Guest Tessera Posted October 23, 2006 Share Posted October 23, 2006 I'd guess that the traps are there for the same reasons that the ancient Egyptians and other Earthly races (like the Mayans) built similar traps: To cut down on tomb robbers. Pretty simple, really. Naturally, the Ayleids themselves would know about their traps in advance, so they'd have no problems with them. As for tresspassers, escaped slaves or whatever... on the other hand... they would be in for quite a deadly surprise if they tried to break in and loot anything from the underground vaults, temples and sanctuaries. Quite a good deterrent. Link to comment Share on other sites More sharing options...
Fitzey12 Posted October 25, 2006 Share Posted October 25, 2006 Maybe they were churchsconsidering the altars and large rows of bench in front of them in some ruins.or a sort of labyrinth like in that story with the minotaur Link to comment Share on other sites More sharing options...
rubenour Posted October 31, 2006 Share Posted October 31, 2006 The funny things about the traps is, that they shouldnt work. Neither of these traps have any real mechanism between the trigger and the actual trap. You step onto a plate or into a wire and get hit by something, and thats it ... :rolleyes: :glare: Bethesda didnt do a good job with those Ayleid ruins ... Most of them are computer generated and not one of them follows logical layout. :glare: When you look at old Egyptian tombs and ruins, you will notice a pattern in the construction. All the tombs are centered around the actual grave, perhaps there were rooms for slavegirls which were sacrificed along with the dead, or some extra rooms for burial objects ... maybe some labyrinth and traps, but these traps were highly complex and not like these "traps" in the Ayleid ruins ... Maybe there will be a mod who changes that. I mean there are already mods for deadly traps, but they are still very easy to detect ... Link to comment Share on other sites More sharing options...
Abramul Posted October 31, 2006 Share Posted October 31, 2006 Wouldn't it be possible to:---Set up an object so that when used, it triggers a trap? (Even better if it's a delayed trigger)---Have a trigger that is directly in front of an enemy who will only attack with a direct line-of-sight? One that might be interesting, though I don't know if it's possible, would be a zero-traction section of floor... Link to comment Share on other sites More sharing options...
Konfusion Posted November 1, 2006 Share Posted November 1, 2006 Or a trap upon open container or something... Link to comment Share on other sites More sharing options...
Sypron Posted November 2, 2006 Share Posted November 2, 2006 This is nothing special, but it may help your topic. Ayleid Ruins are supposedly 2000+ years old. So, maybe other small buildings didn't stand the test of time. Link to comment Share on other sites More sharing options...
Landsknecht Posted November 3, 2006 Share Posted November 3, 2006 This is nothing special, but it may help your topic. Ayleid Ruins are supposedly 2000+ years old. So, maybe other small buildings didn't stand the test of time. All of that would depend on the environment, natural disasters, the construction ability of the Ayleids, and whether they were caught in the middle of a war. Different situations for different ruins. It would be neat to see an untouched (relatively) Ayleid city mod., like the (*SPOILER*) Akaviri Fort up north. Link to comment Share on other sites More sharing options...
Guest Tessera Posted November 3, 2006 Share Posted November 3, 2006 The funny things about the traps is, that they shouldnt work. Neither of these traps have any real mechanism between the trigger and the actual trap. You step onto a plate or into a wire and get hit by something, and thats it ... :rolleyes: :glare: Have you removed any of the stone blocks in the walls, floors or ceilings to see if there's an underlying mechanism or not..? :D Keep in mind that it's a fantasy world, where magical forces play as large (or larger) a role as simple mechanical devices do. The Ayleid ruins are heavily infused with magical energies... traps included. Bethesda didnt do a good job with those Ayleid ruins ... Most of them are computer generated and not one of them follows logical layout. :glare: Ummm... the entire game is "computer generated." Your favorite game in the world is computer generated. See, these are computer games so like, by default, it's ALL computer generated. 8) When you look at old Egyptian tombs and ruins, you will notice a pattern in the construction. Let's stop there. Yes, you'll see an EGYPTIAN pattern in their construction. The Ayleids were not Egyptians and they had their own style of architecture. There are similarities between Ayleid structures and Egyptian tombs to be sure, but don't go into them expecting to see mummies and stuff. You're not on the Earth... you're on Tamriel. The Ayleids had their own plan. Link to comment Share on other sites More sharing options...
Sypron Posted November 3, 2006 Share Posted November 3, 2006 I think that not one of the dungeons in oblivion follows a logical layout. They are 90% linear roots with guys in it that attack you. Link to comment Share on other sites More sharing options...
Povuholo Posted November 3, 2006 Share Posted November 3, 2006 I think that not one of the dungeons in oblivion follows a logical layout. They are 90% linear roots with guys in it that attack you. True. There are few dungeons (Whatever type: Ayleid, Mine, Ruined Fort...) which have an unique feeling to them. Most are the same. Walk, kill, go around the corner, little bigger room, kill, go around another corner, loot... And even when they are unique or look nice, most of the times they are quest related. They shouldn't try harder on good dungeons just for quests, they should always try to make dungeons unique or special in some way. I prefer the machinery of the dwemer (in Morrowind) over the magic of the ayleid by the way. It's more... noticable. Link to comment Share on other sites More sharing options...
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