Skyrim Fail #139: Traps

Post » Thu Jun 07, 2012 12:07 pm

One more problem: Enemies running into their own traps. I can see undead doing this, but Falmer and other intelligent creatures should know better.
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X(S.a.R.a.H)X
 
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Post » Thu Jun 07, 2012 7:25 am

So you would agree that Skyrim has improved on the traps since Oblivion?

Absolutely. But they didn't improve enough.
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CSar L
 
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Post » Thu Jun 07, 2012 4:54 am

Its way too easy to spot pressure plates and most of the traps are just way too visible and easy to avoid.
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Causon-Chambers
 
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Post » Thu Jun 07, 2012 11:23 am

Seems like you just complain to complain.

So you think a giant swinging metal door should move without a sound?
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Juan Suarez
 
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Post » Thu Jun 07, 2012 12:57 am


So you think a giant swinging metal door should move without a sound?

http://en.wikipedia.org/wiki/Straw_man
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Sheeva
 
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Post » Thu Jun 07, 2012 2:50 am

I agree that traps should be stronger somehow... though I step on runes so many times it's embarrassing.

I think dungeon platforming itself should just be better overall, though. That chest laying in plain sight in the middle of the floor with a fire trap right there could have been better served being placed at the end of a high beam, etc. At least then you'd have nasty fall damage or something.
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James Shaw
 
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Post » Thu Jun 07, 2012 7:15 am

Hm, the only ones I tend to have a problem with are Falmer traps. Sneaky little bastards enjoy those dark areas for the things.

Though I can agree with them needing to be well hidden, that is about it
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Emily Jones
 
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Post » Wed Jun 06, 2012 7:56 pm

I think they're fine :/
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Steph
 
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Post » Thu Jun 07, 2012 12:54 am

If you make traps too deadly, that's just gonna make it too easy to kill the bad guys when I kite them into the traps. I like how it is now... some traps REALLY hurt (on master), and most of them just sting. It cuts down on AI exploits (accidental or on purpose).

-Loth
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Jeffrey Lawson
 
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Post » Thu Jun 07, 2012 7:50 am

I miss the traps from Morrowind. They were way better, far deadlier, and took skill to disarm. I also miss being able to lock and trap chests, doors, etc.
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Rebekah Rebekah Nicole
 
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Post » Wed Jun 06, 2012 11:37 pm

If you make traps too deadly, that's just gonna make it too easy to kill the bad guys when I kite them into the traps. I like how it is now... some traps REALLY hurt (on master), and most of them just sting. It cuts down on AI exploits (accidental or on purpose).

-Loth

I think that's more of an AI problem, not a problem with traps. If the AI had some sort of trap-avoidance mechanism, it wouldn't be an issue.
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helen buchan
 
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Post » Wed Jun 06, 2012 10:01 pm

Disagree completely. Traps constantly kill and are very well implemented. I roll a sneak Mage.
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Nathan Barker
 
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Post » Thu Jun 07, 2012 3:00 am

I'm starting to love these "Skyrim fail" threads. I agree completely, the traps are too weak, except for when you're low-leveled.
I mean, you get thirty boulders raining down on you and you lose 5% of your health?
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Music Show
 
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Post » Thu Jun 07, 2012 1:43 am

I don't know why they bothered putting traps in the game if 90% of them pose little to no threat. Some of them never hit you if your sneaking, because the timing is based off of a running character.
That's the point, if you move slowly and you assess your sorroundings of course you'll see every trap there is, but if you are running in the middle of combat you'll probably trip on one of those wires and get a nasty surprise.
Oh and they are deadly, only you happen to be getting more health as you get stronger. Maybe they should scale with your level... nah, that's silly, level scaling doesn't solve ANYTHING. :whistling:
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Kayla Oatney
 
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Post » Thu Jun 07, 2012 7:25 am

That's the point, if you move slowly and you assess your sorroundings of course you'll see every trap there is, but if you are running in the middle of combat you'll probably trip on one of those wires and get a nasty surprise.
Oh and they are deadly, only you happen to be getting more health as you get stronger. Maybe they should scale with your level... nah, that's silly, level scaling doesn't solve ANYTHING. :whistling:

A lot of the traps are never a threat. For instance, poison dart traps are never a serious threat unless you deliberately stand in front of them.

I have no problem with them not being deadly when you are a high level, because it's intuitive that you could survive. What I do have a problem with is almost always survivng when you are low level. Besides not making sense, it is a bad gameplay mechanic.

Traps are irrelevant regardless of level. I want to change that by making them 1-2 hit kills at low levels, and 2-4 hit kills at higher levels. This would create a sense of progress for your character that the current system lacks.
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Nichola Haynes
 
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Post » Thu Jun 07, 2012 2:56 am

I agree with some of this. In general traps do seem to be too weak unless you're a very low level. And thanks for the link to subliminal traps mod that's a fantastic idea! Making the pressure plate look more like the rest of the floor improves it greatly.

I think what devs should remember when creating the dungeon is that people aren't running constantly. If you're in a brand new dungeon you have to stop constantly to get your bearings and work out where you're going so placing a trap that assumes you're running full speed is not so clever.

