It's A Trap !

Post » Sun Mar 06, 2011 12:32 pm

Well if they had made the PC version have darker dungeons then the traps wouldn't have been as obvious. The 360 was nice and dark in dungeons on HD settings. You had to have a torch, starlight or night-eye to be able to see in the dungeons. Even then, you tend to forget about the traps every once and awhile. But even if you triggered a trap, most of the time you didn't get killed by them. They just need to be deadlier.

I agree with this,traps should be far more punishing.
Most in oblivion should have caused instant death in my opinion.
Makes you pay more attention when dungeon crawling,and it should do.
Looking for secrets or treasures in cave,dungeon,crypt etc,should not be easy,there should be a risk of instant death somwhere.
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Spaceman
 
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Post » Sun Mar 06, 2011 5:16 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.

I want more logical traps like this. Like when a cave is inhabited by bandits they have traps set by them to catch adventurers like you. If you are stealthy through the dungeon then they might not get into position for their traps because they will not detect your presence, but if you are clamoring through in heavy armor or blasting spells everywhere they will get in position to sneak trap attack you.
Also I loved all Oblivion traps and hope they all come back.
As for spell traps, wasn't that mentioned as more of a spell casting style not a permanent trap?
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Nathan Maughan
 
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Post » Sun Mar 06, 2011 5:25 am

Magical traps on chests and doors would be nice come back if it's not already. They could only be removed with an enchantment or a spell.

Mechanical traps, again, on chests and doors would also be great. Open a chest, fail to see/disarm the trap and a poisoned arrow strikes you from behind.


It'd be nice if NPCs or intelligent creatures could use traps found in their hideout against the player. Such as pressing a switch that'll throw logs at you. If I recall it did happen once or twice in Oblivion, though they were scripted.
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Katey Meyer
 
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Post » Sun Mar 06, 2011 6:10 am

I think NV did the traps well. I hope they have a fortress where you can set traps and defend it from time to time from invaders. Oh and the traps should kill you or at least incapacitate you.
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gary lee
 
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Post » Sun Mar 06, 2011 9:06 am

the gate is barred from the other side, A TRAP!

what about that side entrance back there?

WORTH A TRY! LETS GO!
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Kelvin
 
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Post » Sun Mar 06, 2011 7:27 am

Gnomish [censored]-Punch Traps.

/thread.
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Justin
 
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Post » Sun Mar 06, 2011 2:46 am

Traqed doors and chests, that would be good to that back!
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Austin Suggs
 
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Post » Sun Mar 06, 2011 4:57 am

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.

It was basically two types of traps, the one who was build in like the Aleid ruin traps and the darts, and the falling logs and ball on chains who looks like they are added later, usualy by the npc who use the dungeon.

I agree in more dangerous traps, perhaps also traps that are protected, by the npc, as simple as having an archer or two watching the trap area, from higher up. Or simply a guy with a warhamer who waits at the end of something like the swinging blade trap.
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Daddy Cool!
 
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Post » Sat Mar 05, 2011 10:54 pm

Traps I hated:
- Ayleid red crystals. They turned a nice dungeon dive into a horrible nightmare that wasn't fun at all! :(
- Darts from the walls. There was no trigger! And you never knew when they'd get off. God, I hated them.

Seriously, I think there should always be a way to disable a trap somehow, or to avoid it. Or at least to see the trigger that's starting it. I mean, many times there really was no other option than getting hit a couple of times by those red crystals, often while also fighting some bad guys. That's not good design, in my opinion, because certain types of characters don't stand a chance in these situations - namely the ones that would usually be cunning enough to find a way to disable those traps before they can harm them.

That said, all other traps were pretty cool. But while those huge, impressive and nasty traps in the Ayleid ruins were awesome if you wanted that certain Indiana Jones feeling, I generally prefered the ones that actually made sense. Hopefully for Skyrim, they'll find a way to combine these two extremes. For example if some dungeons have secret sideways where all the mechanics for the traps are, which you can then destroy (or repair)... or if there is some lore about it that makes them seem plausible. Or if most of them actually only work one time, and after that they have to be readjusted. (The swinging blades and the spike-grids-on-a-rail in the Ayleid ruins come to mind - to what kind of perpetuum mobile were they connected?!)

Speaking of Indiana Jones, anyone remember the IEHOVAH maze in The Last Crusader? I'd like to see something exactly like that. The ones in Oblivion where you simply triggered darts if you stepped on the wrong plates were boring.
Hm, actually I also want that other trap from before. It was nice because once it appeared, you could see the mechanism that runs it.
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Kanaoka
 
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Post » Sun Mar 06, 2011 11:11 am

I'd say quality over quantity in traps. Or a balance.
Some traps in Oblivion was just... :confused:
Especially the Ayleid traps. They were pretty "bad" imo.

