sprax wrote:
So you get a rune, some armor and ammo, and go hunting. Then you run over an anti-pack, set on fire, and run through a teleporter where you're stuck in some glue or ice. Or you go to get an RL and surprise, it's death spots. Since all that ever gets played is Start, DM4, DM6 and E1M7, this means that nearly every weapon or health box is trapped. DM1 and DM5 have 1 RL in a cage, impossible to get.
This is always going to be the case. Reducing the amount of traps or limiting their use is not going to prevent you from experiencing this. At best, on servers with fewer players, you won't experience it as much.
sprax wrote:
The question is this: Is this fun for everyone? I'm I the only one who finds this sort of game play tedious and unenjoyable?
If yes, it's probably time for me to find another game, but if no, would it be possible for traps to disappear when the rune is dropped? I can't run through lava when I drop enviro, I don't make people hop when I dump jump, gravity wells, zombies and shamblers all disappear: why should radiation, fire, glue, ice and death spots persist, and compound eachother, and be everywhere?
Some runes are only effective when you carry them while others set traps that expire after your death. The traps don't expire after death so that you have an opportunity to kill/cripple players while you search the level for a good weapon or rune. As with anything, it sucks to be the victim but it's great when it works out in your favor.
Removing traps on death isn't an option I would consider, however, if the consensus is that there are too many traps then there are others things that can be done like limiting max traps or reducing expiration times.