Weren't the dungeons supposed to be vastly improved ?

Post » Tue Dec 13, 2011 12:53 pm

First of all, as a huge fan of Daggerfall... nothing compares to its dungeons.
Having that said, I think Skyrim did the dungeons wayyy better than Oblivion and in some cases Morrowind as well. (not in terms of loot though)
As I've had several characters, I haven't noticed any random elements in dungeons which leaves little room for enthralling replay value. They need to at least have some sort of Diablo 2 style randomization, so you don't know where everything is.
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Tue Dec 13, 2011 7:16 am

I find them vastly improved, myself. I'll take linearity over 90% of caves having the exact same "big room" any day.
User avatar
James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Tue Dec 13, 2011 9:35 am

I had to run though nearly all the dungeons of the game for them to begin becoming repetitive. And the only clear abuse I've seen for now are Nord burials.

You guys sure love to complain for the sake of complaining. Sure, not all dungeons have unique meshes each single one of them, but they feel different enough to worth exploring all of them. It's not like they are like the Oblivion' ones, where you could explore one of each category, and you were as good as if you explored all of them already. They're more at Morrowind's level (even surpassing Morrowind).
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Tue Dec 13, 2011 9:55 am

I actually like linear dungeons. Having thousands of branching corridors that loop around just drives me crazy.

But I entirely disagree with you. Every dungeon I've been in has been completely unique, with a story behind it. They're fantastic.
User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Tue Dec 13, 2011 4:36 am

TBh i like when theres one way to the destination, because if theres more then one i would have to clear them all because thats just how i am, and i rather not waste my time stayin in the same dungeon when there SOOOOO much other ones and diffrent stuff
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Tue Dec 13, 2011 9:37 am

Try playing without fast travel. The entire worldspace anything but a set of rails. I end up having to bushwhack a new path every time I try to get from Solitude to Winterhold.

Way to completely miss the point. Let's see :
- I've never, ever, used fast travel at any point in the game (only the carriages, and so far only twice).
- I'm talking about DUNGEONS and how linear they are. Fast travel is impossible in dungeons, and it has nothing to do with how they play, so where the hell does this ridiculous answer comes from ?


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.
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Tue Dec 13, 2011 3:16 am

They do seem improved and a lot more unique, but i'm still slightly disappointed by how short and linear most of them are. Maybe it was just wishful thinking on my part, but I was kind've hoping for dungeons you could spend hours getting lost in.

Also, the level-scaled loot is a serious blow, and kind've puts me off delving into every dungeon I come across.

This is a good description of what I'm feeling. Mostly, I would love the dungeons so much more if they did the hand-placed, unique loot thing, again... could use at least some hand-placed unique loot besides those useless (for a warrior) dragon priest masks. Regardless, the dungeons are pretty well-done. I just was really hoping for some hand-placed unique loot... and a bit more variety in dungeon types and enemies (too many draugr and bandits). I like the puzzles and traps, though, and they've nicely expanded on those two things I loved from some of Oblivion's dungeons.
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Tue Dec 13, 2011 2:14 pm

I have not been inside many dungeons, so I couldn't comment, but for the gameplay?
It's been fine for me.
Tombs resemble tombs - and yeah they may look linear with a branch here or there that is closed, but who is to say that isn't what you'd find?
Celtic burials were semi linear labyrinths made to channel poachers through the planted traps.
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Tue Dec 13, 2011 9:47 am

The dungeons are very linear. They also are fairly similar in certain groupings,like we are using the crypt tile set. The dungeons under Markarth are pretty good IMO. But they are much better than oblivion's dungeons IMO, since they were just as linear, and even less unique in appearance.
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Tue Dec 13, 2011 2:49 pm

Well, I definitely like how each dungeon seems to have its own story, whether it be bandit smuggling operations, necromancy experiments, wrecked encampments; each dungeon seems like a real place, that real people used to inhabit, and for that I really enjoy spelunking in Skyrim.