Arrows are some of the worst, as often you can activate whatever they're guarding and actually still be out of their reach. So pointless. I have to say I rarely get hit by a poison dart unless I walk into it because I feel like I SHOULD be punished for pulling that wrong lever.
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Greg Swan
 
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Post » Thu Jun 07, 2012 5:03 am

Yeah, I think instant death traps would be a lot more fun than the sad critters they have in Skyrim. I have many fond memories of Dragon's Lair where one wrong move meant your grizzly doom. That said, all that's going to happen when you get killed by a trap is you'll reload to a prior save, so it's not really a big a deal as that.
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Leah
 
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Post » Thu Jun 07, 2012 10:57 am

I'm starting to love these "Skyrim fail" threads.

Excellent! I got 137 more to make! :vaultboy:
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adam holden
 
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Post » Thu Jun 07, 2012 8:54 am

Traps are placed a bit lazily as well. Many times I have managed to avoid being hit by a trap without even trying, because I was standing only slightly off to the side of one. Best option to make traps deadly I think is to have two components. One that does a set amount of damage to npcs, and another that deals a percentage of maximum health to the player. For example, walking into a trap that does 50% health in damage twice kills you regardless of other factors.
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Klaire
 
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Post » Wed Jun 06, 2012 9:08 pm

Yeah, I think instant death traps would be a lot more fun than the sad critters they have in Skyrim. I have many fond memories of Dragon's Lair where one wrong move meant your grizzly doom. That said, all that's going to happen when you get killed by a trap is you'll reload to a prior save, so it's not really a big a deal as that.

I would love that. Walking into a dungeon knowing there's chances of an insta-kill trap anywhere would be freakin awesome, and it would force you to f5 a lot more, although doing a whole dungeon without any f5 feels more of an accomplishment when you make it.
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mimi_lys
 
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Post » Thu Jun 07, 2012 1:13 am

A lot of the traps are never a threat. For instance, poison dart traps are never a serious threat unless you deliberately stand in front of them.

I have no problem with them not being deadly when you are a high level, because it's intuitive that you could survive. What I do have a problem with is almost always survivng when you are low level. Besides not making sense, it is a bad gameplay mechanic.

Traps are irrelevant regardless of level. I want to change that by making them 1-2 hit kills at low levels, and 2-4 hit kills at higher levels. This would create a sense of progress for your character that the current system lacks.
I still died many times to the traps in Bleak Falls Barrow, including the poisonous dart one. Yes, you won't die if you move away, duh, but you have to be fast enough in lower levels as they can deplete your health fast if you barely have any extra health.

And, again, if you slowly walk around, looking around of course you'll be able to dodge those traps...
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jadie kell
 
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Post » Wed Jun 06, 2012 7:51 pm

On variety Oblivion wins with (from the wiki) 21 types of traps vs 17 for Skyrim

...

I think Oblivion and Skyrim are about equal in trap quality.
You forgot about the Magical Traps.

Good point! I was just going by the traps listed on the wiki. It seems there are roughly the same number of types of traps in Oblivion and Skyrim.

And they are both weak -- too weak.


The only traps I recall dying from in TES IV were the dark welkynd stones and the fire turrets in the Deadlands.

Maybe you guys are playing with extremely high health/armor or low difficulty setting, but in Skyrim, playing on Master, I have personally died numerous times from...There are so many more different kinds of traps, different kinds of triggering mechanisms, better implementation in the level design, etc. Certainly, there is always room for improvement, but IMHO the Skyrim traps are a massive step up from Oblivion in every way possible.

http://www.uesp.net/wiki/Skyrim:Traps vs http://www.uesp.net/wiki/Oblivion:Dungeon_Traps/Damage_Inflictors

It also depends on the level. At lower levels the traps can certainly be more of a problem.

In my humble opinion the traps in Skyrim and Oblivion are roughly similar not big improvement and no step backward.

And the external links to the wiki are where I got my lists in post 20. More types of traps in Oblivion (21) than Skyrim (17), not including magical traps as pointed out by Badprenup.
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Alycia Leann grace
 
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Post » Thu Jun 07, 2012 9:42 am

If they make traps deadly, then there needs to be a way to disarm the trap. Some traps are nearly impossible to not step on due to the size of the hallway.

Oblivion traps were a complete joke until I installed OOO. But you could disarm those traps. Can you disarm skyrim traps other than bear traps?
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Mari martnez Martinez
 
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Post » Thu Jun 07, 2012 12:36 am

traps - weak?
what character and what difficulty?

my sneaky thief at lvl 50 on expert difficulty can die instaltly from the dwemer blades (if activated by the follower).
any other traps can inflict massive damage on her if they are triggered by the idiot follower. i've received several hits from the ceiling mounted rams armed by doors (open the door and bam, you get hit by the ram) and had been inflicted more than 60% dmg.

if it were an actual combat scenario with enemies involved than it would have been nasty.
but pretty much, the stealth perk saved me the trouble.
1 point that i agree is that enemies shoudn't trip over their own traps unless if engaged in serious combat:
- if only senses you, it should steer clear of the traps;
- but if actualy injured, in a real scenario, they should be allowed to trip over them.
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Angus Poole
 
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Post » Thu Jun 07, 2012 3:15 am

Agree.
I'll be doing an overhaul when the CK comes out (Prob a personal mod unless it turns out, well, awesome...).
1. Not necessarily deadly traps but debilitating definitely = Timed damage to Skills/Attributes/Speed
2. Change the sneak perk of not setting off traps - that is a bit overkill in the wrong way :tongue:

Cheers!
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Tina Tupou
 
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