The rest were fine.

Oh and... traps should be a lot deadlier.
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Kathryn Medows
 
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Post » Sun Mar 06, 2011 10:01 am

Didnt morrowind have traps and there were probes to untrap it? I think they should bring that back. It was a cool little feature.
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Emma Parkinson
 
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Post » Sun Mar 06, 2011 5:18 am

first off I love traps ... however I would love too see more off them (bigger and smallers) ... but What I want most is away for skilled ppl too detect some traps. .. Like security would highlight somthing if you are A) in the range of it B) your skill is high enough C) you are not in combat & walking / sneaking. Also would be nice if their were spell / scrolls that you could cast in a radius.
List of oblivion Traps (feel free too add)

would love too see more .. too slow us down
Traqed chest, traqed bodys, traqed stairs (turn into a slide ), rooms fills with water,

I would love more - I love to explore and traps and hidden rooms always made the exploration wonderfully interesting. I also like your ideas to being able to find and disarm traps, as well, instead of just finding a way around them. Small traps around bandit tents would be great to alert them to invaders. trip wires that make noise or actually open poisoness containers, etc would be great. Falling into pits or crumbled ruins into an area that appears to have no way out only to find a hidden passage. Sherrid
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Tiffany Holmes
 
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Post » Sat Mar 05, 2011 10:36 pm

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.

Yes, I, also, think traps should have consequences. Also a spell designed like "detect trap" (similar to detect key spell) is an excellent idea. The whole thing could be leveled with stronger traps as you develop and a stronger "Detect Trap" would be needed to detect the more powerful and subtle traps.
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yessenia hermosillo
 
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Post » Sat Mar 05, 2011 11:49 pm

If they are everywhere you always expect them. If there are none it's not challenging enough.
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Robyn Howlett
 
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Post » Sun Mar 06, 2011 10:30 am

I'd like to see trap-crafting. Using found items in combination with a high enough crafting skill u could set your own tripwires or caltrops. Maybe beartraps to catch an enemy's leg and make for an easy kill. Or even make your own poison traps. It would give a stealth character more options.
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chirsty aggas
 
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Post » Sun Mar 06, 2011 7:13 am

I would like to see traps as they were in Fallout 3. I like that they were powerful but they weren't everywhere.
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Gracie Dugdale
 
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Post » Sun Mar 06, 2011 8:12 am

I would definitely like if Bethesda made the traps less obvious and I want them to be a little more diverse than the ones in Oblivion. Another thing I would like not to see is the enemy triggering their own traps <_<
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TIhIsmc L Griot
 
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Post » Sun Mar 06, 2011 6:40 am

Yes, about the same more slightly more traps as long as they are inventive and perhaps require a skill to disarm like security.
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SHAWNNA-KAY
 
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Post » Sun Mar 06, 2011 4:12 am

Not sure if this was mentioned, but the traps in Metro 2033 were awesome

You'd be walking around a corner, kick over a small nearly unnoticeable board leaning on a wall, and BAM! Giant spiked log slams into your face :swear: ~loading last checkpoint~
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Veronica Flores
 
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Post » Sun Mar 06, 2011 10:41 am

I can just see M'aiq now: "Some people far away want a deadlier trap in dungions to make looting harder. M'aiq think that they are idiots. Or vault designers. One of the two."
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Alexx Peace
 
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Post » Sun Mar 06, 2011 11:01 am

In the dungeons I would like harder puzzles and more of them along with traps and combat
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Eileen Collinson
 
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Post » Sat Mar 05, 2011 10:26 pm

Less traps, but make them way more dangerous. The traps in oblivion were a nuisance at best. They never surprised me they were just pesky and annoying.
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Andrew Tarango
 
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Post » Sun Mar 06, 2011 7:49 am

Sorry, no. Traps are stupid. "Oh, sorry, yeah, you just triggered a trap, go ahead and reload your last save and avoid it because now you know where the trap is."
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Amy Masters
 
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Post » Sat Mar 05, 2011 11:04 pm

Or look for the traps and have fun?
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Yama Pi
 
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Post » Sun Mar 06, 2011 7:05 am

Or look for the traps and have fun?

I really don't see what traps don't add to the game. Either you see them and disarm them. or you don't see them and get killed by them. I'd prefer puzzles over traps.
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Rudy Paint fingers
 
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