Bring back H-U-G-E dungeons?

Post » Sun Jan 24, 2010 10:14 am

Going from Daggerfall to Morrowind I was really disappointed how small most of the dungeons felt (and in fact were). Oblivion had some improvements in size (and loot) but still it was not really possible to get lost deep down in a dungeon for many HOURS like in Daggerfall, beeing trapped with low health and damaged equippment sourrounded by hordes of monster unable to rest and regenerate.

If it would mean getting them random or semirandom generated would this really be such a bad thing - considering that Oblivion′s "hand-crafted" Dungeons didn′t impress me that much? Letting a random-level-generator do most of the work then adding some unique locations might work out quiet well.

Also bring back the creepy sounds. ^^
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Peetay
 
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Post » Sun Jan 24, 2010 9:52 am

I want mix of random and unique... dont like seeing same thing every time I play. They do need to be bigger like daggerfall though... OB if I remember correctly had fairly small dungeons and Im always up for more content.
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Cathrin Hummel
 
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Post » Sun Jan 24, 2010 10:21 pm

I found the dungeons too big in Daggerfall - it was too easy to get lost, and not able to find the exit path.

Morrowind size was fine - maybe we could extend the dungeons with secret passageways? I'd love that.
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Ash
 
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Post » Sun Jan 24, 2010 11:46 am

i say a couple of them by styles. like in oblivion it would be 2-3 huge aleiyd ruins, 2-3 huge stronghold, 2-3 huge caves. but they need to have more styles in skyrim so maybe one huge per style if theres a lot


id like to have rock caves, ice caves, stronghold, mansion, huh more thing? any ideas? but i think putting outside stuff would be more cool. like a march that is kind of difficult to reach an area or something, or some path across the mountains or a dangerous forest trail where trees are so dense that they act as walls.
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lacy lake
 
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Post » Sun Jan 24, 2010 5:10 pm

I want the quest related dungeons to be hand crafted and about medium to big size. While the random dungeons should be randomly generated and HUGE.
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Alisha Clarke
 
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Post » Sun Jan 24, 2010 7:17 pm

I found the dungeons too big in Daggerfall - it was too easy to get lost, and not able to find the exit path.

Morrowind size was fine - maybe we could extend the dungeons with secret passageways? I'd love that.


morrowind dungeons were boring they were all the very same almost and for the caves it was always a single path almost...
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Jodie Bardgett
 
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Post » Sun Jan 24, 2010 7:09 am

Well .. but can′t getting lost be .. fun? ^^ Also why not implement methods of marking places in dungeons (f.e. with chalk).
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Victoria Vasileva
 
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Post » Sun Jan 24, 2010 11:33 am

Well .. but can′t getting lost be .. fun? ^^ Also why not implement methods of marking places in dungeons (f.e. with chalk).


That's an epic idea. +1
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BrEezy Baby
 
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Post » Sun Jan 24, 2010 9:30 pm

I thought Oblivion's dungeons were too big. Morrowind had some very big, and some really small. Most were medium... which basically was one level. Morrowind's were all unique, and I loved that (I mean... who doesn't?).
I liked Morrowind's over Oblivion's. But that might be due to other reasons than the size.

I found Oblivion too cramped. What I mean with that is that there were too many dungeons so close to each other. And when each dungeon had like so many levels (I think 3 levels is many), it ruined the immersion for me. I mean, all these dungeons so close to each other had so many levels beneath them. If these dungeons were "real" then they would have "conflicted" with each other underground, lol...
That's one of the reasons I thought Oblivion dungeons shouldn't been so big.

Anyway, I also think that perhaps if they were more unique, they could be bigger. That could be a second reason why I didn't like Oblivion's dungeons. Everything was basically the same everywhere. And if the dungeon is huge, and there are a lots of dungeon... then I think you can understand my point. It's like when you see a dungeon, you think "Oh, there's another dungeon... I saw one just 5 sec ago. Well I don't wanna go in there, I mean, it's just gonna be a BIG dungeon with nothing unique, it's all random and not worth to go in!"

So basically, what I mean is... it's hard to make a "real" comparison between Morrowind's dungeons and Oblivion's dungeons, at least for me... because they differ too much from each other in gameplay.

