Traps..

Post » Tue Aug 17, 2010 9:35 am

i would like to see better hidden arrow traps. Like the ones in oblivion where they are on the sides of walls and shoot out at you. they were very effective but so easy to spot out. I would like to see them partially covered or something like that making them way harder to see and maybe add poison tips that would be fun to tinker with.


Already Confirmed are the hidden arrow traps
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GLOW...
 
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Post » Tue Aug 17, 2010 5:38 am

...sounds more like a puzzle to me.


This is true. But as someone said, more puzzles connected to traps, as in disarming or avoiding them, would be good.
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OJY
 
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Post » Tue Aug 17, 2010 6:59 pm

Already Confirmed are the hidden arrow traps




haha you know after i posted that i went on and saw a review that confirmed it but thanks for letting me know :celebration:
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James Hate
 
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Post » Tue Aug 17, 2010 5:50 pm

I'd love it if the traps were actually deadly this time around. I can't think of one instance in Oblivion where one of those "traps" killed me. Okay, there were a few times when my health was insanely low from a previous battle and some gas/spikes did me in, but I never actually feared those traps like I should have.
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Lloyd Muldowney
 
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Post » Tue Aug 17, 2010 12:06 pm

collapsing floor maybe into a pit pf enemies and a way out
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Isabel Ruiz
 
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Post » Tue Aug 17, 2010 8:00 pm

If some of the traps in Shivering Isles are anything to go by, I've got to say I'm optimistic. Like that one floor panel that, when stepped on, sent a rain of coins showering down from a newly opened panel in the ceiling. And following that, a murderous rain of darts! Genius.


Dang. Now I feel bad for missing Shivering Isles!

I have two hopes for Skyrim when it comes to traps
1) That the traps native to the dungeons can be reset.
2) That the character can build and set traps themselves.
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Ashley Hill
 
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Post » Tue Aug 17, 2010 6:06 pm

I want the kind of trap that leaves you feeling dirty, hungover, and regretful in the morning.
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Kevin S
 
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Post » Tue Aug 17, 2010 7:58 am

Dang. Now I feel bad for missing Shivering Isles!

I have two hopes for Skyrim when it comes to traps
1) That the traps native to the dungeons can be reset.
2) That the character can build and set traps themselves.


Player set traps, now you're talking. And not just the spell type traps but physical ones too. :thumbsup:
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e.Double
 
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Post » Tue Aug 17, 2010 4:11 pm

They have to be ones that punish the ones any ree-ree decisions you make, but they cannot be something that punish you for not looking all the time, that would be too frustrating for some people and most don't like to have to repeatedly save their game to negate missing a trap.

I'd like to see the security skill be used to allow the disarming of booby traps in game, like finding access panels near traps and being able to use probes to go into a probing (lol, probing) minigame similar to the lockpick minigame. That's better than trying to run and dodge every single trap in game, and there will still be traps that you can't disarm, like a pitfall with spikes at the bottom.

The probing minigame could be like this: you have to rotate the probe until you find a latching mechanism, then you need to slightly tug on it to see if it will give way, and if it does, you press action to disable that latch. Depending on the mechanism's difficulty, you need to disable up to 5 latches to disarm the trap, and if you try to disable a latch without it being properly set, you break the probe, and if you disable a latch out of order, it will break the mechanism and you won't be able disarm the trap.
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brenden casey
 
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Post » Tue Aug 17, 2010 10:56 am

I'd like to see the security skill be used to allow the disarming of booby traps in game, like finding access panels near traps and being able to use probes to go into a probing (lol, probing) minigame similar to the lockpick minigame. That's better than trying to run and dodge every single trap in game, and there will still be traps that you can't disarm, like a pitfall with spikes at the bottom.


I was hoping for the same thing. Let Security skill govern your chances of discovering a trap. They could make it so if you are in proximity of one you get some visual signal similar to the eye when you're sneaking. They could do something similar for Mysticism to discover magic traps.
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Farrah Barry
 
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Post » Tue Aug 17, 2010 6:48 pm

OK are you ready for this..


Zombie...................BEARS that throw bear traps at you :hubbahubba: yah yah I see you smiling there behind your screen

I like the way you think, there's too much emphasis on humaniod undead. Sounds like a good premise for a movie too, I'd go for Danny Glover in the lead role: 'I'm too old for Zombie Bears'
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Kill Bill
 
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Post » Tue Aug 17, 2010 8:02 am

Trapped locks on doors and containers so failing in
lockpicking (more hard, realtime not in menu mode lockpicking thats both utilize charter and player skills)
or bashing (equipment and power sensitive)
or opening with spell (chance of failing based of alteration skill level but not more of 50% and level of lock so difficult locks need more potent spell thats require mastery level)
will activate trap on lock or trap stetted nearby around, magical traps will require additional work like fast dodging projective or additional skills in security to disable them, blocking it with well timed shield block with damaging of shield, using dispel on it where power of dispel checked versus magnitude of trap rune.

There can be alarm trap thats emit sound thats alarm actors in area and stagger character for some duration,
poison needle traps thats paralyze and poison overtime,
curse rune traps thats slowdown and decrease stats,
exploding rune or bomb thats bash and add fire damage,
Light rune or flashbang bomb thats blind character and light up area,
Acid spray trap thats do damage overtime and decrease durability of equipment
Summoning rune thats conjure hostile high level creature
Teleporting trap thats force recall player to some mark.
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Matthew Barrows
 
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Post » Tue Aug 17, 2010 9:49 pm

I reckon this where traps can shine though. Surely bypassing a trap ought to be a challnge. Figuring it out; a puzzle. Then they would go from sort of pointless annoyances - like dungeon speedbumps - to genuine gameplay elements.


thats very true... i'm just afraid these puzzle/traps will become redundant with multiple playthroughs.

theyre either going to have to be somehow procedurally generated, or very complex so i dont remember exactly what i have to do each time i play a new character.
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WYatt REed
 
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Post » Tue Aug 17, 2010 11:45 am

It would be totally epic if there was one like ikn Indiana jones where a huge boulder comes and you have to out run it or get smashed.
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X(S.a.R.a.H)X
 
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Post » Tue Aug 17, 2010 9:03 pm

Explosive traps like in TW2; freezing, electrical, containment type where enemy is stuck in place. I've always thought 'quick sand' traps that made enemies sink part way into the earth would be cool. Maybe up to their waist, then we chop them down.

Fun times.
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Lucky Girl
 
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Post » Tue Aug 17, 2010 5:57 pm

I want something like where you get chased by a boulder and theres a door at the end of the tunnel, after running like hell and bursting through the door, theres no floor and you fly off into a spike trap, or instead a door leading to a wall
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Miranda Taylor
 
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Post » Tue Aug 17, 2010 12:20 pm

Morrowind traps would be great.
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Eric Hayes
 
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Post » Tue Aug 17, 2010 10:28 pm

Let Security skill govern your chances of discovering a trap. They could make it so if you are in proximity of one you get some visual signal similar to the eye when you're sneaking.

I was thinking the same thing. I hated it in previous games when my Security (Master) thief would blunder into a tripwire because I was too stupid to see it. Security should give you a chance to spot stuff like that. Likewise, would be fine with it if a low Security skill would make the tripwires literally invisible! I don't want my dumb fighter or preoccupied mage spotting all that stuff, even if I the player am paying attention.

They could do something similar for Mysticism to discover magic traps.

Mysticism is gone :'(
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Elizabeth Lysons
 
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Post » Tue Aug 17, 2010 8:12 am

*Posts link to the first three indiana jones movies
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Lisa
 
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