Dungeons will be marked when "completed"

Post » Mon Sep 12, 2011 1:19 am

I was worried about this to, but I just remembered in an article that it said they will respawn.


Why wouldn't it. Just about every D&D based RPG game with any sort of dungeon gameplay has had respawning mobs. Now I can see them having respawns being a more realistic pace though
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James Wilson
 
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Post » Mon Sep 12, 2011 3:31 am

Wasnt really needed. you could just go into the dungeon and look at the map. If it was explored then it would show you. lol. :rolleyes:

But this is a welcome addition to the game.

It would however stop you travelling all the way there only to find you have already been there. Now if it takes 30 minutes to get from one side to the other then this will be great for me, because I don't use fast travel as I prefer to walk everywhere.
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cutiecute
 
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Post » Mon Sep 12, 2011 5:56 am

I wonder what the trigger for the "Cleared" sign to show up on the map will be. Perhaps every dungeon has its own boss creature or special treasure. :shrug:
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michael danso
 
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Post » Mon Sep 12, 2011 10:27 am

i think its a great idea
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Rob Smith
 
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Post » Mon Sep 12, 2011 1:06 am

That is a feature that I like. I used to write down the names of everything that I completed. This was mainly so that if I discovered something, but did not complete it, I would know that I still can go there and find out what's there.

Hopefully they reset after a few days but show up as completed as well.


Snap.
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Jade Barnes-Mackey
 
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Post » Mon Sep 12, 2011 5:19 am

Honestly I'd rather they just let us PC players write notes on the map like in Morrowind, but I can see how this will be useful for console players.
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Captian Caveman
 
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Post » Mon Sep 12, 2011 4:01 am

Just waiting for all the "hardcoe" fans to come in and say:

"This feature svcks coz it isn't realistic and takes away from teh immershun!"



That argument loses ground when you realize anyone actually exploring the wilderness would mark a key location they had already been through, either on map or through Trailblazing.

Makes perfect sense and I love this news. Great addition, makes it so I can discover things without immediately being compelled to go right in, lest I lose track of where I had and hadn't been.
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Sierra Ritsuka
 
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Post » Mon Sep 12, 2011 10:35 am

I just used to drop something in front of the door, but I suppose if it shows you on the map...

Same here! I always left a lantern in front of dungeons I completed in Morrowind. Never did that with Oblivion though since I went through all the dungeons as I found them, and they would just reset in three days anyway.
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Dragonz Dancer
 
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Post » Mon Sep 12, 2011 7:40 am

Nice feature, as long as the dungeons still reset.
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Amanda savory
 
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Post » Sun Sep 11, 2011 11:03 pm

I don't like the implementation though, if I read it correctly. When does the game assume I am finished with a dungeon? When I've killed all enemies? I don't go about killing everything I see. When I've looted everything? I don't grab everything I see. When I've done what is needed for a certain quest? I often go back and explore more.

I'd much rather be able to select the dungeon and clicking on it on the map, then assign a color code to it manually meaning whatever I want it to mean, and even be able to type in some text (useful for keeping track of stores).

Example of color codes for wilderness locations.
Red: Found, but not yet entered (leveled creatures not set yet).
Yellow: Partially explored, need to raise a few levels because I'm having my ass kicked in there.
Green: Fully explored all levels, killed what I needed, grabbed what I needed. No need to go back.

For house entrances:
Red: Stores.
Yellow: Guilds/Services.
Green: General public house.

If it turned out that a house had a master trainer, I would recolor it to Yellow to signify this. Placing text, I could write down notes in game, like this Arms store have a sword I want but can't afford in a while.

Auto everything, and people think it's just great? I spend a great deal of paper while playing a computer game (one A5 block per character, and I toss them away to restart from "scratch"). Why? It's a computer, let us be able to use it like one!
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Ice Fire
 
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Post » Mon Sep 12, 2011 2:11 pm

Oh they are on their way I bet :hubbahubba:


This feature svckz cozit isn't realistic and takese away from tes immershun!

-KC
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Jarrett Willis
 
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Post » Mon Sep 12, 2011 1:59 am

Honestly, I have never had a problem remembering if I had been in a dungeon or not. In my game the location markers don't show up unless you have been within 10 feet of the entrance door. If I was that close.... I was already in that dungeon.
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Leilene Nessel
 
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Post » Mon Sep 12, 2011 1:23 pm

@DCDeacon
Pete Hines

@DevonKirilo Cleared means it's been cleared of bad guys. That should be self explanatory.
9 hours ago via web

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Felix Walde
 
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Post » Mon Sep 12, 2011 11:02 am

I don't like the implementation though, if I read it correctly. When does the game assume I am finished with a dungeon? When I've killed all enemies? I don't go about killing everything I see. When I've looted everything? I don't grab everything I see. When I've done what is needed for a certain quest? I often go back and explore more.

