Probes

Post » Wed Mar 30, 2011 12:02 am

In Morrowind chests had a chance to be trapped so you had to be careful what you lockpicked until you probed the locked item. Should they be brought back?
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sexy zara
 
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Post » Wed Mar 30, 2011 6:51 am

Yes they should, but what is the point of breaking the poll with the last option?
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Anthony Santillan
 
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Post » Wed Mar 30, 2011 8:50 am

Traps must return anyway even if they merge security with sneak and not add probes to game,
Trapped doors and containers must activate trap at bashing attempt, on failed lock piking attempt (trapped low level lock has smaller chances to activate trap then high level one, there must be more consequences then an broken lockpick from miserable and easy minigame) and on failed chance of casted Open spell (chance depend on magnitude of spell, while skills in alteration school used for roll versus lock level)
There can be return of sound spell effect what will work as alarm on traps, silence can help in sneaking.
Traps will make telekineses more useful, if trap is unguided or AOE
Some traps can be magical so the can be dispelled
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Floor Punch
 
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Post » Wed Mar 30, 2011 3:21 am

Yes they should, but what is the point of breaking the poll with the last option?


Four people seem to disagree.
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Johanna Van Drunick
 
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Post » Wed Mar 30, 2011 12:49 pm

They felt a bit stupid in MW, not well thought of and simply but there for them to be there.

But if the doors/containers are trapped, we shouldn't know it unless we have a high enough skill in security/sneak.
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Syaza Ramali
 
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Post » Wed Mar 30, 2011 1:17 am

Four people seem to disagree.

Isn't the basis of a thread you explaining your idea and then people tell you if they agree or not.
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rae.x
 
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Post » Wed Mar 30, 2011 7:49 am

Probes have never made sense to me at all. Not an expert but not aware of any kind of trap that would require such a thing to disarm. The pressure plate and trip rope based traps made sense but the ones on chests, never heard of such a thing. And if they're magical, why are they disarmed physically?

Lockpicks breaking also seems odd come to think of it, they're made of metal typically, seems like you'd have to put a significant amount of force into breaking/damaging them even intentionally.

TES traps and locks are weird.
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Charlotte Henderson
 
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Post » Wed Mar 30, 2011 1:09 pm

Not probes, but there should be a little more focus on traps.
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Samantha Jane Adams
 
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Post » Wed Mar 30, 2011 6:20 am

They felt a bit stupid in MW, not well thought of and simply but there for them to be there.

But if the doors/containers are trapped, we shouldn't know it unless we have a high enough skill in security/sneak.

Yup. But it seems Bethesda has actually thought things through a lot more now with Skyrim. I'm sure they've done so with lockpicking and traps and such as well.
Will be interesting to see what they've come up with :)

Anyway, I like probes and such, but I can't say if I want them in Skyrim or not. I know too little of how locks and such work in Skyrim.
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The Time Car
 
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Post » Wed Mar 30, 2011 1:26 am

Isn't the basis of a thread you explaining your idea and then people tell you if they agree or not.


I guess it was for more of a laugh then anything else. :shrug:
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Roberto Gaeta
 
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Post » Wed Mar 30, 2011 4:12 am

I don't really care if they bring back probes or use some other way of disarming them, but it'd be cool to have traps on doors and boxes again.
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rae.x
 
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Post » Wed Mar 30, 2011 12:00 pm

I wouldn't want probes as a separate item - if you pick the lock you should disarm the trap. They were a chore in Morrowind, but done like I said in Skyrim they could give brawnier characters a way to get some decent loot without being good at sneaky skills: they can tank the trap.
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Cat Haines
 
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Post » Wed Mar 30, 2011 1:54 pm

Four people seem to disagree.

Four people vote before reading the OP :P

Probes should be back, but I'm not sure if we should know ahead of time whether or not what we're breaking through is trapped. It's not much of a trap if you're expecting it.
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Jessica Raven
 
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Post » Wed Mar 30, 2011 7:19 am

I personally don't care, I wouldn't really use it much :spotted owl:
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Samantha Jane Adams
 
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Post » Wed Mar 30, 2011 2:38 pm

I always found the "Secret Master's Probe" to be highly suspicious and slightly unsettling. I also think of Crassius Curio whenever I see one. "shudder"
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MR.BIGG
 
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Post » Tue Mar 29, 2011 11:55 pm

The only problem (and a major one, at that) with traps is that you always knew what was trapped and not. Higher skill should increase your chance at detecting traps. Kinda pointless to have traps in a game if there's a zero percent chance that you'll ever fall victim to it, because you know it's there and the Probe just becomes a grindfest tool.
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Rusty Billiot
 
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Post » Wed Mar 30, 2011 2:13 am

I did like the way they did traps in Oblivion. Maybe instead of making them explode a spell like in Morrowind, the trapped door could just be a trigger that could activate a nearby arrow shooter or swinging blade or whatever, and if a thief wanted to disarm it they'd have to notice that first and go disarm the trap itself before messing with the door.
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NAkeshIa BENNETT
 
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Post » Wed Mar 30, 2011 2:16 am

I did like the way they did traps in Oblivion.

What mod did you use? There are no traps in Oblivion.
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jessica Villacis
 
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Post » Wed Mar 30, 2011 5:48 am

What mod did you use? There are no traps in Oblivion.

LOL....okay saw a post about 'probes' and the last person to post is 'bendover'......not a good combo. :rofl:
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Nick Pryce
 
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Post » Wed Mar 30, 2011 10:13 am

Yes
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Catharine Krupinski
 
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Post » Wed Mar 30, 2011 4:35 am

What mod did you use? There are no traps in Oblivion.

I know there aren't any on chests and doors in the original game, but I meant the ones like the dart launchers, swinging spike balls, and the Ayleid ruin traps.

Oscuro's Oblivion Overhaul adds traps to chests.
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Matt Bee
 
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Post » Wed Mar 30, 2011 2:56 am

Yeah, the idea of a trapped chest or door was cool. The only problem I've got is that the chest or door announces it's trapped when you click on it. I think you should have some sort of die roll test to detect traps.

I also hated that there was no way to avoid some traps in Oblivion. Yeah, it was nice to be able to set off a tripwire or pressure plate, or incendiary in advance, but those black/dark welkynd stones which couldn't be disarmed drove me nuts and the 0% chance of seeing a collapsing bridge was annoying as well.

Likewise I have always hated TES mapping which shows you "secret" rooms, so there's no chance of missing an area completely.
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suzan
 
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Post » Wed Mar 30, 2011 11:02 am

I always found it odd in MW that the locks had a level, but the traps didn't. Even a level 1 security new player could disarm a trap if they poked at it long enough.

At lower security levels, probing a trapped lock should have had a chance of blowing up in your face.
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leni
 
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Post » Wed Mar 30, 2011 9:36 am

LOL....okay saw a post about 'probes' and the last person to post is 'bendover'......not a good combo. :rofl:


:lmao:

I know there aren't any on chests and doors in the original game, but I meant the ones like the dart launchers, swinging spike balls, and the Ayleid ruin traps.

Oscuro's Oblivion Overhaul adds traps to chests.


Oh, ok. I assumed you meant trapped chests because of this thread's topic. I too enjoyed Oblivion's environmental traps.
It would be cool if you could check for traps based off of your security skill.
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Portions
 
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Post » Wed Mar 30, 2011 4:21 am

If they bring back probes, I just hope they don't make them lethal. One of the trapped treasure boxes under the main city in Morrowind did a ridiculous amount of damage.
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Breanna Van Dijk
 
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