Weren't the dungeons supposed to be vastly improved ?

Post » Tue Dec 13, 2011 5:14 am

Clearly you haven't done enough of them. Yes, some are repetitive, but there are many jaw-dropping, unique dungeons out there (have you been to Blackreach? Shalidor's maze? Any of the big, open Dwemer cities?)

Yes, there is still room to improve, but it is a HUGE step up from Oblivion. If you can't see that you haven't been to the right dungeons yet.
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Sxc-Mary
 
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Post » Tue Dec 13, 2011 4:22 am

They have been improved exponentially. This is an indisputable fact.
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Josee Leach
 
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Post » Tue Dec 13, 2011 2:04 pm

Search the Lake SW of Whiterun for llanolta's deep - it's a kick ass dungeon! I found myself on a few occasions deciding if I should go this way or that, the layout is cool. I love finding stuff under water, always swimming in the deeps to find hidden places.
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mishionary
 
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Post » Tue Dec 13, 2011 10:20 am

You should explore more. I haven't found a dungeon yet in my 50 hours that seem duplicated or boring.
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Lyndsey Bird
 
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Post » Tue Dec 13, 2011 8:31 am

The people who complains about how "repetitive" are the dungeons in skyrim, I think they just played 1 hour, runned 1 or 2 dungeons and then, came here to complain.
Go play quake.
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Harry Leon
 
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Post » Tue Dec 13, 2011 2:02 pm

I see where you are coming from; The problem was that they just became too frustrating and repetitive, and the fact that it was all randomly generated made things illogical and irritating.

The perfect balance would be to design a few, very rare, massive dungeons that the player COULD get lost in. This would require the local map to be reworked and the quest markers to be gone though.



Aye. I won't hold my breath that gamesas will implement this, but one of the community's many fine modders might undertake such a project. I'll keep my fingers crossed.
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herrade
 
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Post » Tue Dec 13, 2011 3:48 am

I can break down basically every dungeon in skyrim right now.

Enter dungeon
Travel down tunnel system
Fight the "boss"
Loot generic large treasure chest
Leave via the very very conveniently placed exit located right next to the boss

In fact, I would bet money, that the above were design requirements for every dungeon in the game. The level designers did a terrific job in handling them in creative ways, but it does break immersion quite a bit once dungeon crawling turns into -> run to boss -> loot big chest -> immediately leave.


Your problem is you've stopped using your imagination while playing.
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Ann Church
 
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Post » Tue Dec 13, 2011 4:51 am

A lot of the communication about this game was about how such thing had been "vastly improved" compared to Oblivion.
One of the main point was about how the Skyrim's dungeons would be far superior, lovingly handcrafted to be much more varied and interesting. And well, this does leave me scratching my head.

So far, it seems that yes, there is more varied type of dungeons (more than the four elven ruins - natural caverns - fort ruins - mines from Oblivion). There is also some "boss fights" in the unique ones which are rather fun.
But WHERE the hell is the "lovingly handcrafted" part ? Because for now, all I've seen, regardless if it was random dungeons or unique ones, have been extremely repetitive corridors with one entry and one exit, where you just follow the one single ultra-linear path.
That's both boring and repetitive as hell, as well as being even inferior to Oblivion's layout, which, as bad as it was, at as least more than one single tunnel to follow, with branching paths and several ways to go to the same place.

Have I been VERY unlucky, was it another communication lie, or is this just another casualty of the "streamlining" of the game (because yay, a secundary path would be too complex !) ?

are you for real.. this is starting to piss me off in OB there was eight dungeons copied and pasted all over the map.. i am a 49 in skyrim and have yet to see one dungeon the same as the others, they are freaking gorgeous go to black reach or just go exploring... some people will never be happy thats just how i have to justify it cuz this game is freaking incredible
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Kim Kay
 
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Post » Tue Dec 13, 2011 12:20 pm

Seen one dungeon, seen them all. Straight line, a few doors, and an exit near the end. May as well describe a holiday as catch cab, stand in line, hand over ticket, get on plane - there is far more to it than the simple mechanics and so far I'm enjoying almost all the dungeons, even though the ambient sounds could do with a little more variation.

Once over the eternal candle phenomena I find the lighting highly atmospheric, and yes, there are a few genuinely dark dungeons. Sure there's repetition, but what did you realistically expect? There is also variation and few surprises in store. Trapped in a cage anyone? Followed by spheres of light? The highly surprising find of a platform section, granted no where near the complexity of the ones in Divinity II but still, platforming in a Beth. game?

