Traps on locks!

Post » Wed Dec 29, 2010 3:24 pm

Everyone who played Morrowind will know that some locks also needed to be disarmed since they had some nasty traps on them.
Well, I would like to see them return.
Why?
For starters, I find Security skill in Oblivion useless.
I could unlock doors with Alteration, do it way faster and also do many more stuff with it.
With return of traps on locks, Security will become much more useful skill and will actually have it's place in the game.

Also, traps don't have to look exactly like they did in Morrowind.
For example, instead of just you getting a negative effect when trying to open a lock with trap on it, poisonous gas can leak from it and poison you instead of just negative effect getting applied to you.
In case of doors, some spikes can impale you from the ground in case you try to force open trapped doors.
Traps are not limited only to those two of course.

Only characters who are actually experienced in Security can actually notice that there is a trap there (could become a perk).

Your thoughts?
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Darlene DIllow
 
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Post » Wed Dec 29, 2010 6:21 am

It would make it much more interesting. Especially if certain locks that lead to very valuable items in the possesion of very dangerous people, it would only make sense.
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Monika Fiolek
 
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Post » Wed Dec 29, 2010 3:39 pm

Probes FTW.
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Charlie Ramsden
 
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Post » Wed Dec 29, 2010 11:31 am

It would make it much more interesting. Especially if certain locks that lead to very valuable items in the possesion of very dangerous people, it would only make sense.

Mhm. It would be interesting and add to the mix of the repetitiveness that goes with things like thia. Small details matter.
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Dale Johnson
 
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Post » Wed Dec 29, 2010 8:30 pm

I always loved traps on locks. I think it could be done better than in Morrowind, though. :)
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Natalie Harvey
 
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Post » Wed Dec 29, 2010 10:48 am

I was thinking this last night. I remember having to pick very hard locks in Morrowind and then having to take a spell trap and hoping it wasnt to strong. Those were the days.
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Luna Lovegood
 
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Post » Wed Dec 29, 2010 9:00 am

Exactly, it adds risk to the equation. "Is what ever inside really worth the risk?" That's a question that should be asked, and would add an interesting flare to the mundane lock picking days of Oblivion. Of course I was the one who always waited until level 10 and did the deadric quest for the Skeleton Key.
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Dale Johnson
 
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Post » Wed Dec 29, 2010 4:39 pm

Of course I was the one who always waited until level 10 and did the deadric quest for the Skeleton Key.


Hopefully the Skeleton Key isn't as overpowered in Skyrim as it was in Oblivion. That is, if the key even returns. I pray that it doesn't. The Skeleton Key made lockpicking too easy.

On-Topic: Anything that adds depth and interesting happenings to the game is A-Okay in my books. =D
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Lauren Graves
 
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Post » Wed Dec 29, 2010 10:22 am

Traps are a fantasy game staple, yet I wonder now who the hell is dumb enough to trap their own stuff. Considering how hard it is just to remember if I turned the stove off in the morning do I really want to put a lethal trap in my underwear drawer, I'd kill myself in the first week.
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Sarah Kim
 
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Post » Wed Dec 29, 2010 8:21 am

Both Physical traps and Magic ones plz.
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Samantha Wood
 
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Post » Wed Dec 29, 2010 8:27 pm

Traps are a fantasy game staple, yet I wonder now who the hell is dumb enough to trap their own stuff. Considering how hard it is just to remember if I turned the stove off in the morning do I really want to put a lethal trap in my underwear drawer, I'd kill myself in the first week.


I imagine the owners key disarms the trap.
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Life long Observer
 
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Post » Wed Dec 29, 2010 2:59 pm

if there are magic traps then there should be some indication on the lock, like a rune or something and you have to disable that before you can pick the lock without getting hurt, and not just seeing that the lock says trapped

and couldn't you open locks with alteration in Morrowind?
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Queen of Spades
 
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Post » Wed Dec 29, 2010 6:36 pm

There must be Traps on Locks.

Well, some of them anyway.
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Vivien
 
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Post » Wed Dec 29, 2010 4:08 pm

I imagine the owners key disarms the trap.



Like I'd trust my life to that. And besides resetting a trap can also cause problems.

