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Traps after Trap Team?
hotmouse Green Sparx Gems: 297
#1 Posted: 10:44:45 10/09/2014 | Topic Creator
The question is, do you guys think that the traps will work in Skylanders 5?

Yes, I know this seems premature, as Trap Team isn't even out yet, and rumours about S5 won't start for another 6 months or so, but let me explain.

If I think the traps are only going to be useful in this game, I'll probably just buy a one or two for each element – enough to get one of each of the shapes. And not bother with Legendary Traps, for instance. Whereas if I'm going to be able to use the trapped villains in future games, there will be a temptation to get a trap for each of them – probably filling up all 48 slots in the Trap Chest.

This doesn't just affect me, of course. I'm sure other collectors will come around to the same thoughts, and that will affect the stocks, and total sales of the traps. I'm not sure what effect that will have on Activision.

Of course, they may be thinking of developing the capture mechanism. How would you feel about properly sculpted villain figures, that only activate after you've captured them in-game? I'd really like that! Maybe if we all made enough noise to Activision…
Snap Shot Gold Sparx Gems: 2672
#2 Posted: 11:49:10 10/09/2014
Yes they will allow for a slot on the current or new portal
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melvimbe Yellow Sparx Gems: 1327
#3 Posted: 11:52:00 10/09/2014
Skylanders 5 hasn't been announced. Kinda hard to say what will be in the game that's not announced yet. I think it's somewhat of a catch 22. If the traps sell well, then they'll want to keep that revenue stream going. If it doesn't., then why spend more money on it.

Although there are a lot of customers who will base purchases on this question, a lot will not think that far ahead. It's not bad business to wait until you know more about sales before making these sort of decisions.
TrapShadowFan Emerald Sparx Gems: 3511
#4 Posted: 14:52:30 10/09/2014
I hope they work! It's about time they make a portal owner's pack again!
Balphagor_ Yellow Sparx Gems: 1430
#5 Posted: 19:01:29 10/09/2014
Given the way that the company has advertised its selling of toys so far I can almost guarantee that the current traps will work in the next game (if there is one).

Though again because of how they work I can almost guarantee also that traps will serve no purpose in the next game as each time they make a new game they like to "innovate", therefore it will be a new theme, so they should basically just be there to let you play with the Trap Team villains.

This is really just me guessing, but I would say it is pretty likely to go this way given their history.

Who knows though, this could be the last game in the series.


...but it wont be.

Why would you ever turn off a money printing machine?
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Medicus Gold Sparx Gems: 2405
#6 Posted: 19:48:45 10/09/2014
I think they will since they said at the trap team (this may not be word for word) "Your entire colection from previuos ames will still work. That is something we pride ourselves on.
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TheShadowDragon Ripto Gems: 2886
#7 Posted: 20:24:58 10/09/2014
If anyone needs to know how to protect the little element icons on the Trap from wearing off by nature, perhaps this video will be helpful.

defpally Emerald Sparx Gems: 4158
#8 Posted: 20:42:06 10/09/2014
Here is the problem with forward compatibility with traps. They have to code in enemies being playable or they have to only make certain ones capturable/playable. I've got a feeling traps will doing something, just not anything really extensive. Maybe like an Adventure Pack type smart bomb, open a gate or something similar. Trap Team revolves around the feature because practically everything is playable and the levels are designed around that. For them to focus on a new feature they will probably have to scale that WAAAY back for number 5.
GhostRoaster Yellow Sparx Gems: 1803
#9 Posted: 01:55:45 11/09/2014
^Nice quality of the elemental symbol on the traps. I figured those would be problematic.

Quote: defpally
Here is the problem with forward compatibility with traps. They have to code in enemies being playable or they have to only make certain ones capturable/playable. I've got a feeling traps will doing something, just not anything really extensive. Maybe like an Adventure Pack type smart bomb, open a gate or something similar. Trap Team revolves around the feature because practically everything is playable and the levels are designed around that. For them to focus on a new feature they will probably have to scale that WAAAY back for number 5.