HOWEVER, in terms of design, layout, and enemy placement I think Skyrim's dungeons are barely any better than Oblivion's dungeons. In fact, I'd say Oblivion flat-out beats Skyrim in terms of multiple approaches and non-linear paths like the OP was talking about.
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Tue Dec 13, 2011 5:44 am

They are really improved.. The only dungeon that i hated was the Labyrianth.. It was like 2 hours long and had the hardest boss i ever fought at the end..
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Tue Dec 13, 2011 1:12 am

A lot of your completely missed what the OP was talking about. It is how the caves are much more linear compared to Oblivions, obviously they are a much improved as far as visuals and they are not typically the same, but they are definitely very linear. I could actually get semi lost in Oblivion. Skyrim is a most visual appearance, but greatly lacks any depth in these caves, dungeons etc. Like I was saying though many times in my threads, they always take steps forwards, but they take even greater steps backwards in their games. They might make a improvement to one area or add some nice touches, but then they remove things most of us enjoy or now miss in Skyrim.
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Tue Dec 13, 2011 4:22 am

A lot of your completely missed what the OP was talking about. It is how the caves are much more linear compared to Oblivions, obviously they are a much improved as far as visuals and they are not typically the same, but they are definitely very linear. I could actually get semi lost in Oblivion. Skyrim is a most visual appearance, but greatly lacks any depth in these caves, dungeons etc. Like I was saying though many times in my threads, they always take steps forwards, but they take even greater steps backwards in their games. They might make a improvement to one area or add some nice touches, but then they remove things most of us enjoy or now miss in Skyrim.



While I think the skyrim dungeons are very linear the vast majority of oblivion dungeons were as well, most were basically a loop, if there was a side path it would end in a short distance. There were some decent kind of non-linear dungeons in oblivion, and I am sure there are a few in skyrim as well.
User avatar
james kite
 
Posts: 3460
Joined: Sun Jul 22, 2007 8:52 am

Post » Mon Dec 12, 2011 11:54 pm

I completely disagree with everything you've said.

109 hours
225 Dungeons cleared
0 dungeons have been remotely the same
0 dungeons have been predictable
0 dungeons have been repetitive
226 dungeons have been hand crafted and widely unique in and of themselves

:shrug:

Yes, there are Draugr Ruins, Forts, caves, and dwemer ruins. That's more than Oblivion had, which had caves, forts, and ayelid ruins. That's it. Not to mention a whole 1 trap, ONE TRAP, the ENTIRE game. Every single dungeon I've been in has been amazing and they've all had various traps.

The dungeon experience is without a doubt leaps and BOUNDS above Oblivions.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Tue Dec 13, 2011 3:45 am

I really want to believe you (because it's better if the game is fun, obviously), but as I said, so far I've only seen dungeons made of one single tunnel that you follow mindlessly - which feels WAY MORE copy'n'pasting than Oblivion, which at least had different layouts.
Sure they have (as I said in my post) more varied graphics, but a linear tunnel gets old much faster than a tileset, to be honest.

I've a bit of a hard time believing that I just coincidentally found only the rare dungeons that are totally and completely linear, though if it's the case I'll be overjoyed.



Stop being an idiot. He's not lying to you. All the people in this thread are not lying to you. You however are starting to waste their valuable time with this dribble.
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Tue Dec 13, 2011 9:05 am

dungeons are much better than oblivions. i especially like using the tons of traps against the monsters themselves. glad someone over there at bethesda played dark messiah.
User avatar
Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Tue Dec 13, 2011 5:17 am

I completely disagree with everything you've said.

109 hours
225 Dungeons cleared
0 dungeons have been remotely the same
0 dungeons have been predictable
0 dungeons have been repetitive
226 dungeons have been hand crafted and widely unique in and of themselves

:shrug:

Yes, there are Draugr Ruins, Forts, caves, and dwemer ruins. That's more than Oblivion had, which had caves, forts, and ayelid ruins. That's it. Not to mention a whole 1 trap, ONE TRAP, the ENTIRE game. Every single dungeon I've been in has been amazing and they've all had various traps.