Still, perhaps the best compromise would be to have all dungeons unique; have some really big ones, and then let them be more "special" also (something more important there?), have some really small ones (more like a natural hideout), have some medium size ones. I think it's too unrealistic to have all dungeons HUGE. Only let a few be that, so that they are more memorable than the others. Variety is the keyword.
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Justin Hankins
 
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Post » Sun Jan 24, 2010 5:46 pm

That's an epic idea. +1

Yah chalk sounds good.. maybe implemented as a function to open some doors too by drawing certain symbols on em.
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ijohnnny
 
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Post » Sun Jan 24, 2010 10:41 pm

I'm a random junky so as far as I'm concerned the more randomly generated stuff we get the better. However simply designing much larger dungeons by hand would satisfy me. But not if they use the same technique they used in Oblivion. The large meshes they used for the dungeon tiles made the work go by faster but it also made it nearly impossible to give any of the dungeons a unique appearance. Anyone who's tried to use the dungeon tiles in the CS will know what I'm talking about.
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Jessie Rae Brouillette
 
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Post » Sun Jan 24, 2010 5:02 pm

Computer generated dungeons can be cool if they allow you to actually be able to exit it after going thru magic doors, any1 who ever played Daggerfall know what I am talking about, entering into a dungeon going thru magic door only to find out no way out once you did because the computer generated dungeon was screwy, but the big twisted dungeons were fun and I loved the map rotation in that game also, but I wouldnt want all dungeons to be like that.
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R.I.p MOmmy
 
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Post » Sun Jan 24, 2010 11:12 pm

I don't really like dungeons. They're nice for a change, especially when quest relevant, but I never went around dungeon-crawling in Morrowind or Oblivion, unless I needed money or had a good reason to.
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Annick Charron
 
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Post » Sun Jan 24, 2010 9:55 pm

Going from Daggerfall to Morrowind I was really disappointed how small most of the dungeons felt (and in fact were). Oblivion had some improvements in size (and loot) but still it was not really possible to get lost deep down in a dungeon for many HOURS like in Daggerfall, beeing trapped with low health and damaged equippment sourrounded by hordes of monster unable to rest and regenerate.

If it would mean getting them random or semirandom generated would this really be such a bad thing - considering that Oblivion′s "hand-crafted" Dungeons didn′t impress me that much? Letting a random-level-generator do most of the work then adding some unique locations might work out quiet well.

Also bring back the creepy sounds. ^^


Oblivion didn’t use completely hand made dungeons, they were pieced together from premade segments. It’s why they repeated and many looked similar.

I really didn’t like the dungeons in Daggerfall, they were too large and the map was almost entirely useless. I would prefer fewer detailed dungeons than more large dungeons without detail. I think each occupied dungeon should have a history to discover.
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Becky Cox
 
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Post » Sun Jan 24, 2010 6:54 pm

Going from Daggerfall to Morrowind I was really disappointed how small most of the dungeons felt (and in fact were). Oblivion had some improvements in size (and loot) but still it was not really possible to get lost deep down in a dungeon for many HOURS like in Daggerfall, beeing trapped with low health and damaged equippment sourrounded by hordes of monster unable to rest and regenerate.

If it would mean getting them random or semirandom generated would this really be such a bad thing - considering that Oblivion′s "hand-crafted" Dungeons didn′t impress me that much? Letting a random-level-generator do most of the work then adding some unique locations might work out quiet well.

Also bring back the creepy sounds. ^^


I prefer small-to-medium dungeons myself. Of course, I'm thinking of Oblivion, where there were hundreds of dungeons. You couldn't go out for a nature walk without running into some cave or some such.

Ideally, I would have much larger dungeons, but far fewer of them. Spread the world out, have it a little more dilluted, not so cram-packed with dungeons. In Oblivion it became a chore to raid dungeons, and at times I go out of my way to avoid them.

I'd bring things back to the way they were in Morrowind. The only thing annoying about Morrowind, was that if you came upon a high-level cave that you couldn't conquer, it would be hard to find it again. But, with map markers like we experienced in Oblivion, all the headaches go away.

