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Do you want to make truly immersive dungeons


pannonian

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I agree heartily with the OP, with the exception of #5. The "Master" locks aren't an obstacle to anyone, even someone with 20 lockpicking and no perks in the tree -- so long as you carry enough picks. That's a different balance issue, but as I see it, currently there aren't any skill-specific obstacles in dungeons (excluding combat that suits mages/fighters/thieves/etc more than others).

 

I also don't mind some of the claw puzzles, except for the fact that the claw is often located very close to the door it unlocks, which makes it silly. If the claws were found on the opposite side of the dungeon, or located in entirely different dungeons, they would be fine.

 

I'd also like to suggest changing some of the setpieces to be more dynamic. In many dungeons there are big braziers overhead hanging by thin rope. Unlike the pots filled with oil, they don't react to attacks at all, even though they rightfully should. I hope that some day there's a mod that takes all the objects like these and makes them interactive.

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1. Old crypts and dungeons should NOT have the lights on.

2. Get the new stuff out of there! It ruins the immersion completely!

3. The character should not be a pack mule

4. The traps and the puzzles suck

5. Make some of the dungeons skill specific

I greatly agree with you on point 1: dungeons could be darker, especially the dwemer- and nordic ruins. The bandit hideouts of course not, no one is going to sit in a dark room surrounded by night dark passage ways, miles away for the nearest point of civilization. A bandit would be bored pretty quickly.

 

point 2: I agree partly: Old Nordic ruins should contain old Nordic stuff as Dwemer ruins should contain dwemer stuff (including dwemer weapons and armor!). However mines, forts/castles, bandit hideouts in caves and necromancers hideouts shoudl contain a mix of modern and perhaps some old stuff.

 

point 4: The traps and puzzles are actually a nice addition imho. Though there might be a need for some harder ones I agree. However entering a room when suddenly the doors go shut and 3 draughr overlords jump out the walls is nasty.;)

 

point 3 and 5: Not agreed, it is your own decision if you want to carry as much of the treasures as you can bear. There are many fairy tales about to greedy people carrying to much loot that died for it. If you get in a dungeon and carry more than you can burden you pay the price, as simple as that. Concering the dugeons being skill specific, I'd rather have some of the joinable factions being skill perk specific!

 

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I think dungeons miss something which was still there when Daggerfal came out. Now I'm not pointing at the size, Daggerfall dungeons where way to big! No, I miss the searching for the quest item. Currently (and it was also a flaw in Morrowind and Oblivion) you have to go through the entire dungeon passage ways who are more or less straight forward and at the end there's the quest item. What I would like to see is different paths throughout a dungeon of which most end up in totally different places.

 

Daggerfall used like 10 or 12 possible quest item locations and you were in bad luck if you found the item at the 11th or 12th spot. So I make a plea for a more spider shaped grid within dugeons with plenty of dead ends. Sure makes the dungeon crawling puzzling.:)

Edited by Frisicus
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