Deadlier traps!

Post » Tue Jun 19, 2012 4:00 pm

I am level 52, and I have yet to be killed by a trap, except one time (the spining blades in the dwemer ruins). The poisonous darts are a joke, I can hardly see my health bar diminish. The fire pits are also a joke, I usually just walk right through them. When I see a pressure plate on the ground, I usually trigger it voluntarily just to see what it does, cause anyway, I know its not gonna kill me, thats for sure. Am I the only one who thinks traps should be more dangerous?

I play on expert. I don't think I should have to put it on master to experience a feature of the game.

Sorry for the bad english.
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Lavender Brown
 
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Post » Tue Jun 19, 2012 4:30 pm

Changing the game to suit any player, even me... even you..., isn't going to happen. Deadly traps would be cool, but ultimately a waste of time and a source of frustration rather than enjoyment. People would simply save more often and complain that they had to. I consider the traps simply enviromental... not a key element of the game at all.
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Kat Ives
 
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Post » Tue Jun 19, 2012 8:13 am

They should make a bit more damage and maybe a bit harder to detect. I always walk around bright stones on the ground. The string on the chest is also really easy to detect and mostly a mistake if it click on the chest.
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Steve Bates
 
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Post » Tue Jun 19, 2012 3:52 pm

Yeah those spinning dwemer blades are the only traps you really have to worry about; I was killed by one of those swinging gate traps when I was level 3 but now they hardly do anything.

Dungeons would be a lot scarier if we actually have to worry about traps, well I guess mages and other low health builds have to look out for them.
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Jonathan Egan
 
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Post » Tue Jun 19, 2012 1:50 pm

I am level 52, and I have yet to be killed by a trap, except one time (the spining blades in the dwemer ruins). The poisonous darts are a joke, I can hardly see my health bar diminish. The fire pits are also a joke, I usually just walk right through them. When I see a pressure plate on the ground, I usually trigger it voluntarily just to see what it does, cause anyway, I know its not gonna kill me, thats for sure. Am I the only one who thinks traps should be more dangerous?

I play on expert. I don't think I should have to put it on master to experience a feature of the game.

Sorry for the bad english.

This is known as `dumbing down` because |Bethesda thinks you`d find it no `fun` and can`t handle a trap near killing you, so they make traps idiotic.

I download a Mod that makes traps that should kill you, kill you. Now I take it easy in a dungeon and you know what, it`s easy. As long as you`re careful, you`re not likely to get hit by any trap as the Devs left ways to avoid them.

If you don`t have a PC then you`re stuck.
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Penny Wills
 
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Post » Tue Jun 19, 2012 8:52 am

this is another aspect of skyrim that i thought would be a no-brainer after fallout3 and it's sheer number of well-hidden traps. if there's anything that should scale with character level more it would be traps.

regardless, my first character (i only play master) at level 2 died on the very obvious swinging door trap in the barrow quest for riverwood, lol.
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Roberto Gaeta
 
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Post » Tue Jun 19, 2012 10:10 am

I download a Mod that makes traps that should kill you, kill you. Now I take it easy in a dungeon and you know what, it`s easy.

I was going to use such a mod, but as long as my followers blithely walk into traps again and again, all it would do is cause excessive reloading in dungeons. :)
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Patrick Gordon
 
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Post » Tue Jun 19, 2012 6:46 pm

sigh

I played quite bit of Oblivion and the claims that Skyrim is "dumbed down" are fairly absurd. I suspect that they didn't make the traps instant-kill because they figured they'd get a metric [censored]-ton of complaints from players about being one-shot-killed by traps when they can take [censored] fireballs in the face and axes to the neck without dying. People have already complained about being hit wth the execution animation when they're around 20%-25% health. You don't think people would complain even harder about being one-shot killed at 100% health?
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Robyn Lena
 
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Post » Tue Jun 19, 2012 12:00 pm

They should be leveled. It's stupid to be able to run across trapped rooms without dying, at least on master. It has the same problem as shouts and destro spells.
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Yung Prince
 
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Post » Tue Jun 19, 2012 5:21 pm

sigh

I played quite bit of Oblivion and the claims that Skyrim is "dumbed down" are fairly absurd. I suspect that they didn't make the traps instant-kill because they figured they'd get a metric [censored]-ton of complaints from players about being one-shot-killed by traps when they can take [censored] fireballs in the face and axes to the neck without dying. People have already complained about being hit wth the execution animation when they're around 20%-25% health. You don't think people would complain even harder about being one-shot killed at 100% health?

sigh.