The dungeon experience is without a doubt leaps and BOUNDS above Oblivions.


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.
User avatar
jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Tue Dec 13, 2011 1:52 am

The dungeons are vastly improved, what where you expecting a completely different theme for all 300 dungeons? There are only so many colors in the rainbow, most of them are bound to be similar, but as far as layouts go they are all completely different.
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Tue Dec 13, 2011 12:31 pm

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.

What else could be in a dungeon? Magic unicorns?

You go into dungeons to find loot and kill enemies. That's what they're for. I also absolutely love the exists in the boss rooms that lead straight out. I hated backtracking through the dungeons in Oblivion.
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Tue Dec 13, 2011 1:01 pm

[img]http://www.nerdnirvana.org/wp-content/uploads/2010/11/fps-map-design.jpg[/img]

I think this is the trend which is plaguing the OP...
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Tue Dec 13, 2011 12:44 pm

do the "clear white wolf cave" quest or whatever its called, i think i started it in solitude, i was blown away by that little dungeon cave thing.
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Tue Dec 13, 2011 4:56 am

I can agree on the linearity bit, though it certainly doesn't go for all dungeons.

Anything else feels improved though, visuals, caved in roofs, streams and waterfalls, logical placed and diverse traps, drawbridges, gates and doors with several methods used for opening, puzzles, uniqueness, diversity within the dungeon, very well dressed up rooms/caverns fitting to whatever occupies the dungeons and often with a clear function, flooded areas that make sense in connection with both the interior and outside situation, great atmosphere and lighting, the little secrets, logical placements of objects, and also, ruins, forts and caves are where you'd expect them to be in the terrain (unlike oblivions complete randomness).

All in all I find dungeons very much improved :)
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Tue Dec 13, 2011 12:51 am

You're right about the dungeon's not being vastly improved, but I think there has definitely been more than significant improvement. There are plenty of dungeons with outdoor areas now, which is really nice, and they're not like Oblivion's forts which were all the exact same tower. For instance, I've encountered tons of forts with Bandits, which are everything from two wooden towers with a bridge in between to an actual stone fortress built on a mountain overlooking the lake. Additionally, dungeons now have stories behind them, for instance, the Windchill Caverns or something like that, you found a caravan on the road with the drivers and horse dead, and a journal talking about how none of the caravans going through this area have returned, and that the driver has no money and must therefore go through with it. You can then follow a trail to an empty camp of two adventurers, whose journal states they were searching for whatever has been attacking the travelers, and they know its not Bandits or Animals, as they took prisoners. When you enter the cave, you find their two dead bodies, and proceeding farther in, you find it's a Falmer camp. Seeing as this was the first time I encountered Falmer, it was pretty awesome. And there are also some epic open areas inside the dungeons, for instance, the cave with a Malacath shrine had a massive interior cavern, with 5 or so giants wandering around inside, and a river running through it with plenty of trees, and multiple bridges you could shoot down from. Ustengrav had something very similar. And the dwemer dungeon inside of Markath had a huge central area which seemed like a town center, with different sections of the dungeon branching off the main area. And yes, there have of course been those boring dungeon crawls, but it is getting much better. So no, I'm not at all dissapointed. It still has plenty of room for improvement, but it's a big step forward.
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Tue Dec 13, 2011 7:30 am

They do seem improved and a lot more unique, but i'm still slightly disappointed by how short and linear most of them are. Maybe it was just wishful thinking on my part, but I was kind've hoping for dungeons you could spend hours getting lost in.

Also, the level-scaled loot is a serious blow, and kind've puts me off delving into every dungeon I come across.

*cough*Mzulft*cough*Blackreach*cough*Labyrinthian*cough*
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Tue Dec 13, 2011 12:58 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 !) ?


Yeah I'd have to disagree with almost everything you said here. I've never seen an open world game with more varied dungeons. Least of all from Bethesda, the kings of oppressive copy and paste dungeon crawling (nearly wanted to shoot myself in Oblivion caves and FO3 office buildings)
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

PreviousNext

Return to V - Skyrim