Bring Back Trapped Chests.

Post » Wed Mar 30, 2011 11:52 am

i really miss the trapped chests from morrowind. there was always a chance that you would get zapped or poisoned. this could also serve as a bonus to picking security skill since alteration would only be able to bypass the lock and not the trap itself. this makes thieves the best choice for opening stuff up again.
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Sammi Jones
 
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Post » Wed Mar 30, 2011 12:05 am

Can't say id be opposed to it. Adds a bit of complexity to stealing stuff.
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OJY
 
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Post » Wed Mar 30, 2011 12:15 am

' I want to probe some booty.'

Classic.
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Annika Marziniak
 
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Post » Wed Mar 30, 2011 11:50 am

I'm in with that idea. Among all those posts on riding dragons, having romances :rolleyes: and whatever, its good to see a more realistic suggestion crop up.
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Jonathan Montero
 
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Post » Wed Mar 30, 2011 9:19 am

' I want to probe some booty.'

Classic.

:wink_smile:

And yes, lock traps were great and added an interesting element to the game, just as Oblivion's environmental traps were interesting.

I want both.
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Elizabeth Davis
 
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Post » Wed Mar 30, 2011 8:52 am

I'd like to see traps back in, but not as obvious as they were in Morrowind. If it were to be included, it would be cool to have the ability to see traps relative to your skill level. High level traps could be seen only by expert thieves. Setting a high level trap could cause extreme amounts of damage... would add another dimension to being a thief.
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Rhysa Hughes
 
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Post » Wed Mar 30, 2011 1:36 am

The 1hk locked chests in Oblivion were annoying as hell if you tried to get into it said the message then got ambused so you missed the message and got slaughtered after fighting 3 guys due to you openin the chest :P

Rather have it just KO you for a couple of hours with no clue what will be near you when you wake up, maybe being taken somewhere deeper in the cave as a prisoner but too much for for beth xD
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Felix Walde
 
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Post » Wed Mar 30, 2011 3:41 am

I' would only be in favour of this if there is a "Disarm trap" spell (like in NWN). Morrowind doesn't have it.
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Sarah Edmunds
 
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Post » Wed Mar 30, 2011 6:15 am

Trapped chests are a good idea but they handled it poorly in Morrowind by making everything trapped reflective/glowy, giving away that it was trapped. They should make it harder to identify traps
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Stefanny Cardona
 
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Post » Wed Mar 30, 2011 8:48 am

I like having trapped chests.

I also thought that this was one reason Security was worth picking over Alteration in Morrowind.

Here's a thought for how there could be trapped chests, and a disarm trap spell, and still make Security worth picking over Alteration. One idea has been that combat characters can open chests by bashing them open; the downside is that bashing a chest can damage its contents, so you don't get such good gear as you would if you'd picked the lock. So maybe a similar idea could work with using spells to open/disarm chests. Using a spell to open/disarm a chest destroys any magical items inside. Instead of spell scrolls you get parchment; instead of an enchanted sword you get a sword; instead of a filled soul-gem you get an empty soul-gem.
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Adam Kriner
 
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Post » Wed Mar 30, 2011 2:27 am

I like having trapped chests.

I also thought that this was one reason Security was worth picking over Alteration in Morrowind.

Here's a thought for how there could be trapped chests, and a disarm trap spell, and still make Security worth picking over Alteration. One idea has been that combat characters can open chests by bashing them open; the downside is that bashing a chest can damage its contents, so you don't get such good gear as you would if you'd picked the lock. So maybe a similar idea could work with using spells to open/disarm chests. Using a spell to open/disarm a chest destroys any magical items inside. Instead of spell scrolls you get parchment; instead of an enchanted sword you get a sword; instead of a filled soul-gem you get an empty soul-gem.



Great idea! I was mistaken actually in my post, there isn't such a spell in NWN. On second-thought I'd agree with bringing back Morrowind-style traps, so that a specialist has his/her place in the world.
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Eve(G)
 
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Post » Wed Mar 30, 2011 3:21 am

Seconded.
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Verity Hurding
 
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Post » Wed Mar 30, 2011 2:40 am

Rather have it just KO you for a couple of hours with no clue what will be near you when you wake up, maybe being taken somewhere deeper in the cave as a prisoner but too much for for beth xD


now THAT is an idea!! KO-ing traps that end up with you being a prisonner. Hell, even if it meant immediate death, and total incapacity to escape, I wouldn't mind. It would make it REALLY thrilling to explore a dungeon and loot stuff now
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Stacy Hope
 
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Post » Tue Mar 29, 2011 11:52 pm

i would like to see it back, and also to where u can magically lock the door to your house again
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Thomas LEON
 
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Post » Wed Mar 30, 2011 2:46 am

I hated traps in Morrowind. I picked the lock, why does it have to be trapped to? Especially considering how frequently the chests would just contain garbage anyway.