Just because people complain everytime doesn`t mean you should always listen to it. If they listened to every complaint a person made we would have a game that walked for you, fought for you, took you where you wanted to go instantly, then finished the game in 2 hours.

I was going to use such a mod, but as long as my followers blithely walk into traps again and again, all it would do is cause excessive reloading in dungeons. :smile:

Followers are strange with traps. Sometimes they blunder right into them and other times I`ve seen them actually go around them. I saw my follower once navigate a 3 pronged trap, no problems.

Anyway, I usually let them wait, go forward and disarm the trap then get them to follow or let them run the trap as they seem unkillable. I`ve not yet seen a trap kill a Follower. They just crawl around.
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Danger Mouse
 
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Post » Tue Jun 19, 2012 1:48 pm

The new complaint would be "My follower keeps killing me!!". They would have to add a "hey watch out for that" command if they wanted to make them more deadly and not ruin gameplay. I lost Janessa and Lydia to those swinging gate traps at low levels. Janessa nearly got me killed at the same time.

I wouldn't mind the deadlier traps thing, But I would have to have more control over the path my follower chose to use...
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Laura Cartwright
 
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Post » Tue Jun 19, 2012 1:42 pm

there were two issues that they messed up on. expert and master should have had deadly traps by default. my really big gripe is forcing people ot pick the light step perk in stealth if they want to get up their stealth tree. i like setting off traps to kill mobs. i also like moving along cautiously keeping an eye out for them. i would however give followers the light step perk because its just stupid when they keep walking over the same damn floor trap over and over again. i then have to go back and use the move to command to get them to go around.
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Julia Schwalbe
 
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Post » Tue Jun 19, 2012 10:36 am

The problem with traps is that if they're non-deadly, they're no threat at all, and if they are deadly, they're instant-kills which is just as uninteractive.

What traps outta do is take a big chunk of your life AND THEN "summon" an enemy or two to immediately attack you. That way there's still something for the player to do after he's failed his trap spot check.

That, or something that can't immediately be healed up. "Drain Health 50 pts 300 seconds" or something.
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Beast Attire
 
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Post » Tue Jun 19, 2012 10:17 pm

i`ve never lost my Followers to anything at all. they have only died if I hit them by accident myself and that`s on Master.

It almost sounds like we`re playing different games.
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Charlie Ramsden
 
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Post » Tue Jun 19, 2012 10:07 am

I would like to see them be either instant kill or at least take 3/4 of your health (regardless of level)
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naana
 
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Post » Tue Jun 19, 2012 8:27 am

I wish the swinging-gates and battering ram traps did a lot more damage... and the Arrow traps actually did arrow-damage. But at level 52, I think they shouldn't be player-killers.

I do avoid Flame traps - those hurt BAD.
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Peetay
 
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Post » Tue Jun 19, 2012 7:29 pm

The traps in this game are aweful, in oblivion they hurt alot and could kill you, when I end up setting off a dart trap for example, if I stand RIGHT on the trigger when they're ment to aim, almost ALL the darts miss Me anyway...that or the traps are miles away from where you set it off...its not call of duty Beth, them noobs likely stopped playing after 5 minutes, as it is right now, the traps are pointless, and puzzles are a joke, its almost insulting.
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Dark Mogul
 
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Post » Tue Jun 19, 2012 9:55 am

Yeah, some traps should be x percentage minimum y damage. I'd also like to see more effect types on them. "Damage" as such in the current implementation doesn't really mean anything due regeneration. Spiky door traps i.e., why don't they have various types of poison and/or diseases on them, while sending a big alert status throughout the area that don't go down as easily?
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Michael Korkia
 
