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

Post » Sat Oct 16, 2010 7:46 am

One of the things I loved about Oblivion was the amount and placement of random traps that would throw the player off guard. Whether it's stepping on a tile that causes you to fall in a pit below, or arrows launching from the side of a wall, I thought BGS beautifully crafted traps in dungeons. While there was no incentive to necessarily explore dungeons because of the extensive level scaling of Oblivion, it was still fun to see what would happen when you went in anyway. I'm hoping BGS definitely improves on this aspect of dungeons, and hopefully more, considering BGS is working really hard to make every dungeon and all environments as unique as they possibly can. Who else hopes to see an improvement on dungeon traps, and what other ideas do you have for dungeons in Skyrim?
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Daddy Cool!
 
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Post » Sat Oct 16, 2010 8:58 am

Yeah! And maybe be able to set traps yourself?
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Alexx Peace
 
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Post » Sat Oct 16, 2010 11:40 am

Yeah! And maybe be able to set traps yourself?

this
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Rachel Tyson
 
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Post » Fri Oct 15, 2010 10:43 pm

Yeah! And maybe be able to set traps yourself?

That would actually be really interesting if the player could set traps to work against enemy mobs. Would definitely make an interesting dynamic for the combat in Skyrim.
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Latisha Fry
 
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Post » Sat Oct 16, 2010 11:13 am

also place them and disable them would be awesome, although I think the NPC should be smart enough to sometimes avoid them
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JD FROM HELL
 
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Post » Fri Oct 15, 2010 10:43 pm

With actual reason to explore and traps, dungeon exploration will be awesome in skyrim ^^
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SUck MYdIck
 
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Post » Sat Oct 16, 2010 2:20 am

also place them and disable them would be awesome, although I think the NPC should be smart enough to sometimes avoid them

Definitely. I'm interesting to see how advanced the Radiant AI is now, since it could potentially be the smartest NPC to ever exist in a game.
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Scared humanity
 
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Post » Sat Oct 16, 2010 4:54 am

Well of course! this is one of the features that makes dungeon crawling interesting, not just kill the beasts and loot the chests.
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Mandi Norton
 
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Post » Sat Oct 16, 2010 2:12 pm

Yeah! And maybe be able to set traps yourself?


At the very least the possibility to reset triggered traps.
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R.I.p MOmmy
 
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Post » Sat Oct 16, 2010 1:02 pm

Yeah, traps rule! Can't have a TES game without them now. :P
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Breautiful
 
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Post » Sat Oct 16, 2010 9:15 am

also place them and disable them would be awesome, although I think the NPC should be smart enough to sometimes avoid them


I really hope NPC's will be smarter this time around; maybe even attempting to lure you into their own traps as well. In Oblivion they seemed oblivious to their surroundings and constantly tripped their own traps :P
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Mike Plumley
 
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Post » Sat Oct 16, 2010 2:17 am

Hell yeah.
And I would also LOVE having to resolve sick puzzles and enigmas.
I really want to feel I'm exploring an ancient twisted temple, not just a wow instance.
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Isabell Hoffmann
 
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Post » Fri Oct 15, 2010 11:59 pm

Yes. I want dungeon traps, but more deadly ones.
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Bryanna Vacchiano
 
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Post » Sat Oct 16, 2010 1:48 am

I would settle for the option to reset some traps a la Fallout. Like that creepy baby carriage :shudder:

But they need to return IMO just not be so obvious like the room where the floor drops onto spikes. They always looked the same, and you could just run around them. I would have liked it better if there was a specific path to walk on or if you HAD to jump over.
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sam westover
 
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Post » Fri Oct 15, 2010 10:54 pm

Hell yeah.
And I would also LOVE having to resolve sick puzzles and enigmas.
I really want to feel I'm exploring an ancient twisted temple, not just a wow instance.

That's an interesting idea. I think some use of intellect would definitely bring another layer to the experience of the dungeon. I also agree that some dungeons should be more fatal, whether impaling, dismembering, setting aflame, etc.
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Jon O
 
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Post » Sat Oct 16, 2010 7:26 am

Yes! I'll be a bit disappointed if there aren't at least Oblivion-style traps, and there are several ways they might be improved upon - greater danger, variation, improved physics, more interactive.

Considering Skyrim's environment, I hope for more "natural" trap-like hazards in Skyrim's dungeons as well; falling boulders and icicles, naturally formed spike pits, thin ice, etc.
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Shelby McDonald
 
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Post » Sat Oct 16, 2010 1:52 am

I hope so, I had fun tricking NPC's into tripping their own traps. However if the A.I. Is improved as I hope it will be a lot harder to do that this time around :ninja:
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Markie Mark
 
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Post » Sat Oct 16, 2010 3:04 pm

Yes! I'll be a bit disappointed if there aren't at least Oblivion-style traps, and there are several ways they might be improved upon - greater danger, variation, improved physics, more interactive.

Considering Skyrim's environment, I hope for more "natural" trap-like hazards in Skyrim's dungeons as well; falling boulders and icicles, naturally formed spike pits, thin ice, etc.

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.
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Jack Bryan
 
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Post » Sat Oct 16, 2010 4:45 am

I really hope NPC's will be smarter this time around; maybe even attempting to lure you into their own traps as well.


Now that would awesome to see implemented into the game. :ribbon:
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Nana Samboy
 
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Post » Sat Oct 16, 2010 3:50 am

I definitely want dungeon traps, it was always fun tricking my enemies in Oblivion to fall into those spike hehe.
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stephanie eastwood
 
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Post » Sat Oct 16, 2010 3:22 am

I'd love to see them back, but they need to be more realistic. Being slammed into a ceiling of spikes should actually kill you, or very nearly kill you, unless you managed to avoid the spikes. In Oblivion I usually didn't even care if I activated the traps, because they were unlikely to kill me unless I had barely any health remaining in the first place.

And NPCs should be smart enough to not remain standing on that part of the floor that keeps smooshing them into the ceiling/floor.

I thought the falling logs, spikes and that were fine though.
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Daniel Brown
 
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Post » Sat Oct 16, 2010 2:51 am

I'd like some of the bigger or more creative of the traps to actually be lethal in Skyrim, not just a slight hinderance that a spell or potion can heal in a matter of seconds. Fair enough if the small traps like logs or swinging objects knock you back and dish out a bit of pain, but spike pits and crushers etc. should be much more dangerous. Most of them were set to keep people out, afterall.

I know, It'd be annoying getting crushed to a pulp the first time you accidentally trigger a big trap, but it'd make you take more precautions when exploring new dungeons and caves.
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Soku Nyorah
 
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Post » Sat Oct 16, 2010 10:06 am

No. It was a pain in the ass. Drop it ... It was just annoying in the first place.
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jesse villaneda
 
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Post » Sat Oct 16, 2010 7:56 am

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.
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kirsty williams
 
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Post » Sat Oct 16, 2010 4:12 am

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.

Think about it this way what if you are in a dungeon and you see a very tempting piece of treasure and as you go for it you don't notice the thin ice and you fall through into a nearly bottomless chasm. Actually make it were the traps are set in such a way thta you don't notice them because you distracted by a nice piece of treasure. :hubbahubba:
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teeny
 
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