It's A Trap !

Post » Sun Mar 06, 2011 8:24 am

I like traps, just don't put mouse traps in mye food or something, I would be so pissed off!!!
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Mark Hepworth
 
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Post » Sun Mar 06, 2011 7:34 am

Did nobody get the admiral ackbar reference? :starwars:
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Jason White
 
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Post » Sun Mar 06, 2011 8:23 am

Well this might not be a realistic suggestion but, I think a good trap would be running into an Imperial Fleet while in the woods picking berries.


The Imperial Fleet is hiding behind a berry bush?
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Charles Mckinna
 
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Post » Sun Mar 06, 2011 12:25 pm

Trap Spells are confirmed in.


Really? Thanks for posting this.

The websites I've found with summaries of the GI article didnt' mention this at all!
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Nicole Coucopoulos
 
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Post » Sun Mar 06, 2011 12:55 pm

yeah and they shuld have hot barmaids... and u can take them back to ur room and by the time u realize its a "trap" its too late. u already slept with a man. darn that mead.
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Julie Serebrekoff
 
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Post » Sun Mar 06, 2011 11:26 am

Oblivion had the quantity of environmental traps right, however there wasn't enough variety. Once you've seen the first one of each type, you knew exactly what to look for to avoid future examples of the trap (IE, a pool of blood on the floor for the spike ceiling trap, grates or nozzles for poison gas, holes in the wall for darts, etc). I want to see more variety in Skyrim.

Also, bring back trapped locks please. Make Security worth leveling again.
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Meghan Terry
 
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Post » Sun Mar 06, 2011 1:11 am

Oblivion overdid it with traps in some places, especially Aleyid ruins. Think about it there is not a single Aleyid ruin that looks hospitable to bring up some little Aleyid children in.

Aleyid Mother: Have a fun day at class and remember not to tease the claustrophobic kids, you know how hard it is for them here.
Aleyid Kid: Yes mom, I can get my kicks out of other things, I may not see any art and the walls may all be white but I get more than enough creativity in Destruction spell classes, they rock!
Aleyid Mother: Go now and remember to watch out for the lever that releases the skeletons, and the gas chambers!
Aleyid Kid: Yes I know already jeez... well I′m off *walks away* *splat*
Aleyid Mother: Crap... I forgot to mention the elevating floor that crushes invaders against the spikes in the ceiling...


The traps were put in when the Ayleids had to abandon their cities and flee from Cyrodiil because the Alessians finally had enough of the Ayleids in Cyrodiil and ran the majority of them out. Then most of the Ayleids were assimilated by the other elf races. There are still a small population of Ayleids that live in the Heartland Wood of Cyrodiil though. They hide by staying shapeshifted into animals. As for their cities not having art and what not, maybe the Ayleids just like living underground? I mean, it's the way their race might like to live.
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Katharine Newton
 
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Post » Sun Mar 06, 2011 12:24 am

Traps should vary based on available loot.I thought the level of lethality of the oblivion traps was fine. I would hate dieing from traps all the damn time. If they filled the beginning portion of the game with a "sample" of each trap and I could form an understanding that X object is a trap and how to deal with object X so I can get by without too much effort. You will never get mad at a game if you feel the reason you died is your own fault but if you feel tricked. Your going to rage quit and be like "well [censored] this". Thats how it is for me anyway...
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Manny(BAKE)
 
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Post » Sun Mar 06, 2011 2:20 am

I would like to see traps not just in dungeons, but in the homes of NPCs and in the wilderness itself. For example:

Some sort of thief traps (doors that scream when lock-picked, rugs that would trap a trespasser until the trespasser has been discovered and guards arrive to arrest him/her)
Animal traps (pitfalls, bear traps, snares, deadfalls)

I also support magical traps. These traps wouldn't be so deadly as they would be puzzles to confound and delay a player. Think of Inception with the staircase trick.
That staircase was drawn by M.C. Escher and it is a 3D impossibility, although I'm not sure how they did it in the movie, but perhaps they fiddled with the perspective to get it to look like that. But something like that could not be rendered in an actual game. His artwork is amazing, though. He draws 3-dimensional impossibilites by manipulating 2-D perspective.

Do you think NPC homes should have traps on the locks or windows or something?





Oblivion had the quantity of environmental traps right, however there wasn't enough variety. Once you've seen the first one of each type, you knew exactly what to look for to avoid future examples of the trap (IE, a pool of blood on the floor for the spike ceiling trap, grates or nozzles for poison gas, holes in the wall for darts, etc). I want to see more variety in Skyrim.

Also, bring back trapped locks please. Make Security worth leveling again.
You mean like the trapped locks in Morrowind?
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Haley Merkley
 
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Post » Sun Mar 06, 2011 8:31 am

No, Oblivion had it right.
They were just too easy to spot, too obvious, and not very harmful at high levels.
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Ownie Zuliana
 
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Post » Sun Mar 06, 2011 12:12 pm

I personally would love to see Bethesda crack open some old D&D manuals - such as their "Traps & Treachery" guide - and give us a few new and truly novel traps.

Many traps in Oblivion are simply variations on a theme... "step on this, get hit by that" sort of stuff.

Someone mentioned locks that scream when picked. That's a great example of a great variation on a trap- the Fantasy World equivalent of a Burglar Detector. Those kind of traps are game-changers that don't immediately cause physical harm but force you to react very quickly (cast an invisibility spell, or jump from a window, or hide under a bed - dare I dream!)