Keep searching, there are some gems to be found.
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Matt Gammond
 
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Post » Tue Dec 13, 2011 9:30 am

Moan moan frickin' moan. Seriously, what's with all the whiney[censored]iness? Grow some.
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quinnnn
 
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Post » Tue Dec 13, 2011 12:57 pm

Bethesda really can't win.

Community a few months ago: "Man I really hope they don't heap a bunch of overpowered weapons in dungeons- I don't want to be handed the best sword in the game from the first dungeon I find!"

Community today: "I hate there are no unique items in dungeons, it's just the same old crap"

Hello.
Next time, I'll advise you to READ the first post to know what the thread is ACTUALLY about, rather than just copy'n'pasting something that is completely off the point.

I must be disregarding it because of how ill-defined, vague, subjective, and based off my personal experience with the game, wrong, it is then.
You're ignoring the fact that you're totally wrong. If what you said is true, why am I finding multiple paths, and forts with 5+ doors to different areas of the fort?

Just stop and give it up. You can keep typing but it'll continue to be wrong.

Well, give me the positions on the map about these non-linear dungeons then, so that I can at least get some variety.

I don't know how you guys are finding the dungeons "Vastly superior" to Oblivion. These dungeons are HARDLY varied.

They're all basically the same. A bunch of corridors with the same traps and draugr, then a few catacombs with restless draugr that will awaken and try to kill you, followed by narrower corridors with restless draugr standing in the corners, waiting for you to pass, and then a big room with a casket in the middle that strong draugr will come out, and a Dragon Word wall will be right after the casket.

Woo hoo!
These dungeons just don't do it for me. Get quest, run dungeon, turn quest in ... Meh. They are pretty, just no meat.

Those are closer to what I've experienced.
I'm probably in the minority on this, but I actually miss the huge, sprawling dungeons of Daggerfall. One could get lost in a single dungeon for an hour or more and it would feel like a big accomplishment when finding the quest objective and then subsequently the exit. Of course some of the downsides were the repetitiveness of the textures in those dungeons and the extremely small ratio of loot and monsters to the dungeon size.

I would love to have a few of these MASSIVE dungeons too, as they made for a terrifying and epci experience.
But having every (or even most) dungeons being SO big and labyrinthine would be quite excessive. Just like dragons, those massive dungeons would be best served in very sparse quantity, unless they become really overdone and lose their "special" appeal.

I'd like a more... middle-ground situation :P
But I'd like to see the death of all the linear dungeons (natural caves being a simple room or short tunnel doesn't count, because that's pretty logical).

Yes, there is still room to improve, but it is a HUGE step up from Oblivion. If you can't see that you haven't been to the right dungeons yet.

That's what I hoped when posting the thread first, but doing six more "one tunnel only" dungeons thereafter seriously dented my motivation.

I DO take note of all suggestions made in the thread though (Markath, Blackreach, bandit cave near Solitude, etc.) and I'll be sure to have a look at them.
But several other answers are all about how "unique" the dungeons feel because they have some happenance of hand-made "set-up" (the bandits exploring the ruins of the first MQ dungeon for example, or the "special foes" in the quest of becoming a Companion), hence not talking about the linearity (and hence boredom) which is my main gripe.
There is probably a few that are non-linear (probably among the suggestions I was given), but when I see people saying that they did 50 or 100 dungeons and not two of them feels similar... it's pretty obvious they and I have vastly different criteria about what makes us feel like a dungeon is repetitive. Linearity is a huge killer for me, ESPECIALLY in a game that is ALL about free-roaming like TES are.

Yeah I remember the guy that was caught in a spiderweb. I also remember I had absolutely no other way than through him, so it's not like I had any more choice in the matter than when looking at a cinematic... So I can see that some people see them as "unique", but for me they just blend together into a boring paste of passively walking forward a railroaded path, just waking (a little bit) to kill some foes that appear very predictably.
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LittleMiss
 
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Post » Tue Dec 13, 2011 3:16 am

I don't know how you guys are finding the dungeons "Vastly superior" to Oblivion. These dungeons are HARDLY varied.

They're all basically the same. A bunch of corridors with the same traps and draugr, then a few catacombs with restless draugr that will awaken and try to kill you, followed by narrower corridors with restless draugr standing in the corners, waiting for you to pass, and then a big room with a casket in the middle that strong draugr will come out, and a Dragon Word wall will be right after the casket.

Woo hoo!


