[Labyrinth] - Ability to disarm traps

Disarming Traps - Shut down traps by seeking out their control box and gain a new token currency.

The purpose is to layer an optional challenge goal, give a sense of progression, reduce feelings of powerless frustration, and to make even trapped dead ends worthwhile.

With enough control box tokens, you can slot them into the Divine Font to power it back on for another enchantment.


EDIT:
Implementation ideas
If you'd like a more detailed implementation design, then control boxes could be:

  • A) Secret - The box can be found in a hidden area somewhere within the trap gauntlet. You would need to be observant to find it.

  • B) Off the Main Path - The box can be found down an alternate and more difficult path through the gauntlet. This is where the tokens would shine, extra risk for extra reward.

  • C) Layered - A box for one trap of the gauntlet is within a very dangerous part of another trap, and that trap's box is in a very dangerous part of a third trap set. You must find the safest box to disarm, which will allow you to access a previous box that was too dangerous to approach before. Disarming this box then paves the way to the next previous box, so on and so forth until the whole gauntlet can be shut down.

  • D) Lure - The 'box' is actually a monster. He's extremely tough, but if you lure him into his own trap you weaken him enough to take him down.

  • E) Directional Shields - The 'box' is a stationary monster, like the Stygian Spire from the Abyssal Depths. It can summon a shield that blocks damage from a certain direction, requiring you to move around traps to get a clear shot at it.

  • F) Teleport - The 'box' is a stationary monster that will teleport between several pedestals in different parts of the gauntlet when damaged. You must avoid traps to get to its new location to continue destroying it.

These are just a few random possibilities I thought up in ten minutes. GGG could probably do even better. The point is that with a bit more attention or risk from players, they have a means to 'kill' traps. Doing so would "simplify the battlefield", easing sense of threat like capturing pieces in chess, and lend a sense of progression and accomplishment. Just by knowing they can shut down an annoying or arduous trap would go a long way toward defusing their frustration at the mechanic. You can actually do something to what you hate.
Last edited by Hercanic#3982 on Feb 21, 2018, 6:28:59 AM
Last bumped on Apr 6, 2018, 4:58:05 PM
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You had me until you said you'd get currency for doing it. Disarming the traps should be its own reward.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
"
mark1030 wrote:
You had me until you said you'd get currency for doing it. Disarming the traps should be its own reward.

Exactly. Also, it would be major QoL for many people.
Adding any other reward only will make uproar from lab-lovers, that you want something for free...
"War's over, soldier. You just don't know it yet. Everybody lost."
>what are dark shrines?
"
BossOfThisGym wrote:
>what are dark shrines?

Darkshrines shutting down traps is entirely random, not a challenge or goal you can aim to achieve.
Bring a quicksilver flask, you'll find traps are nothing.
Yes, because it makes a lot of sense to have a control box that is accessible from the front of the trap to turn it off.
Mainly because Izaro ordered to build this Labyrinth to test your ability to survive the traps.

Sorry, but no. If you want alternative way of getting Ascendancy, there is a good suggestion to skip it altogether, including its other rewards. Adding more rewards for skipping the traps is just cherry on top - why?
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
"
BossOfThisGym wrote:
>what are dark shrines?


Dark shrines are hidden shrines in the labyrinth. There can be up to 4 dark shrines in a lab. Look at the daily lab map of that lab you're thinking of doing. http://www.poelab.com/ The areas with a dark shrine are marked there. When in an area with a dark shrine look at the inset map in the top right hand corner. The hidden room with the shrine will be outlined by a single line. Go to the entrance of the room and use the mouse to search for the discrete lever that will open the door. Dark Shrines can be very good and worth looking for. They will give you different advantages over Izaro. For example, one kind of dark shrine will disable the traps in the third Izaro room.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
Last edited by Turtledove#4014 on Feb 8, 2018, 1:42:35 AM
"
Perq wrote:
Yes, because it makes a lot of sense to have a control box that is accessible from the front of the trap to turn it off.

Have you ever heard about a guy named Chitus Perandus?
He bribed Labirynth's architects and engineers.
It is obvious that he paid them to plant some hidden off switch inside.
"War's over, soldier. You just don't know it yet. Everybody lost."
"
Perq wrote:
Yes, because it makes a lot of sense to have a control box that is accessible from the front of the trap to turn it off.

Adding more rewards for skipping the traps is just cherry on top - why?

Why would the control box be at the front of the trap?

If you want a more detailed implementation design, then control boxes could be:

  • A) Secret - The box can be found in a hidden area somewhere within the trap gauntlet. You would need to be observant to find it.

  • B) Off the Main Path - The box can be found down an alternate and more difficult path through the gauntlet. This is where the tokens would shine, extra risk for extra reward.

  • C) Layered - A box for one trap of the gauntlet is within a very dangerous part of another trap, and that trap's box is in a very dangerous part of a third trap set. You must find the safest box to disarm, which will allow you to access a previous box that was too dangerous to approach before. Disarming this box then paves the way to the next previous box, so on and so forth until the whole gauntlet can be shut down.

  • D) Lure - The 'box' is actually a monster. He's extremely tough, but if you lure him into his own trap you weaken him enough to take him down.

  • E) Directional Shields - The 'box' is a stationary monster, like the Stygian Spire from the Abyssal Depths. It can summon a shield that blocks damage from a certain direction, requiring you to move around traps to get a clear shot at it.

  • F) Teleport - The 'box' is a stationary monster that will teleport between several pedestals in different parts of the gauntlet when damaged. You must avoid traps to get to its new location to continue destroying it.

These are just a few random possibilities I thought up in ten minutes. GGG could probably do even better. The point is that with a bit more attention or risk from players, they have a means to 'kill' traps. Doing so would "simplify the battlefield", easing sense of threat like capturing pieces in chess, and lend a sense of progression and accomplishment. Just by knowing they can shut down an annoying or arduous trap would go a long way toward defusing their frustration at the mechanic. You can actually do something to what you hate.


"
Perq wrote:
Sorry, but no. If you want alternative way of getting Ascendancy,

"
smtad wrote:
Bring a quicksilver flask, you'll find traps are nothing.

Invariably, there will be people who make assumptions on motivation. The core idea has nothing to do with difficulty. GGG could even make traps harder after implementing this concept.

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