» Thu May 26, 2011 7:42 pm
Traps that are not as predictable as in Oblivion, I mean the floor was filled with blood where there was a rising platform with spikes up on the roof, remove the blood and the too obvious room formation: players who look up would still see that it is a trap, but the unknowing would never know what happens.
I do like the idea of shooting an arrow on a trip wire, activating the trap from afar. Fireballs would burn the wires away too, disactivating the trap.
But I do not want the dead-rising trap, it's not fun to fight against enemes in a room you just were in and there was nothing there. However, if there would be zombie bodies on the floor in a room where the dead-rising trap is, you should be able to chunk of the zombie bodies arms before they get summoned. This way the smart would have advantage against them.
Not all traps should be able to be resetable, such as rolling logs. Or if it woudl, it would have to be done manually, grabbing the logs and placing them up on the hill again and then re-activating the trip wire.
Traps in Oblivion did almost none damage to enemies, this has to be changed. Example: The fallig floor trap with spikes on bottom did 0 damage to falling enemies and me, because they never hit the spikes.
Death chamber is one of my favorites and I love trapping minotaurs/land draughs in tem and simply let them die to the gas.
About the bodies: you should be able to pick bodies up and higher than in Oblivion, even more than in fallout 3. Thus making you able to throw a body in a suspicious room and see what happens.′
But: the places you explore should not be trap after trap, only 1 or two traps and not nearly all places should have traps.