Respawning Dungeons

Post » Sat May 28, 2011 12:49 pm

Here's an issue I'm rather torn on, remember in Morrowind when you would clear out that Necromancer's tower, then set up shop and live there? Well we all know that was impossible in Oblivion, aside from respawning chests those nasty respawning bandits would always knock over my precisely placed collections of body parts, and drop my books on the floor (On a side note I demand the return of my Proper corpse prep book series!). Do you guys want Morrowind style respawning, Oblivion style respawning or something else entirely?
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Vahpie
 
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Post » Sat May 28, 2011 10:26 am

Respawning caves makes sense, why wouldn't new bandits and monsters find an empty cave and chose to group there (though three days is way too short of a time)? Structures above ground shouldn't respawn, though.

And where's the "no" for the second poll question?
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Mel E
 
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Post » Sat May 28, 2011 2:08 pm

The second poll has both choices as "Yes".
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Angela Woods
 
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Post » Sat May 28, 2011 12:59 pm

Here's an issue I'm rather torn on, remember in Morrowind when you would clear out that Necromancer's tower, then set up shop and live there? Well we all know that was impossible in Oblivion, aside from respawning chests those nasty respawning bandits would always knock over my precisely placed collections of body parts, and drop my books on the floor (On a side note I demand the return of my Proper corpse prep book series!). Do you guys want Morrowind style respawning, Oblivion style respawning or something else entirely?


Definitely no respawning, maybe re-inhabiting? Like you destroy all the bandits, and things sometimes try to come in and move you out. Or if you're not there for a while, enemies (Friendlies?) move in.
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James Rhead
 
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Post » Sat May 28, 2011 12:48 pm

The second poll has both choices as "Yes".


Second poll is a joke. Anyways who would say no to the most awesome book series being back in action?
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victoria gillis
 
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Post » Sat May 28, 2011 12:41 pm

Sorry if this has already been suggested but what about the cave respawning after 3 weeks and if you ever walk into the cave again before those 3 weeks are up, the time will go back to 3 weeks?
If you care about your hideout you should visit it sometime (hopefully before 3 weeks has passed) and if you dont... Well dont be angry with US if you find your stuff looted and your cave inhabited again!
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kennedy
 
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Post » Sat May 28, 2011 7:12 pm

Morrowind style would be nice
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{Richies Mommy}
 
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Post » Sat May 28, 2011 12:44 pm

One thing about an empty cave is that it let me know that I already been there.....i think i put colored rice on the floors of caves. Didn't we have colored rice in Morrowind?
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Danial Zachery
 
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Post » Sat May 28, 2011 1:57 pm

there should be a sort of spawning point, and creatures will station themselves at any spawn station (an area where creatures will ultimately stay)
however, if the spawn station is inaccessible, (locked door, blocked path, ect.) the creature will not station there
that could work, I guess
just lock your doors (unless you have a hell pit in your house) and you should be monster free (although bandits have been known to pick locks!)
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Chris Jones
 
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Post » Sat May 28, 2011 10:20 am

"Other". You should have the ability to lock the door, either via having a lock installed/changed, by finding the key inside whichever place you're trying to take over, or using a lock spell. An interesting touch here would be that crafty thieves might enter your lair if they had a high enough security skill, or in the case of reusing the existing lock, a former inhabitant that still has a key might be returning to his old hideout, ey? Perhaps thieves' guild members could have their hideouts listed so that no faction members would break in (which in turn might add a "Thieves' Guild member residence!" warning to the crosshair if you were mousing over the door to a faction colleague's crib.

Side note about being able to lock doors: I'd love it if a thief character would need to re-lock a door to avoid making guards suspicious (like if a particular guard's patrol route took him through a locked door, he'd usually insert the key and proceed to open it, but suppose he found the door already unlocked... Dun dunn!), but I guess that's more of an aspect for the Thief games. One must not expect Elder Scrolls games to incorporate the perfect iteration of any game genre as a feature.


Pipe dreams, right?
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Svenja Hedrich
 
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Post » Sat May 28, 2011 11:40 pm

Sorry if this has already been suggested but what about the cave respawning after 3 weeks and if you ever walk into the cave again before those 3 weeks are up, the time will go back to 3 weeks?
If you care about your hideout you should visit it sometime (hopefully before 3 weeks has passed) and if you dont... Well dont be angry with US if you find your stuff looted and your cave inhabited again!


I like this idea, it seems like something the dev's could possibly impliment and if not I'll bet some modder could make it!
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X(S.a.R.a.H)X
 
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Post » Sun May 29, 2011 1:04 am

Well I really liked the hand placed and non-leveled nature of Morrowind's dungeons, but I would like to see dungeons respawn and restock with the non-unique loot and people. There should be exceptions for special or cursed places but in general, perhaps a mix of oblivion and morrowind would be appropriate. Only make them respawn every 7 days or so, not every 3 days.
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Add Meeh
 
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Post » Sat May 28, 2011 11:57 am

What if you don't lock the place up then enemies will respawn or something.
Yes to the Corpse prep book series.
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Elle H
 
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Post » Sat May 28, 2011 7:47 pm

"Other". You should have the ability to lock the door, either via having a lock installed/changed, by finding the key inside whichever place you're trying to take over, or using a lock spell. An interesting touch here would be that crafty thieves might enter your lair if they had a high enough security skill, or in the case of reusing the existing lock, a former inhabitant that still has a key might be returning to his old hideout, ey? Perhaps thieves' guild members could have their hideouts listed so that no faction members would break in (which in turn might add a "Thieves' Guild member residence!" warning to the crosshair if you were mousing over the door to a faction colleague's crib.

