Trapped Items

Post » Tue May 17, 2011 9:38 am

This is kind of a pointless ADD thread (aren't they all), but perchance do any of you remember the Daedric shrines in Morrowind, and how they usually had offerings of gems, gold, and alchemical ingredients at the base of the statues? After dealing with the shrine's inhabitants, the eager adventurer would typically begin looting everything around the statue without a second thought. However, usually at least one of the items at these statues was "trapped" and it would summon a Daedra behind you once picked up.

There was nothing more suspenseful than picking up a gem and then immediately whirling around with your weapon drawn in anticipation of a fight. You'd repeat this, when ultimately it wasn't until you were greedy enough to loot the bowl the items were placed in that you'd turn around and find a Dremora's warhammer in your face.

Seeing how Skyrim's dungeons absolutely scream "primeval", I'm hoping we'll be seeing a lot more interesting encounters like these in the game. You know they're coming, but they still never get old - and with physics, we could have even more convoluted traps, such as stalactites falling from a cavern ceiling when you pick up a gold coin. :evil:

Discuss all of your depraved booby trap fantasies here!
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u gone see
 
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Post » Tue May 17, 2011 4:56 am

and let's not forget the more conventional fire and frost trapped doors and boxes
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Kari Depp
 
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Post » Tue May 17, 2011 11:00 am

The tripwires in Oblivion were surprisingly effective as long as they were placed around corners, too bad they didn't outright kill you though. Putting stuff on the floor is always good since players are used to enemies coming from the front and often find it hard to quickly/effectively survey an area since they can't move the screen as fast as their eyes.
The only thing that can give these traps away is the overly bright interiors of caves/dungeons. I can understand a castle being well lit but not caves (even those with a hole in the ceiling). I mean rly, go into your basemant or something and see just how far any outer light will reach. Probably no further than five meters.
Realistic lighting would make traversing caves/dungeons soooo much scarier...especially with serious-damage-dealing-traps.
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clelia vega
 
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Post » Tue May 17, 2011 8:35 am

and let's not forget the more conventional fire and frost trapped doors and boxes

Oh yes, those too. I want my loot to blow up in my face again!
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benjamin corsini
 
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Post » Tue May 17, 2011 3:24 am

I would like things trapped like in oblivion but randomness maby a few poison darts if you trip it maby a yeti falls out of the ceiling lets have random trapped door encounters!!! :D
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Nancy RIP
 
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Post » Tue May 17, 2011 9:31 am

I did like the trapped Daedric shrines, but the trapped doors and chests were kind of pointless as they always told you they were trapped.
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Juan Cerda
 
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Post » Tue May 17, 2011 3:59 pm

Yes, trapped items are a MUST for me, so much fun not knowing what item you pick up is going to cost you your fingers
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sas
 
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Post » Tue May 17, 2011 3:32 am

I would be very pleased if picking up a certain gem meant a mace to the back of the head again. That surprise was something that made the daedric shrines interesting and dangerous(as I would always forget about the possibility of a cursed item until I noticed the dremora lord behind me).
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Brandon Bernardi
 
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Post » Tue May 17, 2011 11:14 am

i remember encountering my first of these traps like it was yesterday. was playing with a friend of mine, we were only about 14 years old and we freaked out of the dremora that was summoned :rolleyes:

anyway, ye sure it was fun, but id like each game to have its own stuff. wouldnt hurt having a few trapped shrines but i think they should do some sort of twist or somethink.

oh and off topic: probes. yes i want probes and trapped chests back!
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Samantha Jane Adams
 
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Post » Tue May 17, 2011 3:09 am

That kind of stuff adds so much flavor. I used to display my collection of "cursed" gems on a table in my house. Did you know if you put them down and pick them up again they summon another dremora lord? Fun times!
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Rob Smith
 
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Post » Tue May 17, 2011 1:41 am

Paralyzing dart, simultaneous with a summon enemy spell :)
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Jimmie Allen
 
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Post » Tue May 17, 2011 4:13 am

As long as there are trapped doors and chests that can be set off if you force/bash them open instead of unlocking them.

Darts, Magic, Hidden Blades, trapped spiders/snakes.
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Kira! :)))
 
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Post » Tue May 17, 2011 4:28 pm

I did like the trapped Daedric shrines, but the trapped doors and chests were kind of pointless as they always told you they were trapped.


Ahh but that's half the fun! You know it's trapped but you can't do anything about it other than chance it or go away if you don't have the proper equipment to disable it . I always liked to activate them and try to absorb the spell. Often it was a strong one though and that lead to a lot of healing or a reload!
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Queen of Spades
 
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Post » Tue May 17, 2011 2:32 am

The tripwires in Oblivion were surprisingly effective as long as they were placed around corners, too bad they didn't outright kill you though. Putting stuff on the floor is always good since players are used to enemies coming from the front and often find it hard to quickly/effectively survey an area since they can't move the screen as fast as their eyes.
The only thing that can give these traps away is the overly bright interiors of caves/dungeons. I can understand a castle being well lit but not caves (even those with a hole in the ceiling). I mean rly, go into your basemant or something and see just how far any outer light will reach. Probably no further than five meters.
Realistic lighting would make traversing caves/dungeons soooo much scarier...especially with serious-damage-dealing-traps.

I walked slowly, never tripped the wire unless by bow-shot...

Hilarity ensured if there's something in the trap's path.
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K J S
 
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Post » Tue May 17, 2011 1:27 am

I like the idea of traps, but I don't like automatically knowing when they are there. Also, just switching items to disarm traps makes traps a nuisance more than anything else... and still, I don't want to turn it into a minigame either because I doubt a good one could be done and the minigame will likely become repetitive unless traps are rare.
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kevin ball
 
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Post » Tue May 17, 2011 10:37 am

I want you to walk across a rickety bridge, if your wearing heavy enough armor or an you/enemy smacks one of the bindings it will fall apart.
Or it will auto fall once you walk on it.


Also add rooms that seal up and water slowly starts filling in the room and you have to figure out a puzzle or nother means of escape. (and slaughter fish too)


Also a dungeon full of bodies you have too walk across, some may come alive and grab and hold you there while other zombies attack you.
Also among these bodies may be a bosmer with bright yellow hair....
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Marcin Tomkow
 
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Post » Tue May 17, 2011 2:26 am

Paralyzing dart, simultaneous with a summon enemy spell :)

Or simpler, just leave some rats or mudcrabs behind the corner.
Liked the cursed gems in Morrowind but not the trapped doors/ chests. Oblivion's traps was good but should do far more damage or be more sophisticated like paralyze+ enemy a weaker enemy who is to small to get hit by arrows or archers who cover a trap like falling blades where you have to wait.
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gemma king
 
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