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Meaningful traps

Ommamar
Ommamar
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I was finishing up Reapers March yesterday there is a quest where you go into a temple to find artifacts. For the first time traps mattered, if I missed a pressure plate or mistimed a jump and fired the trap if I didn't immediately respond I would die. Most of the traps I have seen I just shrug off but those traps made me very aware. What is everyone's opinion on traps in ESO? Should they be buffed up or would you be upset if they actually had the potential to hurt you?
  • UrQuan
    UrQuan
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    I'd like traps to overall be more meaningful.

    Having said that, I know the quest you're talking about, and I learned something the hard way in that quest: do not try to do it with a summoned clannfear or twilight along! At one point I was very careful about avoiding trigger plates for traps, only to have the room I was in fill with poison anyway, and kill me before I could get out (I didn't have any heals slotted because I hadn't needed any, and I was leveling a bunch of other skills). That's when I noticed my winged twilight flapping away right above the pressure plates, somehow setting them off despite hovering in the air above them... :|
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • arena25
    arena25
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    I think it's too punishing for the casual player. Like, even if you had pet you die, that is completely unacceptable.

    Also, dying instantly for just one miscalculation, which could fire the trap if you had unreliable performance on your computer is completely inexcusable. If I die because of latency setting off a trap, that is going to turn me into angry hive of wasps mode.
    If you can't handle the heat...stay out of the kitchen!
  • ThatHappyCat
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    arena25 wrote: »
    I think it's too punishing for the casual player. Like, even if you had pet you die, that is completely unacceptable.

    Also, dying instantly for just one miscalculation, which could fire the trap if you had unreliable performance on your computer is completely inexcusable. If I die because of latency setting off a trap, that is going to turn me into angry hive of wasps mode.

    If death actually meant anything I'd agree, but it doesn't. In which case traps better kill you because if they don't they might as well not be there.
  • maryriv
    maryriv
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    Ommamar wrote: »
    I was finishing up Reapers March yesterday there is a quest where you go into a temple to find artifacts. For the first time traps mattered, if I missed a pressure plate or mistimed a jump and fired the trap if I didn't immediately respond I would die. Most of the traps I have seen I just shrug off but those traps made me very aware. What is everyone's opinion on traps in ESO? Should they be buffed up or would you be upset if they actually had the potential to hurt you?

    I just bubble myself or sorc port past all traps including the ones you mentioned they are irrelevant.
  • UrQuan
    UrQuan
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    arena25 wrote: »
    I think it's too punishing for the casual player. Like, even if you had pet you die, that is completely unacceptable.

    Also, dying instantly for just one miscalculation, which could fire the trap if you had unreliable performance on your computer is completely inexcusable. If I die because of latency setting off a trap, that is going to turn me into angry hive of wasps mode.
    Traps can still be more meaningful without being auto-kills. And frankly, I really don't see why having a pet die to a trap would be unacceptable. They die in combat all the time - you just resummon them.

    I'd like to see traps that, well, trap you. Pit traps that drop you into a hole with spikes (that do damage when you land) and mobs at the bottom that you have to fight (there has to be a way to climb back out after the fight, naturally). Snare traps that temporarily immobilize you (you're rooted until you break free, but no damage or minimal damage), while alerting nearby enemies to come running (because the other end of the snare is attached to alarm bells that clang when you trigger it).

    I'd like to see traps that send a log swinging down from the ceiling that does a bunch of damage, knocks you back and stuns you (but you can dodge-roll to get out of the way before it hits).

    I'd like to see traps that send poison darts shooting out of walls at you - the darts individually only do a little damage, but they cause a DOT, and they keep shooting for a while, so if you don't get out of the way quickly you'll get hit by a lot of them.

    In all of these cases, the traps don't have to be lethal, but they should be significant enough that if you're not careful about them, and about aggroing nearby mobs at the same time, you could be in real trouble.