This is so wrong it is beyond belief. You clearly haven't explored much. Check out some dwemer ruins with their giant rooms, long spanning bridges and tons of other areas to fall to your doom as well being dotted with puzzles. You have forts with multiple ways to tackle what they offer. You've clearly only been to nordic ruins. Check out the forts, caves, dwemer ruins, mines as well. Then check out Blackreach which may now be my favorite dungeon in any game ever. Other interesting spots: The Sightless Pit, Eldergleam Sanctuary, Fallowstone Cave, the Labyrinthian and Lost Valley Redoubt all offer neat things and show a lot of variety.
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ruCkii
 
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Post » Tue Dec 13, 2011 11:41 am

I am looking forward to a few mods that I think will make the dungeons (and other dark places) cooler than they already are. I think with these changes dungeons would be far cooler, scarier, and more deadly (traps).

1) Lessen the light radius of crypt (or other dungeon) candles significantly
2) Darken the game considerably. make dark places, and outdoors at night 'dark'
3) Brighten Magelight and extend light radius significantly
4) Brighten the light radius of torches significantly
5) Are Moons a light source? if not, mod it in.
6) Make traps tougher
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Jessica Thomson
 
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Post » Tue Dec 13, 2011 12:11 am

ITT: People who've only done a handful of the less exciting dungeons or who pass by all the secrets hidden within because they're in a hurry.
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jessica robson
 
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Post » Tue Dec 13, 2011 11:33 am

A lot of the communication about this game was about how such thing had been "vastly improved" compared to Oblivion.
One of the main point was about how the Skyrim's dungeons would be far superior, lovingly handcrafted to be much more varied and interesting. And well, this does leave me scratching my head.

So far, it seems that yes, there is more varied type of dungeons (more than the four elven ruins - natural caverns - fort ruins - mines from Oblivion). There is also some "boss fights" in the unique ones which are rather fun.
But WHERE the hell is the "lovingly handcrafted" part ? Because for now, all I've seen, regardless if it was random dungeons or unique ones, have been extremely repetitive corridors with one entry and one exit, where you just follow the one single ultra-linear path.
That's both boring and repetitive as hell, as well as being even inferior to Oblivion's layout, which, as bad as it was, at as least more than one single tunnel to follow, with branching paths and several ways to go to the same place.

Have I been VERY unlucky, was it another communication lie, or is this just another casualty of the "streamlining" of the game (because yay, a secundary path would be too complex !) ?


There are repetitive corridors, yes
But that may nitpicking at best
If you look at the overall picture frame
You will find that the they are not all the same
Multiple entries and exits would have been nice
But the varied, linear dungeons in Skyrim will suffice.
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x_JeNnY_x
 
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Post » Tue Dec 13, 2011 4:30 am

It has a lot to do with opinion. Everyone likes something different. I can't stand a maze in a game, as I always feel like I've left something out, or didn't see something I might like. In a maze, I always just put my left shoulder to the left wall and stay there until I'm out. I hate being lost in places and it's utterly frustrating to end up back where I left off. So I just always do a quick run through of mazes. I'm glad I don't have that problem anymore. there are places in Skyrim that are like that and it's refreshing. If there were hundreds of them, I'm absolutely dread dungeon crawling.
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Emma Louise Adams
 
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Post » Tue Dec 13, 2011 7:04 am

are you for real.. this is starting to piss me off in OB there was eight dungeons copied and pasted all over the map.. i am a 49 in skyrim and have yet to see one dungeon the same as the others, they are freaking gorgeous go to black reach or just go exploring... some people will never be happy thats just how i have to justify it cuz this game is freaking incredible


Responses like this make me laugh since everyone has their own tastes and preferences and that's what can make debates like this interesting. To generalize: some people only like to watch Steven Seagal movies with pretty explosions, and others like to watch Morgan Freeman movies with good plot/dialogue. And so it is with dungeons in Skyrim. The challenge is often trying to find that middle ground.
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Sabrina Schwarz
 
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Post » Tue Dec 13, 2011 11:56 am

As far as the 'single corridor' complaint goes...really?

I haven't even come close to 100 dungeons yet and I've had to backtrack, backtrack backtrack in all sorts of dungeons. There were caves with falmer with staircases everywhere- I had to kill everything, go up the stairs, find a chest hidden in a dark corner (YES I HAD TO USE MAGELIGHT! Dungeons have all SORTS of dark spaces), find a lever near the stairs, trip the lever, go down the stairs, up another set of stairs to figure out which gate was opened by the lever, etc etc. That place took almost two hours to check every stairway, every dark corner...

