Skyrim's dungeons are the weakest of the past 3 games.

Post » Sun Jun 10, 2012 3:14 am

Vanilla Morrowind dungeons were well-designed but mechanically simple: no door obstacle couldn't be solved with Open Lock and Levitation. Tribunal addressed this. Vanilla Oblivion's dungeons were mechanically superior but not as well-designed or unique. Shivering Isles addressed this.

Personally, I think most of Skyrim's dungeons are superior at least on par with Tribunal's and Shivering Isles' dungeons.
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Romy Welsch
 
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Post » Sat Jun 09, 2012 6:12 pm

Well, I have played a few mods and custom scenarios in different rpg's where I've discovered just how much you can do with some smart AI design and placement. With some triggers and conditions laid out you can make a much more interesting combat and dungeon. The experience of crawling through a dungeon with the feeling that the enemy actually has the element of surprise on his side and is simply waiting for you is so much more intense and fun and is much more rewarding when you outsmart the cleverly laid out trap that the designer had prepared for you.

maybe i'm just old with poor sight, but i get surprised (not all the time) as im plodding along.

though i will say that there are times when fighting an enemy (seems to happen with bosses) where they just stand there, not attacking AFTER combat has started.

trying not to give away spoilers.....so not sure how to be specific... but one was a quest out of falkreath to go to a cave nearby. the main baddie was named Hirogerth or something. the other was a werewolf. sorry if i just gave everything away. but they literally just stood there and let me whoop ass. was kind of disappointed.

also - i play 360 so no mods for me - sad face
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Floor Punch
 
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Post » Sun Jun 10, 2012 1:46 am

the only thing they are superior in is graphical detail.
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Sandeep Khatkar
 
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Post » Sat Jun 09, 2012 3:12 pm

Unfortunatley, that's not the case, and we're not arguing hypothetically. Of course if they made a game with the Creation engine and Morrowind's depth it would blow both Skyrim and Morrowind out of the water.

*covers ears* No! Nothing can ever beat Morrowind. Lalalalalalalalalalal! I'm not listening! Lalalalalala
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kitten maciver
 
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Post » Sun Jun 10, 2012 4:18 am

Ive logged a couple hundred hours onto it~ There were 'some' cool dungeons, but 75% of it was bloody Ancestral Tombs.... Skyrim's dungeons are much more refreshing, even though Draugr ruins get kinda old, but atleast it doesnt have that mega copy/paste feel like it used too with Oblivion and Morrowind.

I don't ever remember walking through an Ancestral tomb that felt like it was copy and pasted from another tomb. Ever. In 2500+ hours. The only thing I can remember ever seeing as "copy and pasted" was the tombs that had the domes on them, and thats only because theres only so many ways one could do up a dome shaped building interior. And hell, the only reason I even remember that is because I had to sit and think about it.

And yes, Skyrim's dungeons aren't factually copy-paste, but when you couple unique dungeons with the utter lack of variety (in virtually every aspect) and the sheer number of them, they lose their uniqueness quite fast. We were all impressed by Bleak Falls Barrow the first time we made our way through. Walking through Skuldafn on the other hand was about as interesting a wet rag for all the difference it had compared to the past 60 draugr dungeons I fought my way through.

Also, to everyone saying Blackreach is empty, are you sure you were in Blackreach and not some other bland dungeon?


No, it was Blackreach. And its filled with nothing. Pretty visuals do not make a dungeon more than what it is.

Read in between the lines. In no way are the dungeons in Morrowind overall better than they are in Skyrim. And he didn't even mention the VAST improvements from Oblivion or even Oblivion at all. There are lots of threads like these. The OP is simply struck by Morrowind Nostalgia, otherwise most people would agree with him.


The nostalgia card is a worthless argument, and you should feel ashamed for using it.

It's not that much nothing. I mean there is a Dragon in there after all...


Oooh wow a dragon! Thats so unique and interesting for more than 5 seconds!
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Sxc-Mary
 
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Post » Sat Jun 09, 2012 10:57 pm

Yea definitely think Skyrim's are superior. They're no more linear than Oblivion's (less so imo)
I actually enjoy fighting Draugr. But most of the time if you want to ignore them, just sneak up on them and use a bow. Works well even without a character proficient in sneak. Especially against the ones that are standing upright in coffins. (works for me, anyway)

Skyrim's dungeons are capable of making me compelled to search every crevice inside. I thoroughly enjoy Skyrim's dungeons personally

All you said in this post is that you don't know what linear means.
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Roy Harris
 
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Post » Sat Jun 09, 2012 5:15 pm

Skyrim is some step foward from the linear dungeon of oblivion, but isn't enough good respect to morrowind and in 10 years bethesda can't do anything more?

Another person who doesn't know what linear means?
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Julie Serebrekoff
 
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Post » Sun Jun 10, 2012 6:35 am

What's wrong with that, in an underground tunnel? (I'll grant you the secret exit damages the credibility somewhat, and this is accumulative IMO.)

*Could make a mod that simply removes most of those secret exits; (and maybe activates a bunch of hidden traps once the final chest is looted. :chaos:).

I don't understand this concept... Why should there be anything in those at all? (Certainly most of those would have been looted centuries before the PC ever looked in them. :shrug:)

Mine too. :foodndrink: (But I haven't played Skyrim ~Its got hours yet on the download.)

You can't create a maze in which each room only has one entrance and one exit. It is no longer a maze by definition.