Side note about being able to lock doors: I'd love it if a thief character would need to re-lock a door to avoid making guards suspicious (like if a particular guard's patrol route took him through a locked door, he'd usually insert the key and proceed to open it, but suppose he found the door already unlocked... Dun dunn!), but I guess that's more of an aspect for the Thief games. One must not expect Elder Scrolls games to incorporate the perfect iteration of any game genre as a feature.


Pipe dreams, right?


Morrowind had a nifty lock spell, I used to lock my stuff with it all the time :thumbsup: It went away with Oblivion... Maybe it'll make a comeback?
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Nicole M
 
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Post » Sat May 28, 2011 4:53 pm

Would be cool if the game could detect whether you were trying to set up a home in a cave you cleared out and monsters wouldn't respawn there. Not sure how they'd do this though.

Would also be cool if they put spawn points for more than one type of enemy in the same cave, so there's a chance a different enemy would take up residence in the cave whenever it respawned.
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Stefanny Cardona
 
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Post » Sat May 28, 2011 9:22 pm

Yes a lock\make home spell would be great, not completely realistic but making a home is a big part of a TES game. I can't use locations that re-spawn, same in Fallout games too. To permanently change the status of a location without modding would be a huge step forward.
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Causon-Chambers
 
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Post » Sat May 28, 2011 9:53 pm

There have been dungeons in Morrowind that respawned on me. Specifically, in the Foreign Quarter of Vivec, I cleared out the Tomb once and came back to it a little while later, only to see that all of the Undead and rats were back.

I think it'd be best to have a timer for respawns. A very long timer. And this timer is reset every time you enter the cell. If it's a place you return to frequently, then things should be as you left it. If you're gone for a while, it makes sense that some creatures would return if they think you won't be coming back.
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Ridhwan Hemsome
 
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Post » Sun May 29, 2011 12:55 am

I'd like respawning dungoens again but different than Oblivion, I think it would be cool if different enemies spawned there randomly, and rarely it could even be different types that would fight it out with eachother if they met up.
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Jason Wolf
 
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Post » Sun May 29, 2011 2:29 am

Another faction should move into it, if you killed enough of the past inhabitants. Say there is a marauder fort, once everyone has been killed, necromancers move in and make the dead marauders zombies roaming inside the place while they are at the very end, hidden and safe behind the wall of zombies.
Once you kill all necromancers, wild creatures could move in, eager to feast on the rotting flesh oh human flesh.
When you then enter for the fourth time, hunters might already be fighting the creatures, wanting their fur and meat for profit.
etc.
This should however be random, so that every place won't follow the same pattern.

Also: not all places should have inhabitants spawn there in X in game days, but rather X, 2X or 3X days. (X days=3 in Oblivion?).
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..xX Vin Xx..
 
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Post » Sat May 28, 2011 2:38 pm

I prefer respawning enemies, if only to give me things to fight, rather than run out of things to fight and then have no game to play.
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Katy Hogben
 
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Post » Sat May 28, 2011 5:12 pm

The second question should have a "no" answer for those that wanna vote no. I voted "other" because I want to see something new.
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Darlene Delk
 
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Post » Sat May 28, 2011 5:54 pm

So, not knowing much about video game mechanics... what happens if the game world is open in Skyrim, and dungeons/caves/ruins/cities don't have a defining threshold between inside and out? Would there just be a spawn point inside the structure for enemies to appear at? Because, I'm hoping the world will be open and that enemies will move around (not remain within a cave, unless it's quest-related).

I'd really like for enemies to repopulate caves and stuff, but not to be re-spawned in them after a few days. I'd like for them to just make their way into caves naturally and organically, and I really like the idea of exploring a cave, and having enemies just wander on in. I also like the idea of enemies being spawned in one part of the map and ending up somewhere different. I think that'd be most realistic.
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Katie Samuel
 
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Post » Sat May 28, 2011 9:43 pm

Other.

Some places should not respawn if you clear them out. Other places should respawn, but only after very long periods of time where the player character does not revisit the cell. For example, creature dens would be re-inhabited fairly frequently by other animals as long as the dens are free from human(oid) disturbance (i.e. your character doesn't set up a hermit home there). Bandit strongholds - once you wipe them out, it isn't likely another huge group of bandits is going to suddenly appear and occupy it.

That's the problem with TESIV. By the time you've been playing for, I don't know, 100+ hours, you've killed more bandits and marauders than the number of law-abiding citizens in all the cities combined.
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Zosia Cetnar
 
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Post » Sun May 29, 2011 2:13 am

Some dungeons did respawn in morrowind, usually ancestral tombs though. (which makes sense being how difficult it is to make undead really dead.)
But I really like the idea of being able to lock it and perhaps have theives break in if you do. It makes a great deal of sense to me that creatures would reinhabit an empty cave (speaking of which I ended up downloading a mod that got rid of doors to caves all together in Oblivion) and for new gangs of bandits, or a single adventurer camping out, or maybe even falmer/ crazy hermits etc. to move in eventually.
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CSar L
 
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Post » Sat May 28, 2011 1:01 pm

Hard to say, as I like both systems. Maybe you can have the option of setting up a camp in caves after clearing them out? That way if you want to camp, you can toggle no enemies to spawn, or maybe you can hire some militia to guard the cave. Then, if you don't want to set up camp in the cave, every day the monsters will slowly respawn.
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Daramis McGee
 
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