Replayable dungeons

Post » Wed Jul 28, 2010 9:21 am

Like I said, maybe a dumb idea. But there seems to be a need for dungeons to repopulate, for people like myself, and there seems to be a need for non repopulating dungeons, for the completionists here. How about some sort of marker on the map that appears next to the dungeon so that completionists know they've already completed it so they don't go in again? I don't know... ha. Just throwing it out there.


That's not a bad idea. Like change the map icon (just like undiscovered areas go to discovered areas).
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Amie Mccubbing
 
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Post » Wed Jul 28, 2010 6:25 pm

Im sure with the radiant story or whatever its called dungeons will respawn, which I for one enjoy. I always like certain dungeons more than others, and the ability to run through them again was just one aspect of oblivion that gave it that addictiveness, in comparison to fallout. I however hope that dungeons respawn radiantly, with a random selection of different denizens.
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Kirsty Collins
 
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Post » Wed Jul 28, 2010 7:47 pm

I'm definitely in the respawn camp, although I can understand the idea of feeling a sense of accomplishment at clearing a dungeon out completely.

I think it makes sense for dungeons to be reoccupied, but one thing I haven't seen mentioned is this "sudden reoccupation." Five minutes ago the dungeon was empty... now it's suddenly filled with monsters again? I realize this would be a lot of work (and is thus probably not going to happen), but I think it would be cool if dungeons respawned incrementally--some time after you clear it out, a single, brave monster might wander back in, then another, and as word spreads the reoccupation occurs at a quicker pace. You could end up with the same result (dungeons reoccupied after a certain number of days), but it wouldn't be such a sudden transition.

What about the loot? Loot would also respawn incrementally at certain thresholds, depending on the number of monsters in the dungeon. Like I said, I realize that this is probably too much to ask (since it is a lot of work for what would probably be only a tiny benefit to the game), but I think it would go a long way to making the dungeons feel more organic.
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Cassie Boyle
 
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Post » Wed Jul 28, 2010 3:00 pm

I'm definitely in the respawn camp, although I can understand the idea of feeling a sense of accomplishment at clearing a dungeon out completely.

I think it makes sense for dungeons to be reoccupied, but one thing I haven't seen mentioned is this "sudden reoccupation." Five minutes ago the dungeon was empty... now it's suddenly filled with monsters again? I realize this would be a lot of work (and is thus probably not going to happen), but I think it would be cool if dungeons respawned incrementally--some time after you clear it out, a single, brave monster might wander back in, then another, and as word spreads the reoccupation occurs at a quicker pace. You could end up with the same result (dungeons reoccupied after a certain number of days), but it wouldn't be such a sudden transition.

What about the loot? Loot would also respawn incrementally at certain thresholds, depending on the number of monsters in the dungeon. Like I said, I realize that this is probably too much to ask (since it is a lot of work for what would probably be only a tiny benefit to the game), but I think it would go a long way to making the dungeons feel more organic.


Actually, there has been a few posts talking about the respawn timing. Most of us actually believe it was a little fast in Oblivion. Your idea would he fun, but I bet it would be hard to do, as you said. Glad to see you on the respawn support side though! Ha
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Frank Firefly
 
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Post » Wed Jul 28, 2010 1:57 pm

Actually, there has been a few posts talking about the respawn timing. Most of us actually believe it was a little fast in Oblivion. Your idea would he fun, but I bet it would be hard to do, as you said. Glad to see you on the respawn support side though! Ha


Yeah, the respawn counter was definitely too fast. It always felt like there was a large group of monsters hiding in the wilderness outside of every dungeon, waiting for you to "evict" the current residents so they could move in.
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Louise Dennis
 
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Post » Wed Jul 28, 2010 6:12 pm

I'm definitely in the respawn camp, although I can understand the idea of feeling a sense of accomplishment at clearing a dungeon out completely.

I think it makes sense for dungeons to be reoccupied, but one thing I haven't seen mentioned is this "sudden reoccupation." Five minutes ago the dungeon was empty... now it's suddenly filled with monsters again? I realize this would be a lot of work (and is thus probably not going to happen), but I think it would be cool if dungeons respawned incrementally--some time after you clear it out, a single, brave monster might wander back in, then another, and as word spreads the reoccupation occurs at a quicker pace. You could end up with the same result (dungeons reoccupied after a certain number of days), but it wouldn't be such a sudden transition.

What about the loot? Loot would also respawn incrementally at certain thresholds, depending on the number of monsters in the dungeon. Like I said, I realize that this is probably too much to ask (since it is a lot of work for what would probably be only a tiny benefit to the game), but I think it would go a long way to making the dungeons feel more organic.


You know, maybe it would be too hard to implement, but that sounds pretty cool.