Hilarious thread. I've been harping on this one for six months.

No. Traps as you know them will not work. Why? They won't commit on the future of this gimmick. This wasn't a problem in the past since the gimmick was a playable character. The gimmick would mean a trap spot and a speaker would need to be in every NEW portal moving forward. Yeaaahhh...this would distract from whatever they want to do in #5.

This is a one and done. Assume all you guys want, this will not work in the next game.
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RIP GhostRoaster. He's reanimated as TakeYourLemons but occasionally is resurrected from the beyond when needed.
Edited 1 time - Last edited at 02:02:55 11/09/2014 by GhostRoaster
mantez Emerald Sparx Gems: 3167
#10 Posted: 02:04:49 11/09/2014
Maybe they will work but not as traps. Maybe the new gimmick will Incorperate the trap slot speaker.
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Tigorus Emerald Sparx Gems: 3589
#11 Posted: 02:14:48 11/09/2014
Quote: mantez
Maybe they will work but not as traps. Maybe the new gimmick will Incorporate the trap slot speaker.


I'm thinking this. It would be a tough sell at this point to not have some forward compatibility with the traps. I'm already planning on only getting one trap of each element but I know others will get more. They could include the slot that would simply allow the USE of previously caught villains without having to worry about adding new ones. Now as far as new slot gimmicks go, they could do weapons, vehicles, various upgrades, etc.
melvimbe Yellow Sparx Gems: 1327
#12 Posted: 02:45:25 11/09/2014
Quote: GhostRoaster
^Nice quality of the elemental symbol on the traps. I figured those would be problematic.

Quote: defpally
Here is the problem with forward compatibility with traps. They have to code in enemies being playable or they have to only make certain ones capturable/playable. I've got a feeling traps will doing something, just not anything really extensive. Maybe like an Adventure Pack type smart bomb, open a gate or something similar. Trap Team revolves around the feature because practically everything is playable and the levels are designed around that. For them to focus on a new feature they will probably have to scale that WAAAY back for number 5.



Hilarious thread. I've been harping on this one for six months.

No. Traps as you know them will not work. Why? They won't commit on the future of this gimmick. This wasn't a problem in the past since the gimmick was a playable character. The gimmick would mean a trap spot and a speaker would need to be in every NEW portal moving forward. Yeaaahhh...this would distract from whatever they want to do in #5.

This is a one and done. Assume all you guys want, this will not work in the next game.


Just like everyone else, you're speculating. Your reasoning is sound, but is far from definitive. You could argue that having mini's is a distraction from the trap gimmick, but yet they did it. I can just as easily see the next Skylanders having the new gimmick skylanders, cores, minis, and villains. Not coincidentally, the products range from $5 (traps), $7 (mini's, though they are only in double packs right now), $10 (cores), and gimmick ($15)....covering a lot of price points. I tend to think the trap gimmick wasn't chosen just as a gimmick, but a realization that there are customers out there who don't want to spend $10-$15 on a toy, but will spend $5 every time they run through the store. DI had this down right away with their power disks.
Snap Shot Gold Sparx Gems: 2672
#13 Posted: 03:26:58 11/09/2014
Just do away with the speaker. I still don't see why traps won't be playable in sky5.
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rainbowblade Red Sparx Gems: 78
#14 Posted: 05:39:08 11/09/2014
Quote: GhostRoaster


Hilarious thread. I've been harping on this one for six months.

No. Traps as you know them will not work. Why? They won't commit on the future of this gimmick. This wasn't a problem in the past since the gimmick was a playable character. The gimmick would mean a trap spot and a speaker would need to be in every NEW portal moving forward. Yeaaahhh...this would distract from whatever they want to do in #5.

This is a one and done. Assume all you guys want, this will not work in the next game.


