I've been playing a grenadier/trapper rogue antagonist, and my experience with the safety trap mechanic has been disheartening to the extent that I no longer have the desire to continue with this character. For those unfamiliar, when a non-hostile character triggers one of your traps, it gets disarmed and returns to your inventory.
The problem arises during PvP encounters, where the majority of my traps are inadvertently triggered by non-hostile individuals, rendering my character almost ineffective and exceedingly challenging to play. In the majority of my PvP interactions, situations have ranged from spectators accidentally disarming all my traps to enemy infiltrators sweeping through and disarming them before turning hostile and engaging me. I've even encountered instances where an opponent charges towards me, turns hostile, but not before running through all my traps, which would have initially impeded their progress.
Navigating this situation poses a challenge for me. My ability to hostile people is limited to those I can visibly identify, which already introduces complications. While interactions with the primary target, central to the plot or conflict, are satisfying, it's the involvement of 'extra players' that disrupts the experience. Should I resort to hostile actions and killing of these peripheral characters, with minimal or no roleplay or apparent reason just because of their presence and them inadvertently disarming my traps?
Upon bringing this issue to a DM's attention, it was dismissed as non-concerning since the players were turning hostile before executing any hostile actions, despite this 'safety feature' allowing them to incidentally disarm my traps. It is evident that a modification to this mechanic is necessary for a more fair gameplay experience.