    I'd also like to see smart trap placement, where they compliment each other. If you just jump over the trigger for the log trap without paying attention, you'll hit the trigger for the poison gas trap. If you just run down this hall without worrying about the traps, you get hit by a fire trap, a poison trap, a swinging blade trap, and a rusty diseased spike trap, each of which gives you a different DOT (you're on fire, poisoned, bleeding, and diseased).

    If you just set off one trap, it shouldn't kill you. If you set off a few of them in a row, it should kill you. If you're pulling a bunch of mobs when you set off a trap , the combination of the trap and the mobs should have a good chance of killing you.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • BigM
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    Yes I would love to see traps more hard hitting. Heck a trap where you get near the end of dungeon and it throws you back to beginning of dungeon. I would also love to see harder treasure chests.
    “The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge.”
    ― Stephen Hawking
  • lihentian
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    i would like to see trap alarm all near by enemy. so you will have 10+ after you if you trigger a trap XD

  • Ommamar
    Ommamar
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    maryriv wrote: »
    Ommamar wrote: »
    I was finishing up Reapers March yesterday there is a quest where you go into a temple to find artifacts. For the first time traps mattered, if I missed a pressure plate or mistimed a jump and fired the trap if I didn't immediately respond I would die. Most of the traps I have seen I just shrug off but those traps made me very aware. What is everyone's opinion on traps in ESO? Should they be buffed up or would you be upset if they actually had the potential to hurt you?

    I just bubble myself or sorc port past all traps including the ones you mentioned they are irrelevant.

    But do you think they should be?

    I am liking some of the ideas I remember similar traps from other TES games that are talked about. In Cyrodil there is a "short cut" delve that if you loot what appears to be a chest you end up fighting 4 or 5 mobs, so there is at least one instance of an alarm type trap occurring.
  • UrQuan
    UrQuan
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    Ommamar wrote: »
    maryriv wrote: »
    Ommamar wrote: »
    I was finishing up Reapers March yesterday there is a quest where you go into a temple to find artifacts. For the first time traps mattered, if I missed a pressure plate or mistimed a jump and fired the trap if I didn't immediately respond I would die. Most of the traps I have seen I just shrug off but those traps made me very aware. What is everyone's opinion on traps in ESO? Should they be buffed up or would you be upset if they actually had the potential to hurt you?

    I just bubble myself or sorc port past all traps including the ones you mentioned they are irrelevant.

    But do you think they should be?

    I am liking some of the ideas I remember similar traps from other TES games that are talked about. In Cyrodil there is a "short cut" delve that if you loot what appears to be a chest you end up fighting 4 or 5 mobs, so there is at least one instance of an alarm type trap occurring.
    You know, I'm starting to realize that some of the most interesting delves are in Cyrodiil. I've only gone through a handful of them (one by accident - I got a little too curious about a giant hole in the landscape, fell in, and found myself in a delve), but they've been pretty darn cool.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • c.p.garrett1993_ESO
    Traps are meant to be... Well, traps.
    I would prefer they cause massive damage/ death. If you die because of lag, oh well, death means nothing in this game.
  • Ommamar
    Ommamar
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    Traps are meant to be... Well, traps.
    I would prefer they cause massive damage/ death. If you die because of lag, oh well, death means nothing in this game.

    That is a whole other discussion. I would also like to see traps have more meaning, I am hoping when the thieves guild line comes out there is a system where they are more interactive similar to lock picking skills with a skill line in the thieves guild that allows you to deal with them more effectively.
  • Father
    Father
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    Try the meaningful traps in AA then comeback and complain :D
  • SanderBuraas
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    Traps should definitly made harder to avoid and have worse consequences. Currently they are easily walked around, and even if you don't avoid them it will barely scratch you. Traps in dungeons should be a part of the difficulty of it, as the mobs aren't.
  • TheShadowScout
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    Consider me in agreement with the general thought. traps should be both more varied, and more meaningful.

