Dwemer are complete morons

Post » Fri Dec 09, 2011 2:58 pm

I really don't think there is an explanation. The traps are there to make the dungeon intersting I really doubt that when they lived there they just left traps lying a round.
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Rudy Paint fingers
 
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Post » Sat Dec 10, 2011 1:29 am

Could be they set those traps up to pick off the most idiotic among them. Thinning the herd and what-not. Got that from the traps being so easily avoidable yet obvious.
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Philip Rua
 
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Post » Fri Dec 09, 2011 2:21 pm

Could be they set those traps up to pick off the most idiotic among them. Thinning the herd and what-not. Got that from the traps being so easily avoidable yet obvious.


The funny part being I activate the traps more than Lydia.

What? I'm a klutz in real-life, it transfers to the game.
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Manuela Ribeiro Pereira
 
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Post » Fri Dec 09, 2011 2:46 pm

What I don't understand is I have that sneak perk that makes you immune to certain types of traps, but apparently every single Dwemer trap is not that kind of trap. "Hey, let's place traps in EVERY SINGLE ROOM in our homes. You know, in case some idiot decides to find out what our lives were like. Heck, you know what would be better? Let's design TOTALLY UNIQUE TRAPS unlike ANYTHING EVER SEEN IN TAMRIEL. Got to keep them surprised, ya know?"

Dwemer: History's [censored]s.

Or rather, Bethesda Game Designers.


Holy Double Post batman. How did that happen? All I did was edit.
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Nice one
 
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Post » Sat Dec 10, 2011 3:56 am

So, Dwemer ruins were once their cities, correct? You can see that they have living quarters, dining areas, armories, etc.

If that's the case, why the hell did they fill their damn cities with traps? I got turned into mince meat by these spinning blades that activated when I opened a door. What kind of moron would design his CITY to have deadly traps rigged to half the doors and staircases?

Did the Dwemer king just think "Ah, we might go extinct, let's place THOUSANDS of traps, just to [censored] with any adventurers that may try to explore our ruins." I wonder if THAT'S how the Dwemer went extinct. Thousands dying to the SPINNING BLADES OF DEATH that two-shotted my orc in all his Daedric armor.

So, thoughts? I'm still surprised that scholars haven't figured out the Dwemers cause of extinction. The last few probably just left false notes that they didn't die in a completely [censored] manner.

We know how is probably happened.
Spoiler
http://www.imperial-library.info/content/final-report-trebonius

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how solid
 
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Post » Fri Dec 09, 2011 2:14 pm

We know how is probably happened.
Spoiler
http://www.imperial-library.info/content/final-report-trebonius



Yeah, I know. It was a joke.

Especially the part about the last remaining Dwemer leaving false notes to preserve their reputation.
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Juan Suarez
 
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Post » Sat Dec 10, 2011 12:12 am

When they disapeared they were waring with the Falmer. its make a lot of sense really.
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Lily
 
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Post » Fri Dec 09, 2011 8:51 pm

It was probably all their city traps that made them go extinct...
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Karl harris
 
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Post » Fri Dec 09, 2011 7:13 pm

It was probably all their city traps that made them go extinct...


DAMN FALMER! Stop activating my city traps!

(cookie for reference)
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Dawn Farrell
 
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Post » Fri Dec 09, 2011 2:53 pm

to see what they look like go into the Corpserium in Morrowind or google it. He's the last known dwemer alive and is immortal because of the corpse disease. In fact its only half is body but you can get a decent picture from there


http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/5588/1183210231_fullres.jpg

A little more accurate representation than a fat, robotic crab, zombie dwarf. :P
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Judy Lynch
 
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Post » Sat Dec 10, 2011 5:58 am

I went into a Dwemer Church and almost died from a trap. Yeah that's smart, kill your parishioners!
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Greg Swan
 
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Post » Fri Dec 09, 2011 11:34 pm

DAMN FALMER! Stop activating my city traps!

(cookie for reference)

lol, south park
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Jesus Duran
 
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Post » Sat Dec 10, 2011 5:26 am

I am sure we all that play on master have been killed by traps before, blades are not the most humiliating trap to fall for, stepping into a Bear trap or on a pressure plate however is another matter, oil traps are useful to kill draugrs.

Swinging Blade Trap

Damage:High
Threat Level:High
Located:Dwarven Ruins

Bear Trap

Damage: Medium
Threat Level: Nuisance
Located: Bandit Camps, Outdoors
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Catherine Harte
 
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Post » Sat Dec 10, 2011 12:24 am

I am sure we all that play on master have been killed by traps before, blades are not the most humiliating trap to fall for, stepping into a Bear trap or on a pressure plate however is another matter, oil traps are useful to kill draugrs.

Swinging Blade Trap

Damage:High
Threat Level:High
Located:Dwarven Ruins


That's the thing. I've been killed by spinning blades ACTIVATED by pressure plates.

And Lydia is just laughing her ass off while I get mutilated. I'm beginning to think people are BS'ing when they say she activates traps.
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Brentleah Jeffs
 
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Post » Fri Dec 09, 2011 5:47 pm

IMO the Dwemer are one of the most intriguing aspects of ES lore and I hope the truth is never revealed.
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Nancy RIP
 
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Post » Fri Dec 09, 2011 4:31 pm

I think of it as security... like CCTV :P
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Manuela Ribeiro Pereira
 
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Post » Fri Dec 09, 2011 8:12 pm

Many belief according to the lore, the Dwemer vanished because the gods didn't take kind in there technology, so to stop them advancing they took them out.
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Laurenn Doylee
 
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Post » Fri Dec 09, 2011 2:08 pm

I let Lydia stay with the blades, im still looking for a replacement to be my new human shield.
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Anthony Diaz
 
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Post » Fri Dec 09, 2011 1:54 pm

I loved the one Dwemer ruin I have gotten to so far. And I had a hilarious trap trigger. I sniped a centurion, knowing he would roll over the pressure plates I could see. I am so clev... Oh... What are those round things in the walls THAT I AM STANDING NEXT TO... I figured that out as I flew clear across the room. I had to pause the game because I laughed for several minutes. I am sure the Dwemer centurion was smirking.

As for all the traps, I figure if they can make animunculi that shut down if they are removed from their proper environment, then they can make traps that recognize Dwemer-kind vs everything else.
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CHARLODDE
 
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Post » Fri Dec 09, 2011 6:59 pm

Still better than the Ayleid ruins in Oblivion. There they didn't even bother with living quarters or anything like that most of the time, it was just one uninhabitable deathtrap room after another. :P
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Darren Chandler
 
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Post » Sat Dec 10, 2011 6:08 am

Clearly you've never played Dwarf Fortress.

You can never have too many traps.
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Alan Cutler
 
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Post » Sat Dec 10, 2011 2:47 am

I'm sure the Dwemer knew what to look for in their traps and how to avoid them.
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NEGRO
 
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Post » Fri Dec 09, 2011 1:42 pm

Clearly you've never played Dwarf Fortress.

You can never have too many traps.

My front entrance doesn't even have a floor, just traps.
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Bigze Stacks
 
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Post » Fri Dec 09, 2011 9:56 pm

Thats what i said about Ayleid ruins was every hall some kind of safety simulation to them or something?
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Reanan-Marie Olsen
 
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Post » Sat Dec 10, 2011 5:47 am

Clearly you've never played Dwarf Fortress.

You can never have too many traps.

Right now, a moat and a draw bridge is all you need really. :P
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A Dardzz
 
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