Forts are the worst- you walk in and are face with 3 doors. Great. Pick a door, clear everything, head back, pick another door, GAH, a stairway and ANOTHER door, leading outside where I can either walk across the walkway to another door or use the trapdoor to go up...I need a breadcrumb spell...


This is not Doom. Stop being so hyperbolic and making it out to be.


Hyperbole seems to be the key word on the Bethesda Forum right now. I'll listen to an intelligent criticism of the game (of which there are plenty in this thread) but when a Henny Penny starts shrieking that this "isn't even an RPG", I try to refrain from even engaging perspective that muddled.
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Brandon Bernardi
 
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Post » Tue Dec 13, 2011 7:16 am

Anyway, I see from many answers that it's simply that people actually LIKE corridor-like dungeons. I can't understand for the life of me where is the fun in mindlessly following a rail, and I find a linear tunnel ten times more boring and repetitive than several dungeons sharing the same tileset, but it seems I'm in minority here.


You are absolutely right. It's us, not you, that aren't looking at the dungeons correctly.

Never mind I've screenshotted just about every boss room in every dungeon I've come across so far, and not a single one of them even remotely looks like the ones before.
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Gwen
 
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Post » Mon Dec 12, 2011 11:17 pm

http://i140.photobucket.com/albums/r11/Gerza71/TESV2011-12-0222-20-24-67.jpg
http://i140.photobucket.com/albums/r11/Gerza71/TESV2011-11-1222-41-54-59.jpg

I just reading from your first post before you complain about the dungeon looks a bit samy, look around. I cleared 50 so far and they are well made and they are don't look the same.
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Maya Maya
 
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Post » Tue Dec 13, 2011 5:29 am

A lot of the communication about this game was about how such thing had been "vastly improved" compared to Oblivion.
One of the main point was about how the Skyrim's dungeons would be far superior, lovingly handcrafted to be much more varied and interesting. And well, this does leave me scratching my head.

So far, it seems that yes, there is more varied type of dungeons (more than the four elven ruins - natural caverns - fort ruins - mines from Oblivion). There is also some "boss fights" in the unique ones which are rather fun.
But WHERE the hell is the "lovingly handcrafted" part ? Because for now, all I've seen, regardless if it was random dungeons or unique ones, have been extremely repetitive corridors with one entry and one exit, where you just follow the one single ultra-linear path.
That's both boring and repetitive as hell, as well as being even inferior to Oblivion's layout, which, as bad as it was, at as least more than one single tunnel to follow, with branching paths and several ways to go to the same place.

Have I been VERY unlucky, was it another communication lie, or is this just another casualty of the "streamlining" of the game (because yay, a secundary path would be too complex !) ?


I'd have to agree it is a matter of opinion. My wife and I both played Oblivion/Morrowind, and these dungeons ARE an improvement in my humble opinion. My wife agrees, and she's the type that looks at the details and remembers things. One of the first things she commented about was the dungeon designs varied a lot more than in Oblivion.
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Chloe Yarnall
 
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Post » Tue Dec 13, 2011 2:47 pm

Hyperbole seems to be the key word on the Bethesda Forum right now. I'll listen to an intelligent criticism of the game (of which there are plenty in this thread) but when a Henny Penny starts shrieking that this "isn't even an RPG", I try to refrain from even engaging perspective that muddled.

Yeah, I WISH I needed to do some hyperbole to say that all the dungeons I've visited thus far are nothing more than a corridor.
Sadly, it's not the case. I'll see if there is other dungeons that are, actually, varied, but for now that's exactly what I've witnessed.
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Red Bevinz
 
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Post » Tue Dec 13, 2011 12:23 am

I like the trapped chests and runes. Keeps me frosty. There are more puzzles in this game and I can't remember many puzzles in previous TES games. The spilled oil on the floor trick is a nice touch. I spent many hours fighting draugs before I found out that some can be opened and might have a secret room instead of a corpse.
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James Shaw
 
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Post » Tue Dec 13, 2011 5:07 am

The spilled oil on the floor trick is a nice touch. I spent many hours fighting draugs before I found out that some can be opened and might have a secret room instead of a corpse.


Spilled oil took me awhile to figure out because I wasp laying with that old Oblivion mindset, haha. I love interacting with the environment more. And I had no idea about those secret rooms. -.- I've found a few in things that looked like cabinets but were actually doors, but never even tried with the draugr.
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Rach B
 
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Post » Tue Dec 13, 2011 6:48 am

I've got no gripes with the dungeons.
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rae.x
 
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