    I would really like to see more pitfall traps, especially in dungeons, that take you to a different part where you have to fight your way out again. Some locations have something similar, but all those are holes in the ground you can shoose to jump into, or not, I'd like a "surprised as the floor is dropping away under your feet" trap instead... the chest with alarm feature in cyrodil I liked (though the first time I did indeed go down due to surprise, second try to managed to beat the apearing guards, if barely) and same goes for the chests that summon daedra n coldharbour. More trapped chests would be nifty, anyone remember the D&D trapped locks where failing in your lockpicking might get you a poisoned needle to your hand? And I always wondered why there were no magically sealed chests/doorways... we have magical wards in the game, usually in an "NPC will dispell them" or "solve puzzle to open" kind of way... why not have more of those, with simpler ways to get past them? I would also like to see more magical traps too... and a new minigame to disarm mechanical traps (instead of just clicking them), and another new minigame to dispell magical traps/wards...
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Meaningful traps ... You just wanna do the Indiana Joans boulder run
  • Ommamar
    Ommamar
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    Consider me in agreement with the general thought. traps should be both more varied, and more meaningful.

    I would really like to see more pitfall traps, especially in dungeons, that take you to a different part where you have to fight your way out again. Some locations have something similar, but all those are holes in the ground you can shoose to jump into, or not, I'd like a "surprised as the floor is dropping away under your feet" trap instead... the chest with alarm feature in cyrodil I liked (though the first time I did indeed go down due to surprise, second try to managed to beat the apearing guards, if barely) and same goes for the chests that summon daedra n coldharbour. More trapped chests would be nifty, anyone remember the D&D trapped locks where failing in your lockpicking might get you a poisoned needle to your hand? And I always wondered why there were no magically sealed chests/doorways... we have magical wards in the game, usually in an "NPC will dispell them" or "solve puzzle to open" kind of way... why not have more of those, with simpler ways to get past them? I would also like to see more magical traps too... and a new minigame to disarm mechanical traps (instead of just clicking them), and another new minigame to dispell magical traps/wards...

    Maybe we will see magical traps implemented if and when spell crafting is released. Outside of quests we don't really see any means for a player to get around a magical trap currently in game.
    Meaningful traps ... You just wanna do the Indiana Joans boulder run

    That would be cool!
  • UrQuan
    UrQuan
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    Meaningful traps ... You just wanna do the Indiana Joans boulder run
    Yes. Yes I do.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • Wyietsayon
    Wyietsayon
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    Funny that you bring this up. I was going through a dungeon today and came across some traps. Normally, I'd just wait till they went away, or go around them, or heal through them, or whatever. But I decided that they were too weak and stupid for the mighty Argonian tanky warrior. So I charge through all of them, and kept running through some more. THen I noticed my health was at like, 40%, and a group of mobs attacked. I wasn't so mighty anymore because of those traps. But I did survive. The sometimes mighty Argonian tanky warrior always survives.

    So, from what I learned from that, is that traps are meant to slow you down a bit, not outright kill you.That's why they quite often literally slow you down.
    Edited by Wyietsayon on April 27, 2015 12:07AM
  • club_restoration
    It is quite sad to be able to jump over firetraps on the floor (eg. in Hozzin Folly mine, starter island for EP), no burns whatsoever.

    First challenging trap I encountered was in the public dungeon in the Alik'r desert, with poison and spikes. My templar healer usually manages all (and I had a food boost in health at that time) and she was level 40 something (so way over leveled for that matter) and still she died... I had learned by observing and healing those venturing into the traps before me, that you had a small window to run through them unharmed. Unfortunately I missed one by seconds and I died. It was at the end (of a long row of traps), so I spawned on the spot and ran to the end :smile:
    Cirwail, level 40 Vampire Bosmer Templar Healer, DC, NA

    ----

    After messing around with sorcerer builds in beta, I returned in May and have been playing as a healer ever since - different races, different factions, different servers.

    Now considering looking into less traditional healer builds after I've finished with my current character (finished = getting to a desired high level after trying (and completing) almost everything there is at that time content-wise).
  • freespirit
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    At this point anything that makes questing harder gets my vote......

    Traps are meant to maim even kill......

    Make it So!
    When people say to me........
    "You're going to regret that in the morning"
    I sleep until midday cos I'm a problem solver!
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