I thought of a few of these traps you suggested a couple of days ago, just hadn’t posted it here. But yeah, I feel like 3.x was missing the feel of survival by not having enough makeshift freedom. Traps are awesome and if used correctly, bloody genius…
Makeshift was always worse 3.x than everything (not completely, but you get the picture). Yeah, that makes sense, but not enough sense to make them as useless as they were. In 3.x, the way it was. If you were going up against a decked out player, you have to be relatively decked out yourself. Traps and every other makeshift item was just a waste of time.
So the traps suggested in here are pretty much just awesome and are deadly, alongside those there needs to be a way to camouflage them though… Leaves, branches, sticks etc. If not they may as well be like high visibility vests.
One more trap to add to the list (since this is a zombie apocalypse and it is likely that we’ll have roaming zombies/hordes.
The traps in the pics you provided seem a bit too complex like the underground spike trap and the grade trip wire. But the idea itself is good
Traps definitely need a rework in comparison to 3.x
Especially the useless “Snare” because it only gives -10% HP and a broken leg
Snares should keep you grabbed on to the trap requiring the player to tap [enter keyboard button here] repeatedly to escape from the trap (needs about 10 seconds of rapid tapping) and the player is released is left with 50% HP
That is how i would rework the bear trap. Other traps, i don’t have the enthusiasm to think of a solution for. Same for thinking of new traps
Did you mean grenade tripwire?
If so it’s not complicated at all. A grenade has its pin pulled, but the lever is kept depressed by a can. The can is fixed in place, and the grenade is attached to a line. When the line is pulled, the grenade is pulled out of the can, releasing the lever, activating the grenade.