could just axe them with no consequence, then what's the point of trapping in the first place?
If you want to think about it in terms of realism, there have been plenty of stories of rigged safes that have tripped when people tried to brute force them. Usually old vets wiring them with grenades and then their family members trying to get them open after they pass away. Just pretend that it's a volatile, shock sensitive chemical that will go up if you swing an axe at it.
Didn't it used to be the case on OSI at one point that you could trap dungeon chests and this would give you counts?