Advanced Traps

Post » Fri May 27, 2011 6:03 am

While traps are a very small part of TES games, they feel underdone, such as in Oblivion with the one shot traps. Answer the Poll and discuss the improvment of traps in TES V: Skyrim.
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michael flanigan
 
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Post » Fri May 27, 2011 4:15 am

Yes, there definitely should be traps. I agree with you that they were underplayed in Oblivion. I think there should be two types of traps: Proximity activated, magic ones (like mines, spells, etc.), and activator acted, physical ones (spikes, rolling logs, etc.) The Physical traps should have clear activators like tripwire, pressure plates, a broken floor, and should do more damage. That way, it rewards you for being observant, and punishes you for not paying attention to your surroundings. On the other hand, there should be magic traps, which do less damage, but are nearly impossible to detect for the first time. These traps would be meant to weaken you before an upcoming fight, or perhaps finish you off.
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мistrєss
 
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Post » Thu May 26, 2011 11:18 pm

I liked the traps in Dragon Age. One of the few games where I really got inspired enough to use those.
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Helen Quill
 
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Post » Thu May 26, 2011 11:01 pm

I would like to be able to set my own enchantment traps. Maybe get some Spy vs. Spy going. :D
For magic to set off traps, they would have to be area effect spells.
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Jessie
 
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Post » Fri May 27, 2011 2:51 am

I like most of what was suggested here.
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Mason Nevitt
 
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Post » Fri May 27, 2011 1:58 am

i missd the trapped closets and chests and doors frommorrowind
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Laura Hicks
 
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Post » Thu May 26, 2011 7:51 pm

I would like to be able to set my own enchantment traps. Maybe get some Spy vs. Spy going. :D
For magic to set off traps, they would have to be area effect spells.

It could be like the small towers found in the Oblivion realms that would launch fire balls exactly at the player when he came into the area.

I would have made another question but only so many are allowed, but it would have been should players be able to buy traps and place them. I think this could add depth not only to luring enemies to an easy death, but traps could be set outside and animals may be caught(unable to move, leaving you to finish it off), or killed in the traps, allowing you to loot them.
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Charlie Sarson
 
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Post » Fri May 27, 2011 8:58 am

I personally would like to have placeable traps, something like a trip wire attached to a crossbow maybe or something like a vial of acid attached to a trip wire, that would be awesome for an assassin to set up. It would make stealth players plan things ahead of time too.
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Thema
 
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Post » Fri May 27, 2011 7:28 am

traps add a great prospect to the fun in TES and i hope in skyrim we will be able to set some
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Alada Vaginah
 
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Post » Thu May 26, 2011 11:10 pm

Voted for everything, but I want them taken a step further: I want the PC to be able to set his own traps!
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Benito Martinez
 
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Post » Fri May 27, 2011 12:12 am

i think the traps in oblivion were okay. itd be fun with probe and trapped chests again though(cause traps on chests were not in oblivion, right?) so basically, better traps would be fun, but not a big deal in my opinion.
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steve brewin
 
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Post » Fri May 27, 2011 1:44 am

Traps everywhere, all kinds!

Might be somewhat odd to hear that from someone who is guaranteed to hit the spiked pit in a vast desert. :P Oh, the Ayleid ruins. *fond and somewhat bloody memories*
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Doniesha World
 
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Post » Fri May 27, 2011 3:14 am

A big yes to the first question - and the poll options themselves contain a lot of good ideas. The more traps the better, within reason. I'd also like the option of setting traps as a player, whether using specific component items to construct them or simply taking advantage of terrain (pushing boulders onto enemies, etc).
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Luna Lovegood
 
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Post » Thu May 26, 2011 7:50 pm

I LOVE traps! I love the mechanical traps from Oblivion particularly, they need to pack more punch though.
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Matt Bigelow
 
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Post » 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.
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Kat Stewart
 
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Post » Fri May 27, 2011 10:38 am

I liked the traps in Oblivion, but once you knew they were there (i.e. were killed by them once) they were no problem anymore. I found about half of my traps the hard way, but they never had any real effect on the game.
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Roy Harris
 
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Post » Fri May 27, 2011 6:48 am

I want traps. They were fun in TES4, although they needed to be fixed with mods first.

-Fewer traps. Makes no sense that each dungeon is full of them.
-Deadlier traps. They should kill you, otherwise they're not a threat but an annoyance. Needed Deadlier traps mod.
-Harder to see traps. Need to use light, go slowr in dungeons, and you actually are spooked occasionally by them. Needed Darker Dungeons mod.
-Realistic traps. If it's set by a pressure plate, anything will trigger it, even a dying enemy who falls on it.
-Realistic trap technology. What powers up all those huge marble platforms, so they can sink and rise gnerations after the makers are dead?
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Verity Hurding
 
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Post » Fri May 27, 2011 8:39 am

Dead rising up: I'm not sure this would count as a trap (I wouldn't really like repeatedly spawning enemies with no explanation), but what would be amazing is walking into a frozen graveyard at night, and having skeleton warriors rise up out of the ground to attack.
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Ellie English
 
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Post » Thu May 26, 2011 11:01 pm

Yes!
I voted for like... Everything. :D
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Mario Alcantar
 
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Post » Fri May 27, 2011 2:22 am

There's kinda one thing that bothers me here, and that's the poll-question "Should traps be resettable for the players gain?".

I mean... if you are in a dungeon for example, wouldn't the inhabitants (at least smart ones, like NPCs) know where they have laid the traps and avoid them? Seriously. If you lay out a trap, you know were it is, and you don't go into it yourself!
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Ally Chimienti
 
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Post » Fri May 27, 2011 1:31 am

I was going to vote, but none of the options really reflect my ideas. I'd like to see traps like the sort used in Neverwinter Nights. The traps in TESIV were kind of really lame and obvious, and often the physics made them rather wonky. More often than not, the bandit would set off his/her own trap and crush themselves under the logs or the swinging spiked ball. NPCs not so smart, eh?

There should be the ability to disarm traps, too. I'd like to see TESIII style traps on chests again.
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dean Cutler
 
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Post » Fri May 27, 2011 4:17 am

I'd like to see NPCs setting traps, but it may be difficult for them to do so.

Discuss any ideas for traps you would like to see and I will add them to the poll.
Oh and by dead rising I meant you walk into a room with a few bodies or skeletons on the ground. When the player walks into the middle of the room the bodies rise and attack the player.
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Vivien
 
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Post » Fri May 27, 2011 10:08 am

They actually had a few of those dead rising (zombies) traps in Shivering Isles. Not to mention a few other ugly surprises.

It could be like the small towers found in the Oblivion realms that would launch fire balls exactly at the player when he came into the area.

I would have made another question but only so many are allowed, but it would have been should players be able to buy traps and place them. I think this could add depth not only to luring enemies to an easy death, but traps could be set outside and animals may be caught(unable to move, leaving you to finish it off), or killed in the traps, allowing you to loot them.

Sure. There are even some unique traps in Shivering Isles that I liked too. I just want to be able to set my own traps as well. If the traps are going to be resettable, maybe have the player carry some extra rope to redo the trip wire traps, etc. I also agree with a few others that traps need to be more deadly and an NPC may know where they placed the trap, but they may not know if someone rigged it again after it had been set off once already.
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Natalie Harvey
 
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Post » Fri May 27, 2011 10:14 am

If they put traps in this game will be very cool, I remember finding several traps in fallout 3 made by enemies, but I could not do traps against enemies. i could put some mines buto nothing like the raiders does.
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Rachel Eloise Getoutofmyface
 
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