I'd much rather be able to select the dungeon and clicking on it on the map, then assign a color code to it manually meaning whatever I want it to mean, and even be able to type in some text (useful for keeping track of stores).

Example of color codes for wilderness locations.
Red: Found, but not yet entered (leveled creatures not set yet).
Yellow: Partially explored, need to raise a few levels because I'm having my ass kicked in there.
Green: Fully explored all levels, killed what I needed, grabbed what I needed. No need to go back.

For house entrances:
Red: Stores.
Yellow: Guilds/Services.
Green: General public house.

If it turned out that a house had a master trainer, I would recolor it to Yellow to signify this. Placing text, I could write down notes in game, like this Arms store have a sword I want but can't afford in a while.

Auto everything, and people think it's just great? I spend a great deal of paper while playing a computer game (one A5 block per character, and I toss them away to restart from "scratch"). Why? It's a computer, let us be able to use it like one!


I totally agree

Don't we have the choice to not to kill every "bad guy" in the dungeon?
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Jeff Turner
 
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Post » Mon Sep 12, 2011 1:02 pm

Love it. But if cleared means we have killed all enemies does that mean dungeons are linear and there is only one path straight through them?
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April
 
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Post » Mon Sep 12, 2011 10:24 am

Awwwwwwwwww Yeaaaaaaaaaa!
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saharen beauty
 
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Post » Mon Sep 12, 2011 12:17 am

Maybe dungeons now have unique loot or even riddles/secrets to solve/find.
So then it shows them as "completed", if you've got the unique items, killed the endboss or explored their secrets.

In that case I think it'd be a nice feature.
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Jack
 
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Post » Mon Sep 12, 2011 1:25 am

Awesome feature.
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Enie van Bied
 
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Post » Mon Sep 12, 2011 7:34 am

I don't like the implementation though, if I read it correctly. When does the game assume I am finished with a dungeon? When I've killed all enemies? I don't go about killing everything I see. When I've looted everything? I don't grab everything I see. When I've done what is needed for a certain quest? I often go back and explore more.

I'd much rather be able to select the dungeon and clicking on it on the map, then assign a color code to it manually meaning whatever I want it to mean, and even be able to type in some text (useful for keeping track of stores).

Example of color codes for wilderness locations.
Red: Found, but not yet entered (leveled creatures not set yet).
Yellow: Partially explored, need to raise a few levels because I'm having my ass kicked in there.
Green: Fully explored all levels, killed what I needed, grabbed what I needed. No need to go back.

For house entrances:
Red: Stores.
Yellow: Guilds/Services.
Green: General public house.

If it turned out that a house had a master trainer, I would recolor it to Yellow to signify this. Placing text, I could write down notes in game, like this Arms store have a sword I want but can't afford in a while.

Auto everything, and people think it's just great? I spend a great deal of paper while playing a computer game (one A5 block per character, and I toss them away to restart from "scratch"). Why? It's a computer, let us be able to use it like one!



100% agreed. While I think this feature as is can't hurt and it's a step in the right direction, your solution would be even better. I also wondered why we can't do that, especially back in Fallout 3 and NV. I mean, you have a little wrist-strap computer/PDA! Should be able to leave notes or color-coded flags/labels on the map.
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Greg Swan
 
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Post » Mon Sep 12, 2011 6:06 am

As for immersion all you need to do is role play and pretend that you would have written on a paper map that you had been somewhere in order to not get confused. Some of the fans are a bit unreasonable with some of their complaints. That's what I will be doing.

I am pleased this is in the game as it was one of the annoying things in Oblivion going back to the same dungeon again for no reason



Exactly what I thought when I read the that post. I love to come up with my own ideas for roleplay :foodndrink:
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Lloyd Muldowney
 
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Post » Mon Sep 12, 2011 1:57 am

This is great, i was rly hoping for something likes, thanks to the op for sharing this.
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Samantha Pattison
 
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Post » Mon Sep 12, 2011 11:48 am

I just used to drop something in front of the door, but I suppose if it shows you on the map...


Since NPCs can react to discarded items in Skyrim, that would be ineffective in this title. I suppose then, that marking a territory with a spell, blade, or an arrow, could do... Maybe. However, that is also irrelevant due to the map implementation Hines spoke about.

