Spikes
placeable/block/gameplay/spikes
Colour Code: #000000
Type: 150
Style: 0
Don't touch this.
제작자: Trove Team
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Posts the Trove developers have made that mention "Spikes"
We're looking into issues players have when using multithreading. If you do have trouble with it you can disable it in your game settings.
Preview: wrong place. * Fixed a bug when aiming at spikes could cause wild projectile shots. * Show
Arriving on 8/4/15!
== FEATURES ==
INVENTORY EXPANSION
* You can now add up to 105 additional slots to both your adventure and build inventories!
* Open your inventory and look at the bottom, click the + to unlock that row. This will unlock that row in BOTH adventure and build inventory bags!
* Once all rows in a given bag are unlocked, you can click on the next bag to access additional slots.
* You can also find tradable Inventory Unlockers in the store under the Goods tab!
* SALE! For the first week, unlocking inventory is half price! This only applies to unlocks performed through the inventory UI itself, not to the tradable items.
STARTER PACK UPGRADE
* Two Inventory Expander items have been added to the Starter Pack.
*Players who previously purchased a Starter Pack will retroactively been granted two of these items. <3!
COMBAT NUMBERS!
* Ever wonder how awesome that new weapon you just picked up was? Now you can know!
* Go into Settings>Miscellaneous and check "Show Combat Numbers" to see how much damage you're doing!
== GAME UPDATE ==
GENERAL
* Player summoned objects and minions now show an outline when on the other side of a wall.
* Players now correctly get magic find bonus when their minions kills an enemy.
NEW IN THE STORE
* Chaos Chests have been randomized! Get lucky, and you might get your hands on the Cygnus-01 Speedcycle!
UI AND SETTINGS
* Your Patron Status can now be viewed at the top of your character sheet.
* Tooltips now properly update when right clicking an item to equip it from your inventory. Yay!
* Fixed a bug where the mouse wasn't recaptured if you activated the chat while holding Alt.
* In the settings menu, reverting from fullscreen/fullscreen windowed mode back to windowed mode will correctly restore the original window size and position.
BUG FIXES AND POLISH
* Trove will no longer hide behind start bars, or off-screen where you can't grab it.
* The Trove window now has a minimum size.
* You can no longer make Steam Wallet purchases when running Steam in Offline Mode.
* The Fireside Pemburr Pup should now be visible and working.
* The "Red Flag" and "Skull Flag" Treasure Island recipes no longer float off of the walls onto which you place them.
* The Flames on the Blue, Red, and Yellow Neon City Lanterns are no longer floating in the wrong place.
* Fixed a bug when aiming at spikes could cause wild projectile shots.
* Fix a bug where using an ability while dancing makes you appear to use the ability while dancing to other players. Now you see yourself dancing while using the ability, too! (Also works with other emotes.)
* Lobber traps no longer damage NPCs.
* Some light-stepping cats have gotten paw prints!
* Fixed bug where Homeworld Heart tooltip didn't show mastery level requirements when you were below that level.
COMMUNITY CREATIONS
* New bow styles by WolfTech, CatThatFromTheHell, Aodahn, Jorty_B, Kopros, barryscott, Haosi, necrocake, N1ghtmarePT, Aey and Choczy have been added to the game!
* New pistol styles by Knightlock, Yeronix, Stedms, ASGNeoN, Eriri, Aey, Techonrye, and Kill3rCreeper have been added to the game!
* New Staff styles by Weemuddy, IamKolten, BrianVI, MappyT, TheWookieOfDoom, Aey, Arik4shin, AdamantSpartan, Sheribonbon, blattoidae, Fiuza, and Ocgineer have been added to the game!
* New decor by Xeviar, illand, IcyAngel, Mythlit, Eriri, Woofbottoms, Irvaxis, Qoaleth, Slinthas, Khastiel, mamagabby, Insaint, Pufflebump, Market, Ocgineer, Volfide, ReshiramFury, EyeballPrincessII, Talitharine, MoganFR, PsicoVoxeL, GadgetCAT, Stedms, and ffgamen have been added to the game!
Notes: * Way too many spikes in the non-boss areas, people gotta fight in there you know! Also, spikes are difficult to read on checkerboard floors. * Platforms that someone with 1 jump needs to use to reach the end shouldn't be vanishing blocks. * Any place you want people to use successive vertical launchpads to ascend through an area, they need to be at least 2x1's. Singles can make for annoying gameplay. I'll set the flair on this back to active for now, when you've made edits holler in this thread and change the flair back to design review and I'll look again. Thanks!
