Weren't the dungeons supposed to be vastly improved ?

Post » Tue Dec 13, 2011 8:10 am

Play Prince of Persia if you want mind benders. These levels are very well done as they are.
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Taylor Tifany
 
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Post » Tue Dec 13, 2011 10:09 am

I got 100 complaints about Skyrim, but the dungeons aren't one of them.They're quite nice!
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Veronica Martinez
 
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Post » Tue Dec 13, 2011 7:38 am

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.


I think it's simply differing interpretations of the word "varied". You're talking about the dungeon "type" (corridors, not multiple paths, a bit linear). Folks that find them to be varied are talking about asthetics, decor atmosphere, colors etc. You have to admit, in Oblivion and even more so in DA2 you walk in and find you are in EXACTLY THE SAME F****ING ROOM..............again. :D (it actually didn't piss me off in DA2 because they don't impose much dungeon crawling/exploring on you. You're in you're out. That game is, in my opinion, more about relationships but that's just me).

So really, based on your criteria, I think you're actually "right" for what it's worth. But so are some other folks based on what they mean by "varied". I just think some folks are being stubborn (on both sides) and getting caught up in "right fighting" instead of at least trying to understand where the other is coming from.

For my two cents, I don't mind the linear dungeons (c'mon folks, a lot of them ARE linear) because I'm not a big fan of dungeon crawling. It's an obligation and I'm willing to do it but it's not the part of the game I relish most. Since there seems to be a reasonable amount of variety asthetically so that I don't feel like I'm in the exact same room again, I'm quite happy with it.
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Emma Pennington
 
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Post » Tue Dec 13, 2011 12:27 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've gotten lost in more than one dungeon before. I'm overall quite pleased with the designs. They look a lot more "Morrowindish" than Oblivionesque to me. And it's not just in the complexity of the "tubes" but in the tubes themselves. Oblivion tubes were just tunnels through the rock with a few mushrooms and a few... rocks.

In skyrim there are all sorts of things in the tunnels. Lots of draugr, probably too many, but there's also skylights, plants, running water, odd pieces of junk here and there, dead bodies, on and on. There's so much "stuff" in the tunnels that I'm positive this is mostly what they had in mind when they referred to lovingly hand-crafted.

Not only that, but the dungeons themselves switch up styles from one part of the dungeon to the next. You might start off in an ice cave, descend into a rocky tunnel, then get into the deeper parts and find an old tomb. I like how they aren't always the same flavor all the way through to the end.

And yes, it's true that most dungeons have only one exit and entrance, but that's not universally true. Several have two or more entrances. However, I think it's hard to make it so that a majority of dungeons have more than one entrance without players getting frustrating that every other entrance on the world map takes them somewhere they've already been.
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Jerry Jr. Ortiz
 
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Post » Tue Dec 13, 2011 2:09 am

I played mw and oblivion each for 300+ hours, and skyrim blows me away still.

Maybe I impress easily, I'm not sure, but every single fort, cave or dungeon, I enter, I don't know what to expect and I'm at the edge of my seat in anticipation, curiosity, excitement, fear, and thrill, of what's going to happen next. Truly blown away at times.
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zoe
 
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Post » Tue Dec 13, 2011 6:52 am

I like the dungeons, especially the linearity. If every dungeon was a labyrinth that you could get lost in, then I think I would have given up by now. Even the Fallout vaults were a bit disorienting, imagine the same thing in a cave. I, for one, thank Talos himself that every dungeon has a quick exit at the end. To have to retrace your steps back out would be so tedious.

Also, my favourite cave was Moss Mother Cavern. Very small, but the main chamber was beautiful.
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Evaa
 
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Post » Tue Dec 13, 2011 4:15 am

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.

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.


It's funny, I talk about the problem being the linearity while recognizing that they look better, and there is answers like that, basically saying "You're wrong they look better !".
I know that answering without bothering to read what's actually written is common, but it's still something that I have a hard time wrapping my mind around...
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JeSsy ArEllano
 
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Post » Mon Dec 12, 2011 11:46 pm

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.
Might be an idea to stop going back to the same dungeon multiple times :whistling:
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Nancy RIP
 
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Post » Tue Dec 13, 2011 8:35 am

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.


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


Those are closer to what I've experienced.

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).


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.


Find them yourself. Have you not been to the beautiful sanctuary? Or Moss Mother Cavern? Or the place where you meet Sanguine? Blackreach, city under Markarth (quite a few Dwemer ruins have so many options) that fort I mentioned, but I'm at work and don't remember the name, Sungard I think.

You're basically just wrong, and you refuse to see it. Everyone in here agrees at how varied the dungeons are, it sounds like you've gone in 2 Draugr ruins and that's it.
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Amanda Furtado
 
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Post » Tue Dec 13, 2011 8:48 am

*sighs*, I do wish people would quote relevant parts of a post instead of the whole text!
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NIloufar Emporio
 
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Post » Tue Dec 13, 2011 10:00 am

*sighs*, I do wish people would quote relevant parts of a post instead of the whole text!


Nah, not when dealing with someone who blindly refuses to listen and instead keep saying the same thing over and over.
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vicki kitterman
 
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Post » Tue Dec 13, 2011 10:41 am

You always have Oblivion. *chuckle*
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Amy Gibson
 
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Post » Mon Dec 12, 2011 11:03 pm

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.


I like the dungeons and they don't feel repetitive to me and I've been in plenty. If one entry/exit point per corridor is enough to set you off, I mean... come on.