As I said though, it is a fantasy game staple so I'm fine with it being in. Heck I'd like it for the security skill svcks reason mentioned.
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NAtIVe GOddess
 
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Post » Wed Dec 29, 2010 5:27 pm

I do think traps should come back, and that the skeleton key should go out. However, I also think that traps shouldn't advertise themselves unless you have high security, else what is the point? For those skilled in security, traps would be another way to determine which locks secure the most valuable loot - since no one is going to waste time putting a high-level trap on their underwear drawer.
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Dalley hussain
 
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Post » Wed Dec 29, 2010 7:36 am

I always wondered how, in Morrowind, you could disarm a magical trap with a physical tool. Of course magic can disarm mechanical traps, but the other way around? O_o
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Alyesha Neufeld
 
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Post » Wed Dec 29, 2010 12:45 pm

As long as it is better than in Morrowind, and it was pretty good in Morrowind. OOO added these but they weren't done well imo. Mainly because you can't disarm them to my knowledge >.>
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Michelle Serenity Boss
 
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Post » Wed Dec 29, 2010 5:54 pm

I always wondered how, in Morrowind, you could disarm a magical trap with a physical tool. Of course magic can disarm mechanical traps, but the other way around? O_o



For all the how can mundane skill do X questions like security vs magical traps, or hand to hand vs a troll, or how high you can jump the answer is always the same. And also the same answer for why Chelios is alive for Crank 2.

You are just that bad ass.
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Isaiah Burdeau
 
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Post » Wed Dec 29, 2010 4:34 pm

Hopefully the Skeleton Key isn't as overpowered in Skyrim as it was in Oblivion. That is, if the key even returns. I pray that it doesn't. The Skeleton Key made lockpicking too easy.


It was also the only real option for fighters.

So, let's hear some nice traps then. Some of mine:
* Poisoned needles shoots out of the container.
* Pressure plate. Remove the weight without putting stuff back in, and something happens.
* Shock damage. Enhanced if submerged in water. Dirty water (salty, sulfuric) even worse.
* Force lock open could be more prone to setting off room trap than picking it.

Room trap mechanics:
* The usual stuff we've already seen, with cool twists. But less obvious, and if they are obvious, then hard to avoid.
* Slow flooding. Better have good swim capability, water breathing, and cold protection (hypothermia danger, like FONV radiation).
* Rushing water. Similar to above, but will recede after a while. However the strong currents may take you places you didn't intend to go.
* By magic, all the close lights go out.
* Causes a cave in so you can't reach the main entrance. Find another way out. Maybe you have to do a puzzle for that one.
* A 1-2 minute frenzy on any companions. Kill him, hide form him, endure the pain, or use effective calm spell.
* Causes alarm to go off, sending nearby enemies (if intelligent) your way.
* Door to room slams shut and will remain locked for 2 minutes.
* Setting off foul air containing diseases.
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jessica breen
 
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Post » Wed Dec 29, 2010 10:02 am

I always loved traps on locks. I think it could be done better than in Morrowind, though. :)


My friend actually had an idea of door knob turning into the snake and bites you. :D

Traps are a fantasy game staple, yet I wonder now who the hell is dumb enough to trap their own stuff. Considering how hard it is just to remember if I turned the stove off in the morning do I really want to put a lethal trap in my underwear drawer, I'd kill myself in the first week.


Keys should unlock and disarm traps at the same time.
You won't put a trap on underwear drawer or something, you will put it on hard case with your goldz in it.
Also, not every lock should have a trap of course.

if there are magic traps then there should be some indication on the lock, like a rune or something and you have to disable that before you can pick the lock without getting hurt, and not just seeing that the lock says trapped

and couldn't you open locks with alteration in Morrowind?


Well, some traps maybe should have it, but some shouldn't and it could only be detected by someone who has a high security skill.

I always wondered how, in Morrowind, you could disarm a magical trap with a physical tool. Of course magic can disarm mechanical traps, but the other way around? O_o


That's why I think that they should make traps actually more mechanical.
You know, instead of fireball hitting you, there should be some sort of flamethrower hidden that will burn you if you don't disarm the trap or something like that.
Traps on lock have potential, but should be worked on.
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Hayley O'Gara
 
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Post » Thu Dec 30, 2010 12:58 am

if there are magic traps then there should be some indication on the lock, like a rune or something and you have to disable that before you can pick the lock without getting hurt, and not just seeing that the lock says trapped

and couldn't you open locks with alteration in Morrowind?


or make it glow?
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saharen beauty
 
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Post » Wed Dec 29, 2010 12:52 pm

Another thing is that you couldn't disarm the traps that actually were in Oblivion -- like the blades swinging from side to side in corridors and such. One would think that the owner of the place would want to be able to turn that stuff off! I'm not talking about the traps that were activated by pressure plates and strings and such -- those the owner would know where were and would avoid -- but the ones that just started doing their thing as soon as you came nearby.

+ Shooting arrows at the trigger mechanism of certain traps should trigger the trap. And everything telekinesis-able.

Just my 2 ?re (RL Nord currency)
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Zoe Ratcliffe
 
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Post » Wed Dec 29, 2010 5:02 pm

Hmm.... locks do sometimes have traps on them in my Oblivion game. Is that Francesco?
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Iain Lamb
 
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Post » Wed Dec 29, 2010 10:22 pm

Yes, it would be great if some locks had traps again.
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Carolyne Bolt
 
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Post » Wed Dec 29, 2010 9:52 pm

No, I hate them.
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e.Double
 
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