Imagine an enchanted treasure chest in a house that, if unsuccessfully picked, not only let out loud sounds but also paralyzed you for 10 seconds. These kinds of variations would just be so much more interesting than the bloodletting sorts...

These are great- because they really add an emotional reaction to the moment, not just a "oh crap I need to heal myself again" response.
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Batricia Alele
 
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Post » Sat Mar 05, 2011 10:17 pm

Yea I guess that would be A better way too put it ... Not just more .. but more complex also. I really Like how in Morrowind the Chest and doors Are Locked + trapped.
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Chris Johnston
 
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Post » Sun Mar 06, 2011 9:58 am

I thought this thread was about something else. :liplick: [img]http://www.aimeeweber.com/parody/linetrap/1190356687885.jpg[/img]

I gotta say though, it would be great if they detailed it a bit better. Like if you set up a bear trap and some guy walks into it it traps him in place and he has to pry it open to free his leg. Plus now he's crippled badly, maybe bleeding.
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A Lo RIkIton'ton
 
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Post » Sat Mar 05, 2011 10:51 pm

Oblivion overdid it with traps in some places, especially Aleyid ruins. Think about it there is not a single Aleyid ruin that looks hospitable to bring up some little Aleyid children in.

Aleyid Mother: Have a fun day at class and remember not to tease the claustrophobic kids, you know how hard it is for them here.
Aleyid Kid: Yes mom, I can get my kicks out of other things, I may not see any art and the walls may all be white but I get more than enough creativity in Destruction spell classes, they rock!
Aleyid Mother: Go now and remember to watch out for the lever that releases the skeletons, and the gas chambers!
Aleyid Kid: Yes I know already jeez... well I′m off *walks away* *splat*
Aleyid Mother: Crap... I forgot to mention the elevating floor that crushes invaders against the spikes in the ceiling...



:rofl: I would love to see a parody comic set in an Ayelid village
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James Wilson
 
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Post » Sun Mar 06, 2011 8:08 am

http://www.youtube.com/watch?v=qU-qSR0KZm4


ITS A TRAP!
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+++CAZZY
 
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Post » Sun Mar 06, 2011 6:03 am

Oblivion had enough traps, and they were quite interesting in design (and well-placed for the most part).

Trouble is, they felt like a bee sting or something. No real point keeping an eye open for them, they did very little damage - often so little that I wouldn't even bother healing.

Traps should be more-or-less deadly. Maybe if you're playing a real tank character you can survive making a mistake once, but it should bring your health right down and cripple (I'm hoping that limb damage is in the game). A thief or mage should rely 100% on spotting and avoiding traps.

Maybe there's a perk (requiring high awareness skill or whatever) that puts a little glow on traps so that they are more easily spotted.
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Elle H
 
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Post » Sun Mar 06, 2011 2:31 am

Traps should be more-or-less deadly. Maybe if you're playing a real tank character you can survive making a mistake once, but it should bring your health right down and cripple (I'm hoping that limb damage is in the game). A thief or mage should rely 100% on spotting and avoiding traps.


Agreeing. Also, having novel traps that aren't deadly - as mentioned earlier, would be great.
One thing I definitely hope they design their way out of is the : "I'm running too fast to be hit by traps"-thing. Seriously, 75% of the time I don't notice there is a trap there until after I've triggered it and it has gone off harmlessly behind me, because I always storm through dungeons SWAT-style.
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quinnnn
 
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Post » Sat Mar 05, 2011 11:04 pm

I love traps, I'd prefer if they weren't overly elaborate, like a pillar smashing down once you walk under it, how would that even still be working after a thousand years in a deserted dungeon?;

Perhaps loose bricks so if you walk over them you fall down into another room or something.
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MARLON JOHNSON
 
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Post » Sun Mar 06, 2011 5:37 am

More than Oblivion, I LOVE traps.
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KU Fint
 
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Post » Sun Mar 06, 2011 7:03 am

Here's an Idea: (I get elaborate)

You are walking through a cave, then you find this long tunnel. As you walk down it, a net (or magical barrier) rises behind you and in front of you. The walls on either side of you slide away, and in come 4 bandits, and a Mage. Kill the mage, the barriers fall. But hope you survive the 4 bandits, too.
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Miss Hayley
 
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Post » Sun Mar 06, 2011 1:17 pm

How do you see this?

Like the body would explode if you select it?

On point I'd like to see more traps, but less obvious one like in Oblivion...

In FONV, sometimes youll find booby-trapped bodies. Move in to search and…BLAMMO!

He might mean something like that.:shrug:
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barbara belmonte
 
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Post » Sun Mar 06, 2011 9:11 am

"alot more"

Hmmm haven't seen this type of alot before. Might be a new breed.
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Chloe Botham
 
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Post » Sun Mar 06, 2011 4:40 am

Did you bump this you this just to have two "It's a trap" topics up. :D

Dungeon traps should kill low-mid level characters.
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Rob Smith
 
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Post » Sun Mar 06, 2011 1:17 am

I'd like to be able to set up traps to help you beat enemies that are out of your range to kill and require ingenuity to beat. But it doesn't sound like that's going to happen with the leveling system.

http://www.youtube.com/watch?v=xbJkyii6HWw
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Chase McAbee
 
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Post » Sun Mar 06, 2011 8:56 am

If ice is slippery it can add to traps or falling into traps.
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Kim Bradley
 
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