I suddenly have this vision of a game where the first time you enter a dungeon its adjusted to your current level, but then when your gone it starts to repopulate and get stronger starting from low level creatures and with sparce population to a very powerful dungeon with lots of creatures (over the course of 10's to 100s of real time hours so that Skyrim doesn't get just absolutely overrun with army's or huge monsters... I always felt like dungeons would repopulate less unrealistically if it wasn't based on 3 in game days, but say 3 hours of play, that way you HAVE to go do something instead of just 'waiting' for 3 days)

That way you can reenter any dungeon at anytime, and those who hate leveled scaling will be appeased because it no longer has depends on your level, but those who liked leveled scaling cause then you always had something to do could just find a dungeon that's currently at just the right level.

Maybe thats too complicated/if you left the game alone to long everything would be to hard... obvious issues.

Maybe after you visit a cave for the first time it will respawn over and over again at certain time intervals at a random level (that way you can dungeon delve and either be super powerful and feel how much you've grown, or else get a real challenge, or just a dungeon thats right for your level, and the time intervals is so that if a cave accidentally randomly repopulates at level 50 and your not even level 20 yet you don't have to just let it sit there forever)
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Nick Tyler
 
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Post » Wed Jul 28, 2010 8:59 pm

I would be happy to see caves become rehabitated after killing everything. Because it isn't realistic for a cave to be purged of life forever and nothing can ever habitate it again.

Maybe some insect eggs survive and hatch creating new enemies? carnivorous animals have found a good source of food in there like rats?
humans move into caves for shelter?
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Eoh
 
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Post » Wed Jul 28, 2010 11:54 pm

I think your the first person I've ever heard on this forum that agrees with me. Honestly, i've never even bothered to express my opinion on leveled scaling because it seems to most of the fans on the forum its some kind of sin. I love leveled scaling, not all of it, I wasn't a fan of leveled quest items, and the system STILL needed a lot of changes, but I'm just not one of those RPG fans who only gets his feeling of satisfaction from being overpowered by the end.

Respawn every three days was a little off, always having the exact same set up of creatures just more powered was off, predictable loot that was basically only good for selling was off, but leveled scaling to me in general was a good thing. I like games, of any genre period, for 1 reason and 1 reason only. Challenge. Not realism, not graphics, not gimmicks. Maybe story, I can play some pretty average games with a great story. But if I'm playing a game for the game, it comes down to the fun of challenging myself to the demands of the game and the overall quality of the gameplay.

I'm not necissarily against realism, but it will always play second fiddle to gameplay to me. I think the original Mario game is the shining example that a game can be fun without realism or even logic for that matter.

Add me to that group, muliple time stated that the problem with level scaling in Oblivion was that all enemies was at your level, Daggerfall had a far wider spread, I run into a daedra lord around level 6, it killed me with a single spell, you had a very small chance of running into something way over your level however it was once every 100 hours or something.
However both Daggerfall and Morrowind had a lack of high level content,
Oblivion tried to solve this by making high end enemies increase their health as you levelled up, however as you at high level also had lots of health and good armor it resulted in slugging matches. Not a good idea, better to increase enemy damage.

However it look like Skyrim will solve lots of this problems as we have enough hard areas :)
Respawning enemies is a way to solve this, as other say keep variation, a bandit cave will typically be repopulated by another gang, same for wild animals, keep the respawn time longer and not so dependent on you being away for 3 days.
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lisa nuttall
 
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Post » Wed Jul 28, 2010 8:06 pm

I slightly agree with this. However, as I am a big fan of repopulatig dungeons, I don't want to have to rerun the same dungeons (at a low level) in quick succession, tryig to gain levels for harder material. I'm sure Bethesda has a way to cambat this fear though.

Should not be much need to rerun, you will level up and be ready for new ones, main issue here is at level 50 with people who want to continue playing long after the main quest.
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Jodie Bardgett
 
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Post » Wed Jul 28, 2010 11:13 am

Like all the respawning bandit/marauder dungeons in Oblivion.

Well, except that the new "level locking" some people seem so fired up about will make going into a dungeon you entered at level 6 rather dull at level 50. :shrug:

Level Scaling = Teh Ebil!!

i dont know i think itl be great stress relief beating weak enemies into a red stain on the ground after being repeatedly owned by a dragon until after the 10th reload you beat it
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Lily Evans
 
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Post » Wed Jul 28, 2010 11:46 pm

It'd be interesting to see a roving band of bandits take up residence in a cave after you've cleared it out of monsters, but I'm indifferent either way. If we just have hard respawns like in Oblivion, they shouldn't be for at least an ingame week or two.


I would like for them to stay emptied but i thought this was a good interesting idea, maybe some travelers taking up shelter in the entrance to the cave because they find it empty.
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x_JeNnY_x
 
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Post » Wed Jul 28, 2010 9:20 am

I think respawning dungeons is a good thing with higher level enemies and loot is a good thing because it would provide fun for both low and high level characters.
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Imy Davies
 
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