Nord tombsdungeons: Likes and dislikes

Post » Thu Aug 30, 2012 8:22 am

There are so many in Skyrim and they are one of the biggest parts of the game.

Likes:
The shear size aspect of some of the larger ones comes thru in the game
Sound effects are good
Traps
Loot
Lots of action

Dislikes:
Many look very similar
How about different types of draugr based on some locations or segment of the Dragon cult
More intricate design (part of the quest should be finding your way around thru clues)
More booby traps: some of the urns should be trip wired....etc.
Char should be able to forcibly break gates if at certain level and having the right perks
More water and fire
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le GraiN
 
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Post » Thu Aug 30, 2012 4:05 am

Pretty much what you said about the "Likes" with Size and Loot being double-edged swords. :P Sometimes I've been tired and the 'last' crypt I'm going through is too large and I just want to be done. :lol: ...and there's almost too much loot so I have to start doing math to come up with the best weight-to-value ratio.


For the "Dislikes" pretty much just the 'other edge' of the sword mentioned above.

They are a bit similar, but the way I see it they are crypts and meant to be mostly functional. Sure they try to make them homy for a comfortable after life kinda' thing, but in the end I figure they're supposed to be more functional than elaborate.

I guess they could booby trap the urns, but they'd have to secure them at the base somehow because the tension of the trip wire would pull the urn over, right?

It would be kinda' cool to see regional Draugrs depending upon where the crypt is, but I suspect when Skyrim was for the Nords they were pretty homologous. :confused:

I don't mind picking locks, but I know a lot of people like to RP that their brutes don't pick locks so, yeah, there should be a 'bend bars/lift gates' aspect to the game. It could correspond to Heavy Armor skill without even having to use perks. :P

I wish we could behead the Draugr like standard humanoids. :lol:
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elliot mudd
 
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Post » Thu Aug 30, 2012 8:05 am

Likes

The short cut at the end...always handy.
Length...just about right.


Dislikes

Traps, wish there were more and they were more lethal
Puzzles - Need to be harder, but I recognize they can't be hard enough that some people become frustrated
Light sources - I think it's weird that light sources are candles and torches in tombs that are supposed to be un-visited for years. I do love the ones that have the holes in the ceiling letting in natural light though.
Monster variety - I know, you're in a tomb, but only fighting basically zombies can get tedious after a while. They throw in the occasional giant spider, which is cool.
A bit too linear, I wish there were more dead ends or ways to get lost.
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Camden Unglesbee
 
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Post » Thu Aug 30, 2012 2:27 am

That's a good point on beheading draugrs. I only see it happening on bandits/enemies.
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stevie critchley
 
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Post » Thu Aug 30, 2012 4:11 am

Another thing is that they are all stand alones and don't connect to anything.
You'd think some would connect to a cave or have tunnels that go to other tombs.....even to a Hold if you found some secret passage.

Wouldn't it be cool if you could enter them from above...or by boat and not always thru the front gate?
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Tasha Clifford
 
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Post » Thu Aug 30, 2012 4:51 am

Light sources - I think it's weird that light sources are candles and torches in tombs that are supposed to be un-visited for years.
I figure people visit the tombs to pay their respects - it also justifies the loot respawing. :P

That's a good point on beheading draugrs. I only see it happening on bandits/enemies.
Thanks.
Yeah, not even Falmer - I just get that hard neck hack. :P

Another thing is that they are all stand alones and don't connect to anything.
Yeah, it would be kinda cool if they had cave-in connections to other areas or something like a Blackreach situation. :P
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Mr.Broom30
 
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Post » Thu Aug 30, 2012 6:14 am

likes:
- settings usually match type of enemy so you can steel yourself....bears gnawing on bones in caves, etc.
- the sound effects are really good and physically true, especially those creepy slappy footsteps
- that I can still get lost, after doing some dungeons 3rd time over

dislikes:
- how can the boss be sitting there munching on bread not 15 feet away from firebolts killing his bodyguards?? Granted sometimes they are alerted and come storming out...
- Those urns. By level 50 or so I tell myself no more searching, but dammit I still have to take a peek! for a measly 3 gold... It's almost not fair after a certain level that I can stop time in the battle by searching a body.

I really like the idea of only appropriate lighting, say, that you have to carry a torch or use a spell. That's what makes some of those falmer rooms so full of tension...
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Jay Baby
 
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