On a side note: love Labyrinthian!
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matt oneil
 
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Post » Tue Dec 13, 2011 2:23 pm

Nah, not when dealing with someone who blindly refuses to listen and instead keep saying the same thing over and over.
In that case, your are not only spamming up the thread, but also doing the same thing as the one you are arguing with, "he said/she said, I'm right, your wrong, no I'm right!, your wrong!"
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Bitter End
 
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Post » Tue Dec 13, 2011 3:28 am

In that case, your are not only spamming up the thread, but also doing the same thing as the one you are arguing with, "he said/she said, I'm right, your wrong, no I'm right!, your wrong!"


Oh well, that's how it has to be.
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Carolyne Bolt
 
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Post » Tue Dec 13, 2011 10:12 am

Every time I enter a dungeon/mine/ruin/cave, I ask myself "why is this here?" what was its purpose?" If it is a ruin of a dwarf city, it should look like a ruined city and not a 5 mile long twisting hallway. I also am confused by the layout of some of the burial ruins.

If any of these are inhabited with monsters, I ask myself "why are they here?". Generally speaking Bethesda has done an amazing job here by making all of the placements believable and even providing a bit of back story you can overhear or read in journals.

I can say that Bethesda is doing MUCH better in these categories as they keep developing these games.



I am a bit disappointed that I find myself looking for the secret door to the quick exit that I have come to know is at the end of every one of these.
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Ash
 
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Post » Tue Dec 13, 2011 3:19 pm

I love the dungeons in Skyrim. Each has a different feel and they are vastly improved from the previous ES. Believe me, Oblivion dungeons were we freaking boring and dull as hell.
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Causon-Chambers
 
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Post » Tue Dec 13, 2011 6:29 am

Every time I enter a dungeon/mine/ruin/cave, I ask myself "why is this here?" what was its purpose?" If it is a ruin of a dwarf city, it should look like a ruined city and not a 5 mile long twisting hallway. I also am confused by the layout of some of the burial ruins.

If any of these are inhabited with monsters, I ask myself "why are they here?". Generally speaking Bethesda has done an amazing job here by making all of the placements believable and even providing a bit of back story you can overhear or read in journals.

I can say that Bethesda is doing MUCH better in these categories as they keep developing these games.



I am a bit disappointed that I find myself looking for the secret door to the quick exit that I have come to know is at the end of every one of these.


Not all of them have it.
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Charity Hughes
 
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Post » Tue Dec 13, 2011 1:10 pm

Oh sure, there are several dungeons like that. But even those have some unique features in them, like the unique items.

The biggest problem with Oblivion was that there just wasn't any point in exploring the dungeons thanks to the level-scaling.


Don't get me wrong, I love the level-scaling in this game. That's not the problem at all.

The problem is that almost every quest (Except for the MQ) sends you to a dungeon/ruin that is exactly the same as every other dungeon/ruin. It just gets boring and repetitive, because all of these quests are exactly the same, and every dungeon you get sent to looks like it was a Copy/Paste job.

Also, the fact that pretty much the only enemies you face in these countless dungeons are draugr, it gets VERY boring. I think the repetitive enemies and enemy-placement (always in a catacomb or standing in the wall waiting for you to pass) makes every encounter feel recycled. If they added more diversity to the enemies you face (because the mix of ONLY draugr and spiders is terrible), then the quests would be MUCH more unique and enjoyable.
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yermom
 
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Post » Tue Dec 13, 2011 3:17 am

They are very much improved. Seriously... The next thing you know people are going to complain about how the moon doesn't have the correct shadow...oh wait...we had one of those (someone complained about the "horrible" moon graphic in Oblivion).

The caves are vastly improved. Some are simple, but even those simple one still look nothing alike. Even the caves have their own back stories.
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biiibi
 
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Post » Tue Dec 13, 2011 6:10 am

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.


Sorry, it was like 5 in the morning here when I wrote that, and I didn't really elaborate on what I meant.

Basically, the problem isn't so much just the layout, it's the combination of the repetitive layouts AND repetitive enemies. Every side-quest that sends you somewhere (and that's what almost every side-quest is), sends you to some ruin that is only filled with draugr and some VERY similar layouts. These quests are what's wrong with the game.

I know that there are varying places to explore. Obviously caves, dwemer ruins, mines, etc will all be different from Nordic ruins, but you almost never get sent to those places on a quest. I never said that exploring wasn't fun in this game, because it is. I've been to some amazing caves/mines and Dwemer ruins (which I promptly ran out of after I got destroyed multiple times by those damn sentries). So yes, these are all different from the over-abundant quest-related Nordic ruins I was referring to, you just don't get sent to them often enough.
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e.Double
 
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Post » Tue Dec 13, 2011 10:44 am

I cant find that many dungeons. I am avoiding quests for the most part on my first playthrough, just to see what all I can achieve without following major questlines. And it seems that most of the best dungeons cant be done without unlocking quests. There are some cool exceptions like Frostflow and Alftand.

What are some of the best dungeons you can enter and complete simply entering them with no quest? I am getting tired of all the "Requires Key" dungeons.
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Claire Lynham
 
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Post » Tue Dec 13, 2011 8:28 am

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.


On the crypts that do not have an attacker come out, look for a round silver button at the top or bottom. I found three different things in them. I wonder how much stuff I missed before I found the button. I would not have found it if I did not back-track and see it from a different view.
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Damian Parsons
 
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Post » Tue Dec 13, 2011 12:25 pm

Sounds like people thought "lovingly crafted" would mean "gigantic, labyrinthian mazes that require you to pen and paper an actual map to navigate".

Each cave and location has hand-placed details that make them unique. Take a second to look around while you run down that "linear" dungeon hall.
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Roy Harris
 
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Post » Tue Dec 13, 2011 2:16 pm

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 !) ?



The 'dungeons' (not a very nice name to describe some of the underground paradises) are (censored) gorgeous. Labyrinthian is amazing.
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JR Cash
 
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