I don't understand why you think this is hilarious, i mean its all conjecture at this point. From what i can tell based on their forward compatability of items and sidekicks in previous games seems likely that traps will be useable. My guess is that there will be no more villains to trap and you would have to go back to trap team to change/access the villain vault. Again this all guesswork. Anyone that claims 100% to know is straight up providing false information.
GhostRoaster Yellow Sparx Gems: 1803
#15 Posted: 06:03:27 11/09/2014
Sure I'm speculating. But anyone expecting 100% capability on Traps on the next game WILL be disappointed. It's like expecting Swap Zones in this game, or Feats of Stength from Giants.

Expect a downsize if not removal of this gimmick next go around. I'm using Activisions LACK of response WHEN DIRECTLY ASKED as MORE reason why I'm right. It would be awesome to be told I'm wrong, but I don't think so.

This thread is hilarious because I've caused major disk shortage on dark52's web site talking about it. It's hardly a new topic. What's going to be even more funny is when I'm proven right and the weeps come pouring in. Not conjecture...we've been asking the company for quite a while and got a "we're concentrating on this game now" which is fair but this gimmick is unlike the previous games.

It will be interesting to see where they take it.
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RIP GhostRoaster. He's reanimated as TakeYourLemons but occasionally is resurrected from the beyond when needed.
Edited 6 times - Last edited at 06:09:18 11/09/2014 by GhostRoaster
YerMomsFaceHere Blue Sparx Gems: 839
#16 Posted: 06:37:24 11/09/2014
Traps are not going to be in the next game.....why would they make the next game compatible with a gimmick that has a certain time limit , that costs a bunch more ( portal speaker / trap slot ) , and possibly add yet another gimmick......when they can regress to a standard "newer" portal cut costs and make a bundle. Not much business sense in it. Thats why i'm just going with 9 traps, period.
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rainbowblade Red Sparx Gems: 78
#17 Posted: 06:59:45 11/09/2014
Quote: GhostRoaster
Sure I'm speculating. But anyone expecting 100% capability on Traps on the next game WILL be disappointed. It's like expecting Swap Zones in this game, or Feats of Stength from Giants.

Expect a downsize if not removal of this gimmick next go around. I'm using Activisions LACK of response WHEN DIRECTLY ASKED as MORE reason why I'm right. It would be awesome to be told I'm wrong, but I don't think so.

This thread is hilarious because I've caused major disk shortage on dark52's web site talking about it. It's hardly a new topic. What's going to be even more funny is when I'm proven right and the weeps come pouring in. Not conjecture...we've been asking the company for quite a while and got a "we're concentrating on this game now" which is fair but this gimmick is unlike the previous games.

It will be interesting to see where they take it.


I don't know who exactly you are talking to, but i've never seen anyone on this website say they expect 100% trap compatability in sklyanders 5.
Snap Shot Gold Sparx Gems: 2672
#18 Posted: 08:00:37 11/09/2014
Either way traps will work in some capacity in skylanders 5
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Drek95 Emerald Sparx Gems: 4761
#19 Posted: 09:33:11 11/09/2014
While it would be a big disappointment, if traps won't work in future games, I would be fine with that.

Older Adventure Packs are only magic items, these days, and a new level is surely a lot more valuable than a "less powerful and less developed" character. Since it could also include villains to trap.

The important for them is to make sure the Skylanders work with every new game (for now).

The problem is, Trap Master won't be anything different from a "smaller" Giant, in Skylanders 5...

But that isn't necessarily a bad thing.
Not for me, at least. smilie
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newkill Emerald Sparx Gems: 4095
#20 Posted: 09:54:56 11/09/2014
I think there is a bigger chance that the Traps will be usable in Skylanders 5 rather than completely removed. My guess: Skylanders 5 will either use the same portal or the new portal will still have a slot. You will be able to use Traps and play the Villains caught in the previous game, but you won't be able to capture any enemy in Sky 5 and the Tag option might not be there (you play the Villain as if you switched your Skylander to another one).