All those spikes will probably get you a ding from decoy when he looks over it. I imagine the performance hit from all of them is a bit much as well. You'll need to cut them down a bit and figure out what to fill the empty space with. The dungeon at its base look great but it really needs some lighting. All the rooms are really dark and it could look great with the correct lighting accents. Really great stuff heading in the right direction. Just overkill on the spikes and needs lighting.
Lol. Reduce spikes and traps by about 75% :P
Unfortunately, this lair does not successfully generate. Just a reminder, make sure any lair's .dungeon file starts with the following: [Dungeon] Type = Lair Otherwise it uses dungeon dimensions, which will give you a false positive in terms of functionality. After checking out the blueprint, it looks like the file is exceeding the lair dimensions because the red plug is at the edge. The red plug must be at the center of your base and the total size cannot exceed 30 voxels wide x 30 voxels long (see http://trove.wikia.com/wiki/Lair_and_Dungeon_creation). While you're in there, please DRAMATICALLY thin out the spikes in the first room, such that combat is reasonable. Spikes are seasoning, not the main dish.
I accepted this one and processed it today, but guys, PLEASE for the love of god, no more HIDING FUCKING SPIKES UNDERNEATH OPAQUE LIQUID. Smh.
Not sure if you've done any updates here. I just checked the files again and there's still vastly too many spikes in pretty much every area of the dungeon. If you want me to take another look, you'll need to entirely eliminate the annoying "maze through spikes" areas in the rooms, remove ~75% of the spikes from all other areas, and reduce the various fire traps by around 50%.
Yeahhhhh. You'll notice in-game when you check out your most recent lair that I performed some surgery to make the areas... let's say... "fun." It's actually not very hard to make an area totally ball-crushingly difficult, and skinny paths through spike fields that are subject to frequent fireballs are overly punishing and simply irritating to play through. Same deal with the one-block jumping puzzles with a misstep (or a fireball) resulting in a fall onto spikes. If I came across the original iteration of your keep on a character without a lot of +Jump, I would walk in there and then turn around and walk out, because it wouldn't be worth the trouble. Or, I would just nerd-pole to the roof and skip what SHOULD be a quick and interesting trip through a few enemy areas, which I don't think is the player behavior you were trying to evoke. I did the same sort of spike-removal pass on the beehive lair. Spikes should be used in moderation, for flavor, not as a way to reduce an already limited playspace to an effectively miniscule one in the name of challenge.
Played it last night. Love the drop down, makes it feel very unique, and the overall style and feel is great. The boss room with lava is a little too rough on ranged classes and we'll be adding a rule that quest rooms need to be at least 70% navigable space. Basically if you just swap out some of the spikes and lava for blocks this will be good to go (and the variant that adds more spikes should probably be swapped for something else). Also there's a section on the outside that carves away the ground more than it should (basically if an area is between two blocks it will get converted to air) which you should fill. Looking great though - excited to get it in game.
This is a good thread! The backlog of dungeon/lair submissions piled up while I was out of town and I regrettably wasn't able to spend as much time as I normally do checking and adjusting individual blueprints. I'll be doing some touch-ups soon to address painful areas in the new dungeons that I either missed or underestimated, so please continue to call out specifically frustrating layouts. Our dungeon creators are big boys and big girls, they can take the criticism as long as it stays constructive! That said, in the near future there will definitely be some adjustments in terms of providing basic guidelines for improving your dungeon's fun-factor (read: fewer traps and less punishing missed jumps). I'm also going to be more stringent about how much "trap overload" I'm willing to accept and reduce myself, so submitters who go cRaAaZzZyy with spikes and fire may have to lasermance that shit into oblivion before re-submitting. Lastly, let me quote myself here (like a boss): >It's actually not very hard to make an area totally ball-crushingly difficult... >I would just nerd-pole to the roof and skip what SHOULD be a quick and interesting trip through a few enemy areas, which I don't think is the player behavior you were trying to evoke. >Spikes [and traps] should be used in moderation, for flavor, not as a way to reduce an already limited playspace to an effectively miniscule one in the name of challenge. Creators, think of yourselves as chefs cooking spicy food for a mixed crowd. Any asshole can throw 1500 chili peppers in the pot and create an intolerably spicy dish, but only the real chefs know how to make something that's spicy AND approachable. Your traps are seasoning, so don't overdo it!