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Post » Tue Jun 19, 2012 8:55 am

Yeah, their damage probably ought to be changed into a straight percentage of maximum health. I also find it a bit funny how many traps can be fully avoided just by standing slightly off center from where they expected you to stand.
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Kristina Campbell
 
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Post » Tue Jun 19, 2012 1:35 pm

Yeah, some traps should be x percentage minimum y damage. I'd also like to see more effect types on them. "Damage" as such in the current implementation doesn't really mean anything due regeneration. Spiky door traps i.e., why don't they have various types of poison and/or diseases on them, while sending a big alert status throughout the area that don't go down as easily?

there was a poisoned trap that i encountered a couple of times but it was fairly weak. i think it was darts but im not sure. i used a mod for oblivion that made most but not all traps instakills and though ti may sound annoying it dramatically changes how you go through dungeons. no more running through care free, now you have to cautiously search rooms as you enter them. its not like skyrim's or oblivion's traps are hard to spot, you just have to keep you eyes out.
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danni Marchant
 
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Post » Tue Jun 19, 2012 5:59 pm

The traps should kill. Maybe beth should make it so you cannot save when enemies are around, like the restriction on fast travel. Saving does get abused a bit, I know I do. And no, im not gonna stop :P

Same thing with potions, Oblivion had a limit on how many you could drink at one time, it was like 5 or so. After that you had to survive. Skyrim has healing potions in every friggen room. And at lvl 34 I find vigorous healing potions just laying around everywhere. I always have like 30 health and 30+ stamina potions to dope on in a fight. A little silly.

2 examples of skyrim being dumbed down for mass stupidity.
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jessica breen
 
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Post » Tue Jun 19, 2012 11:06 am

I wish the swinging-gates and battering ram traps did a lot more damage... and the Arrow traps actually did arrow-damage. But at level 52, I think they shouldn't be player-killers.

I do avoid Flame traps - those hurt BAD.

First time i never recognized them, i always though there is a Mage or something.
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Blackdrak
 
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Post » Tue Jun 19, 2012 8:52 am

I wish the swinging-gates and battering ram traps did a lot more damage... and the Arrow traps actually did arrow-damage. But at level 52, I think they shouldn't be player-killers.

I do avoid Flame traps - those hurt BAD.

You mean these flames that come out from the floor? I could stand on one of them for like 25 minutes without dying.
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Bereket Fekadu
 
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Post » Tue Jun 19, 2012 8:20 pm

Just because people complain everytime doesn`t mean you should always listen to it. If they listened to every complaint a person made we would have a game that walked for you, fought for you, took you where you wanted to go instantly, then finished the game in 2 hours.

I agree, I'm just saying that on this particular point, Bethesda was damned if they do, and damned if they don't. People are going to complain whether the traps are one-shot-killers or not.
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Darlene DIllow
 
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Post » Tue Jun 19, 2012 10:08 am

You know the traps that have the log on the roof that swings down and hits you? I think traps like that should actually push you back similar to the Unrelenting Force shout that boss level enemies can use against you. That way you actually get knocked aside and any enemies that are nearby can get a few free hits on you, doing you damage and punishing you for not paying attention. I find the traps a mere nuisance, nothing more. A lot of them are extremly easy to avoid even if you set them off. For example, the dragon claw door traps.

If you go up to a dragon door and put the claw in with the wrong combination then your bound to be hit with a trap. I've found that the majority of the traps are poison darts and I've found you can actually stand far enough away from the door to avoid the darts whilst being close enough to activate the rings and place the claw in. Takes the danger out of it completly. You should be hit by the darts, wherever you stand. And the poison should be more deadly and lingering. I dont bother carrying cure poisons as the effects at most last a few seconds. The poison should continue to hurt you for a long time, say 300 seconds or even longer meaning you need to get the poison removed before it kills you.
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Nick Jase Mason
 
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