Quote: GhostRoaster
Expect a downsize if not removal of this gimmick next go around. I'm using Activisions LACK of response WHEN DIRECTLY ASKED as MORE reason why I'm right.

Did we knew that Swap Force characters would be compatible in Trap Team before the release of Swap Force?
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melvimbe Yellow Sparx Gems: 1327
#21 Posted: 10:38:46 11/09/2014
Quote: YerMomsFaceHere
Traps are not going to be in the next game.....why would they make the next game compatible with a gimmick that has a certain time limit , that costs a bunch more ( portal speaker / trap slot ) , and possibly add yet another gimmick......when they can regress to a standard "newer" portal cut costs and make a bundle. Not much business sense in it. Thats why i'm just going with 9 traps, period.


Depending on what the S5 gimmick is, it could cost them very little to incorporate traps into the game. And again, there is a business incentive for them to keep traps going. Primarily because their customers who walk into the store with $5 to spend, or are only willing to spend $5 on little Johnny. Traps give them something to buy, when the $10+ seems too high. That's why DI has power disks. I can honestly see them bringing in new traps and villains for this reason.

And this is not the first time a gimmick has been playable in subsequent games. Lightcores were introduced in Giants and continued in SF. The SF swappers will be fully swappable in Trap Team. Sure, there are no swap zones, but the character is still good. Is not too hard to fathom villains being playable, but none or reduced theme music and trap sounds, and no villain quests. There is more money to be made in continuing villain traps then there is in continuing characters that haven't been reposed since SSA and Giants. Both will tick some fans off, but just like Activision hasn't promised that all old characters will be playable in S5, they aren't going to promise traps will be usable in S5.
GhostRoaster Yellow Sparx Gems: 1803
#22 Posted: 13:02:00 11/09/2014
Quote: Snap Shot
Either way traps will work in some capacity in skylanders 5


Maybe...maybe not. That's pure speculation on your part. The trend is to have it work, but there's considerable tech to support gimmick:

1. portal aesthetic with the cage and trap.
2. speaker

Now, if they plan on expanding on this concept to "keep it alive" then awesome...but everything I've seen on "guest stars" and gimmicks is "one and done".

Quote: rainbowblade
I don't know who exactly you are talking to, but i've never seen anyone on this website say they expect 100% trap compatability in sklyanders 5.


There's at least 2-3 responses stating otherwise in this thread alone, and I've seen countless other messages. People are making the leap.
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RIP GhostRoaster. He's reanimated as TakeYourLemons but occasionally is resurrected from the beyond when needed.
Edited 1 time - Last edited at 13:04:22 11/09/2014 by GhostRoaster
Blink182Bouncer Yellow Sparx Gems: 1659
#23 Posted: 13:30:01 11/09/2014
What they could do is use the slot for something else for the next games gimmick but you also can use it for traps for us old players.
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Drek95 Emerald Sparx Gems: 4761
#24 Posted: 14:13:20 11/09/2014
Quote: GhostRoaster
Quote: Snap Shot
Either way traps will work in some capacity in skylanders 5


Maybe...maybe not. That's pure speculation on your part. The trend is to have it work, but there's considerable tech to support gimmick:

1. portal aesthetic with the cage and trap.
2. speaker

Now, if they plan on expanding on this concept to "keep it alive" then awesome...but everything I've seen on "guest stars" and gimmicks is "one and done".

Quote: rainbowblade
I don't know who exactly you are talking to, but i've never seen anyone on this website say they expect 100% trap compatability in sklyanders 5.


There's at least 2-3 responses stating otherwise in this thread alone, and I've seen countless other messages. People are making the leap.



That's not true.

Giants are still bigger and stronger, Swappers can still swap.

Now, if you are talking about specific areas, such as Feats of Strenght and SWAP Zones, then yes, they were a one time feature.