If they were going to add traps, I'd like to see actual traps. Activate on a chest and a log falls on top of you or something, or just in general making it avoidable.
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Mandy Muir
 
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Post » Wed Mar 30, 2011 10:50 am

I hated traps in Morrowind. I picked the lock, why does it have to be trapped to? Especially considering how frequently the chests would just contain garbage anyway.

If they were going to add traps, I'd like to see actual traps. Activate on a chest and a log falls on top of you or something, or just in general making it avoidable.

You gotta probe before you insert, its mutually beneficial.
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The Time Car
 
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Post » Tue Mar 29, 2011 10:33 pm

Is that what probes were for? Damnit...
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oliver klosoff
 
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Post » Tue Mar 29, 2011 10:45 pm

I hoped for Trapped items.

I can see it now.


I braved a level 15-20 dungeon at lvl 3, I come across an awesome enchanted Daedric longsword, its guardians long walked away to my diversions I employed.

I reach for the Sword.

SHOOOSH a rune band forms under me, I am locked in place, a Dremora Lord is summoned from oblivion feeding from my Magicka and strenght stamina, he walks, raising his sword, I feel like an ass for not equiping that resist magicka ring....


Is my budding career cut short?


stay tuned..
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Tom
 
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Post » Wed Mar 30, 2011 2:33 am

I thought it was just annoying in Morrowind.

It felt like you had to lockpick a door/chest twice as you first had to disarm the trap, and then lockpick the lock.
For me, it was just time-consuming and annoying to have to switch between probe and lockpick.

So I probably don't want it back in Skyrim.
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Tammie Flint
 
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Post » Wed Mar 30, 2011 9:27 am

I don't think they should make the chests trapped but have traps surrounding the chests like the rug from bloodmoon.Who's with me?
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-__^
 
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Post » Wed Mar 30, 2011 10:36 am

I don't think they should make the chests trapped but have traps surrounding the chests like the rug from bloodmoon.Who's with me?


I'm not.

I'd want to see the trap only appear if your Security skill is high enough, then you need to do a minigame to use the probe to sever the trap's trigger from the detonating mechanism.
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Ash
 
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Post » Wed Mar 30, 2011 5:27 am

I'm thinking of a zeldaesque style trap! open the chest up and receive your reward however an iron grate or some form of obstacle blocks your exit and something comes out of an alternative exit.

Imagen this! you walk into a massive spacious room in a cave with stalagmites and stalactites abundant and you see a chest. You open up said chest and receive your reward. However a weakened wall you may have noticed prior bursts open to reveal a dragon. Thus your previous exit is blocked and the new exit blocked by your un-hospitable friend.
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Sammi Jones
 
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Post » Wed Mar 30, 2011 1:50 am

:wink_smile:

And yes, lock traps were great and added an interesting element to the game, just as Oblivion's environmental traps were interesting.

I want both.


Amen brother. My Khajit thief/assassin needs more of a challenge from the world!
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Grace Francis
 
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Post » Tue Mar 29, 2011 11:14 pm

Don't bring back "traps, like in Morrowind". Just no.

However, actual traps that are more than a "second lockpick roll with fire spell attached"? Maybe. It depends. Do I need multiple tools to detect and disarm the trap? How many types of traps are there? How complex can a trap be? If I play as a thief, will I encounter tougher traps? Are there super-traps well outside the normal gameplay bounds? All of this plays into my support or lack thereof for traps. Because I don't want Morrowind's "stab door with allen wrench to disarm" traps. I want something that improves from Return to Krondor. Does Todd Howard have the time to deliver, though?
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Nany Smith
 
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Post » Wed Mar 30, 2011 5:27 am

Chest traps should be intergrated into the lockpicking minigame. It'd make it more interesting and varied and you wouldn't have to carry probes as well as lockpicks.
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Dalia
 
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