It's for a fraction of a second. It prevents stuff like instant-death spikes or being one shotted before you blink (now you can blink, then die). Let us know if you see anything weird or exploitable with it, overall it should make the game feel better but not really reduce challenge.
Preview: of being difficult like having a walk way of all spikes with a million fire ball shooters at the en Show
Part of the problem is a lot of creators just simply aren't level designers. They're regular people making these things and so they rely a lot on the traps we give them to make it challenging but then it's overkill because the tons of traps don't play nice with the layout so it needs to be scaled down. Tons of traps does not equal difficult when talking level design. This turns into a dungeon that doesn't flow super great with few traps. Yes, players complain when something difficult is put into the game but I believe that's because it is difficult for the sake of being difficult like having a walk way of all spikes with a million fire ball shooters at the end. If it were challenging, that'd be different.
Our filter is another issue. It's very difficult to get a million pieces of a dungeon and instantly understand how it all works and testing it is also very difficult. Because of the random nature of dungeons, we may miss some rooms that could be hooked up in ways we didn't notice in the first few play throughs. This is where PTS is going to be very helpful as players will be able to test out dungeons and lairs first and we can simply not use or make changes to the ones that don't work well.
I agree that dungeons could stand to step it up and I believe very much that even easy dungeons can be engaging. They just need to be created in a well thought out way and we simply can't teach level design to people. BUT as we get more for creators to work with and PTS to really let people give us feedback. Things will start to smooth out. There was a big "we need content" push for a long time and we are JUST now getting to the point where we can start to be a bit more picky and maybe even cull some old ones but in biomes with very few options, we can't yet. It will take some time but it's growing.
Preview: e safety delay from 2.5s to 1.5s. * Spikes can once again be lasered in corners Show
Arriving on 2/17/15!
== FEATURES==
DANCE TILL YOU DROP
Every class has found its groove: you can now /dance!
== GAME UPDATE==
GENERAL
* Reduce trade safety delay from 2.5s to 1.5s.
* Spikes can once again be lasered in cornerstones.
* Regrettably, fixed bugs where your tombstone continues gliding and mag riding after dying.
* All non-global chat channels have had their capacity significantly increased! This should make it easier to find someone to trade with.
STORE UPDATES
* Chaos Chests have been randomized! Now including some new store preview items.
* Heart-a-Phone now costs 2500 Credits. Anyone who purchased it before will have 500 Credits returned to them.
CLASS UPDATES
NEON NINJA
* Neon Ninja's Final Technique projectiles now pierce through NPCs.
SHADOW HUNTER
* Reduced passive cooldown by 1.5 seconds.
* Now charges up another Radiant Arrow faster after the previous Radiant Arrow.
* Now recovers faster after using Arrow of the Goddess.
ADVENTURE WORLDS/BIOMES
RADIANT RUINS
* Fixed a bug causing players to fall forever after falling to their death. An invisible ceiling now blocks you from getting too far above the world instead of killing you.
* Radiant Giant item drops are now at least Relic-quality, and they now drop more Radiant Shards.
NERFING CRAFTING
* Vault Style recipes now cost 10 Crystallized Clouds up from 5.
SHADOW ARENAS AND DUNGEONS
* Shadow Arena and Shadow Dungeon NPCs now have more stability.
* The Undead Hills dungeon King's Tomb has received some updates, and can now spawn more non-boss quests.
* Some older lairs have had their traps and spikes reduced in quantity.
VISUALS
* All 'raptor' mount footprints now appear on the correct feet.
* Fixed a bug that caused enemies to foot-slide when walking immediately after spawning.
* Liquid terrain should now fade in correctly when loading.
* Terrain fade-in is now smoother.
* Terrain now loads based on cylindrical distance - you should be able to see farther while flying now!
AUDIO
* Spawn sounds for mounts added.
* Ore now has a distinct sound when breaking it during mining.
UI AND SETTINGS
* Friends List now properly displays Mastery Ranks.
* Windowed Fullscreen is now available in Settings -> Video
COMMUNITY CONTRIBUTIONS
* New Undead Hills lair from Talitayn.
* New Medieval Highlands lair from Lamafao.
* New Candoria lair from OreoKirby.
* New Neon City lair from Joshato.
* New Medieval Highlands dungeon from Markec1983.
This was an unintended result of changing dungeon spikes to become indestructible. I put in a fix, and the spikes will be laserable again when the next patch hits.