The problem is, Trap Master won't have anything really special, if they won't even be able to deal more damages to the villains. They would just be smaller Giants.

The traps are this year gimmicks, not the Trap Masters.

That might be the mistake.
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rainbowblade Red Sparx Gems: 78
#25 Posted: 14:14:25 11/09/2014
Quote: GhostRoaster
Quote: Snap Shot
Either way traps will work in some capacity in skylanders 5


Maybe...maybe not. That's pure speculation on your part. The trend is to have it work, but there's considerable tech to support gimmick:

1. portal aesthetic with the cage and trap.
2. speaker

Now, if they plan on expanding on this concept to "keep it alive" then awesome...but everything I've seen on "guest stars" and gimmicks is "one and done".

Quote: rainbowblade
I don't know who exactly you are talking to, but i've never seen anyone on this website say they expect 100% trap compatability in sklyanders 5.


There's at least 2-3 responses stating otherwise in this thread alone, and I've seen countless other messages. People are making the leap.


I can understand your point, and i think that traps will have some functionality in the next games, but saying things like:

''This is a one and done. Assume all you guys want, this will not work in the next game.''

is complete nonsense.
Drek95 Emerald Sparx Gems: 4761
#26 Posted: 14:14:38 11/09/2014
Quote: GhostRoaster
Quote: Snap Shot
Either way traps will work in some capacity in skylanders 5


Maybe...maybe not. That's pure speculation on your part. The trend is to have it work, but there's considerable tech to support gimmick:

1. portal aesthetic with the cage and trap.
2. speaker

Now, if they plan on expanding on this concept to "keep it alive" then awesome...but everything I've seen on "guest stars" and gimmicks is "one and done".

Quote: rainbowblade
I don't know who exactly you are talking to, but i've never seen anyone on this website say they expect 100% trap compatability in sklyanders 5.


There's at least 2-3 responses stating otherwise in this thread alone, and I've seen countless other messages. People are making the leap.



That's not true.

Giants are still bigger and stronger, Swappers can still swap.

Now, if you are talking about specific areas, such as Feats of Strenght and SWAP Zones, then yes, they were a one time feature.

The problem is, Trap Master won't have anything really special, if they won't even be able to deal more damages to the villains. They would just be smaller Giants.

The traps are this year gimmicks, not the Trap Masters.

That might be the mistake.
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Current Number of Champions of the Skylands: 154
GhostRoaster Yellow Sparx Gems: 1803
#27 Posted: 14:48:54 11/09/2014
Quote: Drek95
The traps are this year gimmicks, not the Trap Masters.


Actually, both of them are. Regardless, the pattern in previous year was playable characters. This year it's traps...and 40+ of them. The physical nature of them is different and technically doesn't fit the traditional model they've supported in the past.

The next game isn't going to be called "trap team", and I suspect using traps in a game where the traps aren't in the forefront would be necessary noise on the future gimmick. This is unlike support for more playable skylanders.

That's the point and concern I have, bundled in with the knowledge that Activision has outright refused to answer any direct questions on future support.
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RIP GhostRoaster. He's reanimated as TakeYourLemons but occasionally is resurrected from the beyond when needed.
Edited 1 time - Last edited at 14:53:38 11/09/2014 by GhostRoaster
Tigorus Emerald Sparx Gems: 3589
#28 Posted: 15:42:31 11/09/2014
Here's my personal opinion. I BELIEVE the traps will remain usable going forward. Now new trappable villains I'm not so sure about, but I don't see that "trap" slot going away. This is a massive marketing tool going forward to introduce additional peripheral items. Plus no "gimmick" has been "unplayable" going forward. That's the big redeeming quality of this franchise is that anything you get now (Skylanders Figures usually) will be usable in future games. It's not just a cost but an investment. Actually with the Side Kicks they've actually evolved into fully playable Skylanders. They have kind of built themselves into a corner though with this new slot. If they leave these traps behind in Skylanders 5 they will lose a lot of consumer trust with new gimmicks. Plus that extra slot will allow them to add smaller items like weapons and vehicles with the same slot type but sold in blind bags to compete with D.I. Now before everyone gripes and moans, buying those is always a choice. Also they are quite a successful marketing tool. My wife never plays but she loves opening "boosters" of any kind. The speaker I'm not so sure about. Looking at the tablet version I see it has a trap slot but it doesn't appear to have the speaker/cage front like the others. So already we have an alternate portal with a slot but no speaker. Time will tell though.

