Do you want to see a return of dungeon traps in Skyrim?

Post » Sat Oct 16, 2010 2:58 pm

Most traps should be instant-kill, or at least leave you so crippled that you'd need rest and healing. The traps in Oblivion were really cool in design and implementation, but in the end did so little damage that you didn't really care about them.

+1.

Thanks to some nice guy, there was a mod that changed that. I really feared those swinging blades after installing it =)
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Steven Nicholson
 
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Post » Sat Oct 16, 2010 2:47 pm

More, please. And deadlier. I want to be constantly in fear of a sudden and totally unexpected beheading.
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Nany Smith
 
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Post » Sat Oct 16, 2010 3:07 am

I want traps in dungeons where there are bandits. If the dungeon is full of rats, then no, I don't.
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Chloe Yarnall
 
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Post » Sat Oct 16, 2010 4:28 am

I'm curious if anyone would actually answer "No".

Please if you do it, specify why?
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Euan
 
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Post » Sat Oct 16, 2010 1:37 am

+1.

Thanks to some nice guy, there was a mod that changed that. I really feared those swinging blades after installing it =)


Lethal traps was one of my favorite mods.

I find it likely that traps will be included in Skyrim, hopefully better hidden than in Oblivion.

And wouldn't it be cool if they worked with locational damage, you might dive out of the way of a trap to avoid death, but it cripples a leg and you are stuck starving in some tomb.

Also PUZZLES!
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Lewis Morel
 
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Post » Sat Oct 16, 2010 2:25 am

Better hidden traps are a must. I want to be sneeking as carefully as I can around because I'm scared half to death of a insta/near death trap. And when I do run into a trap, I want to be so surprised that I actually yelp irl. Black Ice, or ice that is hard to see until you start to slip on it would be a good idea as well. The path above the lava is so old that the player's weight could set it off if it is high enough. Just as long as I cant see it coming a mile away.

Puzzles would be a great idea as well. Something that racks my brain, makes me think.
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Bek Rideout
 
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Post » Sat Oct 16, 2010 6:15 am

Yes, this was one of the few features in Oblivion that was a step forward from Morrowind.
Just make them more hazardous, and maybe let them give consequences on your loot. If you fail to do whatever, your golden statue is smashed or something. You could make this gradually too, so if youre not fast enough, but not utterly crappy, you can get away with half the loot atleast.
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louise hamilton
 
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Post » Sat Oct 16, 2010 4:22 am

No. It was a pain in the ass. Drop it ... It was just annoying in the first place.



I'm curious if anyone would actually answer "No".

Please if you do it, specify why?

answered your question.

I hope they return, It was one of the things that I'm sure most people can agree on that OB did better than MW.
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Mariaa EM.
 
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Post » Sat Oct 16, 2010 12:47 pm

definitely...........but make them deadly. it annoyed me how i could survive a spike trap that should have impaled me.
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Euan
 
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Post » Sat Oct 16, 2010 6:05 am

Eh, if it makes sense.
There shouldnt be log traps in caves inhabited by nothing but wolves, and if there are ruined forts then the traps in them should make sense not just be there for the sake of being there like the holes in the walls that shot spikes which would serve no real tactical advantage what so ever to the troops that were once garrisoned there.
Same with the traps in the ayleid ruins, which felt a little over the top IMO.
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Donald Richards
 
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Post » Sat Oct 16, 2010 12:24 am

Traps are still one of my favorite aspects of Oblivion's dungeons - assuming Bethesda keeps their word and makes the dungeons as unique as possible this time around, I'm hoping that we get a lot of unique variations. Perhaps the player's security skill could be given a double purpose for avoiding or re-activating traps?

Definitely! I also agree with the poster above that traps shouldn't be as obvious to find as they were in Oblivion. Some should be well-hidden and surprise the player from time to time.

Traps. Traps everywhere. I want to feel as unsafe as a character in a Sierra adventure game.
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meghan lock
 
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Post » Sat Oct 16, 2010 3:32 am

Yeah, I want traps, if there are bandits/goblins (monsters with some intelligence) and such.. etc.

I DON'T want traps like Ayleid ruin traps (spikes that go all the way up the roof). That's too extreme I think.

All traps must also be deadlier.
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Undisclosed Desires
 
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Post » Sat Oct 16, 2010 2:58 pm

I want traps back, but I'd like to expand on that. I'd really like to be able to craft traps and set them. For marksman, it would be very beneficial. In addition, from a strategy perspective, it adds just another option when dealing with the bad guys. If you could set traps outside doors, launch a spell into the room and watch the badguys come out and trip over your trap, that would be spectacular. Might even make creating bombs with alchemy fun, if they could be incorporated into the trap.
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Crystal Clear
 
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Post » Sat Oct 16, 2010 9:11 am

I'm curious if anyone would actually answer "No".

Please if you do it, specify why?


When I read "dungeon traps", I impulsively clicked no because I though of the Ayleid ruins in Oblivion.
I hated those traps because they looked like the product of the imagination of an 8 year old who watched too many road runner cartoons.

But I'm not against dungeon traps. I just prefer 'realistic' traps instead of this over-the-top indiana jones crap.
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carrie roche
 
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Post » Sat Oct 16, 2010 2:20 am

When I read "dungeon traps", I impulsively clicked no because I though of the Ayleid ruins in Oblivion.
I hated those traps because they looked like the product of the imagination of an 8 year old who watched too many road runner cartoons.

But I'm not against dungeon traps. I just prefer 'realistic' traps instead of this over-the-top indiana jones crap.


Yes! Realistic was the word I was looking for. Thanks.
I prefer realistic traps as well. No big impale spikes coming through the roof or something.
And let the traps be in realistic places as others have said; where the enemies have at least some intelligence to be able to set them...
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kat no x
 
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Post » Sat Oct 16, 2010 2:13 am

Yeah i would like to see them back and more in the woods to like bear traps and stuff to.
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Kim Kay
 
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Post » Sat Oct 16, 2010 8:18 am

Traps that are magical in origin would be interesting too, especially fitting in old Nordic burial sites. You wouldn't really be able to sense them (unless you had some special enchantment on you, perhaps) but they'd do things like ensnare you or drain you of your magicka. Basically, traps that aren't too visually "integrated" with the environment and could perhaps be castable on the fly by NPCs. :D
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FITTAS
 
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Post » Sat Oct 16, 2010 11:46 am

Traps that are magical in origin would be interesting too, especially fitting in old Nordic burial sites. You wouldn't really be able to sense them (unless you had some special enchantment on you, perhaps) but they'd do things like ensnare you or drain you of your magicka. Basically, traps that aren't too visually "integrated" with the environment and could perhaps be castable on the fly by NPCs. :D

I love those dark welkynd stones, so yes, more magical traps. :D
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Ashley Clifft
 
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Post » Sat Oct 16, 2010 12:04 pm

I think that traps should be deadlier, but it should depend on level design more than realism. Standalone traps (like a pit of spikes) should be pretty much instakill, whereas traps that are part of series of challenges (as in, say, Prince of Persia) should leave room for a couple of mistakes.
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A Dardzz
 
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