That's how I'd do it.
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Johnny
 
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Post » Sun Jan 24, 2010 11:34 am

Honestly I think Daggerfall's duengons and Oblivion were about the same in a way. Except for traps and random quest locs.
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Chelsea Head
 
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Post » Sun Jan 24, 2010 10:17 pm

I don't see a real big difference in size between Oblivion's dungeons, caves and ruins vs Morrowind's.
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Chloe Mayo
 
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Post » Sun Jan 24, 2010 3:09 pm

Oblivion's dungeons were such fail, they need to bring back the atmospheric, epic dungeons in the old Elder Scrolls. I remember in Morrowind you could enter these weird dungeons in Red Mountain and not know what's comming and be scared [censored]less. in Oblivion all the dungeons were boring and exactly the same
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Beat freak
 
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Post » Sun Jan 24, 2010 12:31 pm

Anything but Oblivions dungeons will do.
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Victoria Vasileva
 
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Post » Sun Jan 24, 2010 11:49 am

i would prefer big randomly generated dungeons, making by hand takes too much time and small ones like in morrowind and oblivion make you not want to visit them at all after the first few times.

i have no idea what the problem with daggerfall's dungeons is for people, from the moment i first played the game, i had no problem navigating to the exit with the map and ive never gotten lost...
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Baylea Isaacs
 
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Post » Sun Jan 24, 2010 6:45 pm

The size of dungeons were alright in oblivion, but the variety was very poor. there was 3 types of dungeons (ayleid ruins, caves, forts), and infinite variations of the same thing. I'd prefer unique dungeons that have their own theme... or at least more than 3 theme variations. After you have been in one of each style of dungeons it was pretty pointless to go into another one. Even randomly generated could be good if there is enough variety of base pool to generate from.
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Angus Poole
 
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Post » Sun Jan 24, 2010 2:06 pm

If you want a big dungeon in oblivion check out EBROCCA in the shivering isles. Probably the biggest in the game next to sundercliffe watch.
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Rowena
 
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Post » Sun Jan 24, 2010 8:12 pm

Oblivion was OK, but here short of what I would like to see:

I REALLY miss the vertical dungeon exploration. Allegedly this is just an AI problem, yet other games are able to deal with it (AvP1&2), why not Bethesda? Laziness apparently wrt oblivion.

More variety of environments. ie Sandstone Cave should look like ...sandstone, and not yet another limestone cave. Some suggestions are, Sea caves, lava tubes, clawed-out animal burrows, underground irrigation canols. Basically, make it look like what it is named, a dungeon named Old Marble Quarry should not look like a yet another limestone cave. Above ground mazes are desired too.

Old Imperial Forts of different eras should exhibit different construction styles, and levels of decay ie newer ones still have working traps and other mechanics, older ones are caved-in flooded and silted up.

A mine should look like a mine, not yet another limestone cave. Mine's have tailings, roads, and small towns to mark them. The desired minerals are found at the deep ends, not wherever. Ore weighs in as heavy, use rail carts to move it and other things about! Pumps keep water out, air hoses bring fresh water in.

Inhabited dungeons of Oblivion were profoundly missing wall art, as in Bas Reliefs, Murals, Graffiti etc. Where were the Flesh Sculptures of the Aeleids?

Everything was too well lit, even areas inhabited but animals that could not lite a fire had fires. WTF!

Make use of randomized Daggerfall like dungeons too.

I'd really like to be able to take up a mining pick and carve my way into sections of dungeons otherwise use environmental tools for their intended purpose. TES: Arena was too easy in this respect, but at least it was in. See MineCraft.

Mapping was too damn easy in Oblivion; secret doors should not be obvious in the map.

Harder Environemt Puzzles...let us reopen up the flood gates of Flood Control Dam #3!
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Gavin Roberts
 
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Post » Sun Jan 24, 2010 5:49 pm

I've played all four major Elder Scrolls games and Oblivion's are my favorite. The music, the lighting, the size, traps, and path design are the best of the series, in my opinion. I hate Daggerfall's maze-like dungeons. They are just far too large, confusing, and boring, for me. :shrug:
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James Smart
 
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Post » Sun Jan 24, 2010 12:39 pm

I thought there were to many in Oblivion. I honestly do not think it makes sense for there to be so many caves. So I would like fewer (but not too few), some of them to be random and some to be hand-crafted. And at the ends, I would like there to be boss-like enemies.
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Yama Pi
 
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