I've provided a link to the tablet version for reference.

http://www.toysrus.com/product...rentPage=family
nocturnalnathan Gold Sparx Gems: 2137
#29 Posted: 20:05:15 11/09/2014
Quote: TheShadowDragon
If anyone needs to know how to protect the little element icons on the Trap from wearing off by nature, perhaps this video will be helpful.


That video gave me motion sickness...
But thanks for posting it, at least now I know to watch out for the symbol potentially rubbing off. If you don't have the kind of glaze he used, I'm sure just something like clear nail polish would work just as well.
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Epicscratch42 Green Sparx Gems: 328
#30 Posted: 23:29:17 11/09/2014
All of this is why I only plan to buy one trap of each element.
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newkill Emerald Sparx Gems: 4095
#31 Posted: 23:35:23 11/09/2014
Quote: GhostRoaster
That's the point and concern I have, bundled in with the knowledge that Activision has outright refused to answer any direct questions on future support.

Did we knew that Swap Force characters would be compatible in Trap Team before the release of Swap Force?
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Punk Bomb Green Sparx Gems: 230
#32 Posted: 00:06:39 12/09/2014
I say: none. Traps loose support.

@newkill

This is a different situation. We absolutely didn't know that, either. They could've easily wiped the plate clean.
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melvimbe Yellow Sparx Gems: 1327
#33 Posted: 01:16:06 12/09/2014
One thing they could do is re-purpose the trap slot for S5. Instead of (or in addition to) having a trap/sculpt bring in a villain temporarily into the game, it could provide a temporary armor upgrade, speed boost, fighting companion, vehicle, scenery change, etc. Basically, similar to what happens with the power disks. That would allow for a new gimmick, yet maintain the same portal and use for trap/sculpts. TT users could theoretically reassign a trap to a upgrade feature, so that the money spent on the trap wasn't wasted. Or, as we all seem to want, the villain will still be playable.

If the gimmick still utilizes the trap slot, then you wouldn't be able to use a villain and the new gimmick at the same time, thus, you wouldn't be downplaying the new gimmick. Sure, a user could ignore the gimmick and just play with old figures, but they could do that now.
GhostRoaster Yellow Sparx Gems: 1803
#34 Posted: 04:06:32 12/09/2014
Quote: Punk Bomb
I say: none. Traps loose support.

@newkill

This is a different situation. We absolutely didn't know that, either. They could've easily wiped the plate clean.


True, but the general mantra is "previous skylanders work in the next game", so not many were concerned. I say no because 1. they are not figures they are traps and 2. sheer number of them and 3. noise traps would have in conjunction with a new gimmick character. That's the angle. Traps <> Figures which make future support a legitimate question, since their future support standpoint has been on FIGURES.

We'll see soon enough. If traps did have full support, then my general glee would be quickly replaced with how "BUSY" the game would be with all of these figures with so little content (story mode, offline battle mode, etc).
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RIP GhostRoaster. He's reanimated as TakeYourLemons but occasionally is resurrected from the beyond when needed.
Edited 3 times - Last edited at 04:10:36 12/09/2014 by GhostRoaster
mantez Emerald Sparx Gems: 3167
#35 Posted: 05:31:00 12/09/2014
Maybe they haven't decided yet. Maybe trappable villains will become a staple of the series, but for that to happen traps will have to do well.
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