Dungeons need to be deeper than Cyrodiil

Post » Fri May 13, 2011 8:23 pm

The high majority in Cyrodiil were 2 levels. I hope that the majority in Skyrim are 4 levels, with a few reaching 5 to 10 levels.
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Lucky Girl
 
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Post » Fri May 13, 2011 7:54 am

The more effort they put in to each dungeon, the fewer there will be, which I am perfectly ok with.
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roxxii lenaghan
 
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Post » Fri May 13, 2011 6:43 am

The more effort they put in to each dungeon, the fewer there will be, which I am perfectly ok with.

Me too...leaves more room for modded things! (dungeons, Unique Landscapes, Towns, etc.)
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Alina loves Alexandra
 
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Post » Fri May 13, 2011 5:54 am

I want variety.

A few 1 levels (all caves aren't crazy big and deep you know), some 2 levels, some 3-5 levels, a few 6-8 levels.
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Chad Holloway
 
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Post » Fri May 13, 2011 7:30 pm

Yeah, I'd prefer fewer, but deeper, more complex dungeons, each with a little mystery and story of their own. Quality over quantity in this case.
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Adam
 
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Post » Fri May 13, 2011 7:54 pm

This would be great. Some of my favorite ES dungeons were the really deep ones in MW, mostly in the expansions, like the dwemer ruins/caverns under Mournhold, some of the MQ icecaves in Bloodmoon, and a couple dungeons in vanilla. Deep dungeons would be awesome, especially if they had some twisty disorienting passages.
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Naomi Lastname
 
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Post » Fri May 13, 2011 4:32 am

I'd mainly like more unique dungeons. Oblivion's were far too formulaic. Chests in raised sections in the corners, etc.
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AnDres MeZa
 
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Post » Fri May 13, 2011 12:26 pm

How about Daggerfall style? Thousands of dungeons and they're all stupidly big.
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brandon frier
 
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Post » Fri May 13, 2011 7:40 am

I'd mainly like more unique dungeons. Oblivion's were far too formulaic. Chests in raised sections in the corners, etc.

This, more than anything else.
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Cccurly
 
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Post » Fri May 13, 2011 12:38 pm

How about Daggerfall style? Thousands of dungeons and they're all stupidly big.

^ this


i wonder if you could make a mod that would randomly generate content and such
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kristy dunn
 
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Post » Fri May 13, 2011 8:04 am

I think there should be unique dungeons defenetely along with randomly generated dungeons.
This is an interesting article about randomly generated dungeons.
http://www.gameobserver.com/features/inside/all-platforms/the-pitfalls-of-randomly-generated-dungeons-120/
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Alister Scott
 
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Post » Fri May 13, 2011 4:22 pm

Somebody made a mod for Morrowind with a dungeon located just west of Peligiad, that had a lot of levels in it...or so I recall...I DLed it, and played at least a couple of levels. I stopped at that de[th. I think it was advertised of having 100 levels. Anyone know for sure?
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Scott
 
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Post » Fri May 13, 2011 6:14 pm

If they make BIG dungeons. They should have something worth it at the end.
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Ashley Hill
 
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Post » Fri May 13, 2011 7:26 pm

I don’t care if it “breaks immersion” or not, dungeons need a backdoor out, or even just the option to “return to cave entrance” once you’ve reached a certain spot at the end.

Spending 10 minutes trying to find your way back out isnt immersive, it’s just boring.
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Epul Kedah
 
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Post » Fri May 13, 2011 5:20 pm

Dungeons better not be full of light, some should be pitch black.
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Louise
 
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Post » Fri May 13, 2011 5:41 pm

there were some dungeons that were just gigantic in Oblivion though, like the one that connected Mania and dementia, also Vilverin was pretty big, but a lot of them were lacking although I do like some dungeons that just have you fight a whole bunch of bandits
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Ria dell
 
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Post » Fri May 13, 2011 5:52 pm

Don't knock pitch black dungeons...that's how I like em!
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lauraa
 
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Post » Fri May 13, 2011 6:57 am

The high majority in Cyrodiil were 2 levels. I hope that the majority in Skyrim are 4 levels, with a few reaching 5 to 10 levels.


Check out EBROCCA or CANN.. both in shivering isles. they are huge.
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Sophie Louise Edge
 
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Post » Fri May 13, 2011 3:40 pm

I am hoping for deep dungeon delves, where you better be well equiped.
also, darker, where having a torch or other light source is needed.
The mountains do provide for a lot of space to be utilized underground.
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LuCY sCoTT
 
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Post » Fri May 13, 2011 4:25 pm

I think this would be another case where it would be beneficial to have a good number of randomly generated dungeons based on certain criteria, and then a hand full of dungeons that are lovingly crafted. I would love to see some big dungeons that you can spend hours exploring, only to start cursing when you realized you forgot to cast a mark spell, and can't find your way out.
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Kara Payne
 
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Post » Fri May 13, 2011 6:34 am

I want ruins that look more like ruins than dungeons. Ayleid Ruins, seriously? No one would build places like those to actually live in. The same goes for forts.
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Rudy Paint fingers
 
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Post » Fri May 13, 2011 8:33 am

I disagree with the more quality, less quantity. Elder scrolls has always been about quantity -- it's part of the attraction. I'm still a bit sad about when they cut down the number of cities after Daggerfall.

I'd rather they improve/ add depth to their random generator than "lovingly craft" a handful of dungeons.
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Carlitos Avila
 
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Post » Fri May 13, 2011 7:44 pm

I hate dungeons. In all games. The shorter they are, the better.
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Star Dunkels Macmillan
 
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