And as for the map signifying whether or not a cave is complete. What constitutes a complete cave? Will it mark a cave as complete if there still remains an item or secret or other not yet identified by the player? Should players themselves be able to mark a cave on the map at their own discretion, to determine for themselves if they feel as if the cave is complete?

Mind you, for the most latter of the above questions, having the cave marked as an automatic feature would surprise the player if they thought they had completed it, or looked everywhere there was to look, and would lure them back at another time instead of the cave being ditched and its hidden contents forever undiscovered. This would prolong and revitialize the sense of exploration for the dungeon, letting the player know there was still something there, whereas they otherwise wouldn't know and therefore couldn't bother to care.

As for immersion all you need to do is role play and pretend that you would have written on a paper map that you had been somewhere in order to not get confused. Some of the fans are a bit unreasonable with some of their complaints. That's what I will be doing.

I am pleased this is in the game as it was one of the annoying things in Oblivion going back to the same dungeon again for no reason


^This relates to my third question.
...I also just marked the cave myself.

in oblivion i had trouble to keep up on which dungeon i have entered whit the exception of the one whit easy names so i like this feature.

hopefully they still respawn.


I didn't like the respawning. I always asked myself, "What then, did I accomplish?" NPCs from elsewhere populating it again would be preferable.


Wasnt really needed. you could just go into the dungeon and look at the map. If it was explored then it would show you. lol. :rolleyes:

But this is a welcome addition to the game.


Basically, yes. Whether or not it was complete was another thing, yet again, dungeons had their own maps too so there was no way not to know. Plus you could just mark it yourself on the map, whatever you wanted to remember about the dungeon.


I just hope the devs definition of "complete"is the same as mine.


This is why I have the purpose of the feature in question.


Why wouldn't it. Just about every D&D based RPG game with any sort of dungeon gameplay has had respawning mobs. Now I can see them having respawns being a more realistic pace though


Morrowind didn't have respawns. And content wasn't randomly generated - therefore dungeons felt as if they had a purpose and I felt that I actually accomplished something. If they do have respawns, I then agree - a more suitable pace would suffice. I remember leaving and entering a dungeon right away in Oblivion, just to come across bandits that weren't there a half a second ago...


Honestly I'd rather they just let us PC players write notes on the map like in Morrowind, but I can see how this will be useful for console players.



I don't like the implementation though, if I read it correctly. When does the game assume I am finished with a dungeon? When I've killed all enemies? I don't go about killing everything I see. When I've looted everything? I don't grab everything I see. When I've done what is needed for a certain quest? I often go back and explore more.

I'd much rather be able to select the dungeon and clicking on it on the map, then assign a color code to it manually meaning whatever I want it to mean, and even be able to type in some text (useful for keeping track of stores).

Example of color codes for wilderness locations.
Red: Found, but not yet entered (leveled creatures not set yet).
Yellow: Partially explored, need to raise a few levels because I'm having my ass kicked in there.
Green: Fully explored all levels, killed what I needed, grabbed what I needed. No need to go back.

For house entrances:
Red: Stores.
Yellow: Guilds/Services.
Green: General public house.

If it turned out that a house had a master trainer, I would recolor it to Yellow to signify this. Placing text, I could write down notes in game, like this Arms store have a sword I want but can't afford in a while.

Auto everything, and people think it's just great? I spend a great deal of paper while playing a computer game (one A5 block per character, and I toss them away to restart from "scratch"). Why? It's a computer, let us be able to use it like one!


Yeah, I'd just do that. I never needed any auto-anything in that regard. That's why this feature feels sort of pointless to me, and maybe annoying, if it ends up telling me its complete when I myself don't feel as if it's the case. Of course, I think 'cleared' the actual term and used just in regard to hostile NPCs. So if the cleared is permanent, then no respawns, not anything major anyway.
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MISS KEEP UR
 
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Post » Mon Sep 12, 2011 6:14 am

Since NPCs can react to discarded items in Skyrim, that would be ineffective in this title. I suppose then, that marking a territory with a spell, blade, or an arrow, could do... Maybe. However, that is also irrelevant due to the map implementation Hines spoke about.


Oh yeah you're right, I forgot about that.
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Nauty
 
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Post » Mon Sep 12, 2011 3:19 am

Will it be a blinking neon one over the door? I like this feature......just as long as I can go in as many times as I want even though I have completed it already. That is one thing that I liked in Oblivion. I could farm the vampire caves and get as much vamp dust as I wanted.
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Carys
 
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Post » Mon Sep 12, 2011 3:57 am

this is great feature!!!!!
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Johnny
 
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