If the treasure would have been looted long ago, then the zombiemonsterdraegur would have been killed long ago.

If you haven't played the game then you don't really have any business posting here, much less disagreeing with people with over 600 hours logged.
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Blessed DIVA
 
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Post » Sun Jun 10, 2012 5:29 am


Another person who doesn't know what linear means?

Apparantly so, because I am playing Oblivion right now on weeknights and Skyrim on weekends. While Oblivion's dungeons all tend to look the same and I prefer Skyrim's dungeons for their flavor, Skyrim's dungeons lack the looping and intersecting passages that were rather common in Oblivion's dungeons. In Oblivion, most of the dungens that had multiple cells had at least two, sometimes three, entrances/exits for each cell. In Skyrim it is typically one entrance/exit per cell.
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Marcin Tomkow
 
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Post » Sat Jun 09, 2012 2:05 pm

Nothing svcks more in an open-world game than hand-placed loot. Why? Because you have no incentive to explore those dungeons which you know don't contain any loot that interests you. So you quickly learn to make a circuit to pick up all the overpowered crap and break the game. With random loot, every dungeon gives you a chance at an upgrade, so you are completely free to explore.

So don't go look up the locations of the hand placed loot online.

To further your anology there, then you have Skyrim where there are no upgrades in random loot dungeons, so there is no reason to do them at all.
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Brooks Hardison
 
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Post » Sun Jun 10, 2012 12:13 am

Though I do LOVE Skyrims dungeons, I was hopeing for some EXTREMLEY Disturbing and empty Dungeons with Extremley dark Atmosphere, And was Symbolic for someones decent into darkness.
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Emma Pennington
 
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Post » Sat Jun 09, 2012 6:30 pm

Agree with this.

Overall, I think the dungeons in Sky are the best. You can't help but see similar layout patters. Those dungeons were built at a certain time and follow the same patter because that's how those factions built them back then.

That's like saying the pyramids in Egypt are all the same, why didn't they have a different layout each time they build one.

The only problem I have with dungeons, especially Blackreach, is that there are not enough enemies to fight you. You go in, you have a fight, walk around for a while, have a fight, walk around some more, etc.

Blackreach is really disappointing that way, at least to me. I think I walked around for 20-30 minutes before I found some enemies. As big as that is, it should be crawling with enemies - especially in the darker areas - they should be jumping out at you.

And just increasing the game difficulty doesn't do anything to increase the numbers of enemies - it only increases the health and amount of damage the enemies do.

The layout and design of all the pyramids in Egypt are the same, the difference is who is buried in them and what treasure they were buried with. Just like the dungeons in Oblivion.

FAIL.
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JR Cash
 
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Post » Sat Jun 09, 2012 2:18 pm

This, people play 200 hours and naturally start to get a bit bored. Then they look around the game feeling bored and say to themselves "Oh this could be better, that could be better, then I wouldn't feel burnt out".

If that is true, then they should have put in less dungeons so they would have been done by the time 200 hours was reached.
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Portions
 
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Post » Sat Jun 09, 2012 3:45 pm

Apparantly so, because I am playing Oblivion right now on weeknights and Skyrim on weekends. While Oblivion's dungeons all tend to look the same and I prefer Skyrim's dungeons for their flavor, Skyrim's dungeons lack the looping and intersecting passages that were rather common in Oblivion's dungeons. In Oblivion, most of the dungens that had multiple cells had at least two, sometimes three, entrances/exits for each cell. In Skyrim it is typically one entrance/exit per cell.


In Skyrim dungeons each room has 1 entrance and 1 exit. This is what linear is.

In Oblivion dungeons each room may have multiple entrances and multiple exits. There are dead ends, loops and shortcuts. This is not linear.
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Budgie
 
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Post » Sat Jun 09, 2012 7:13 pm

in morrowind, you can get lost in city HOUSES.
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Vickey Martinez
 
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Post » Sat Jun 09, 2012 4:26 pm

Whuh?

I'm a veteran of the Thief series - it's the game that ruined me for Morrowind. I did play Oblivion quite a bit, and later went back to MW. But Skyrim is by far the most thief-friendly of those three TES games - not just in the way Sneak works, but in dungeon layout, AI behavior, and ability to make use of the environment.

I have a thief character who found himself in a Dwemer ruin. Had to sneak past a couple bandits to get inside, and after moving down a corridor he found himself at an apparent impasse: a brightly-lit area with bandits camped out right in the middle of the room. There were some shadows around the walls and in the corners - just enough, it turned out, to hide him after he shot an arrow against a far wall as a distraction. He was able to slip past ultimately undetected.

Had I been playing a warrior or a mage type, that encounter would have gone down totally differently.

So the design *does* generally give you the opportunity to use shadows and cover, but you have to be a little creative to do it.

If your sneak is about 75, you can walk up to the bandits in daylight without being seen, stab them without them noticing their friend die, and continue on. I've killed people in mid conversation without being detected.
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renee Duhamel
 
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Post » Sat Jun 09, 2012 11:21 pm



In Skyrim dungeons each room has 1 entrance and 1 exit. This is what linear is.

In Oblivion dungeons each room may have multiple entrances and multiple exits. There are dead ends, loops and shortcuts. This is not linear.

Right. That's what I said, isn't it?
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Sammykins
 
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Post » Sun Jun 10, 2012 1:17 am


Probably a lot of this, Morrowind walls was so blurred you did not notice it, but if you have an detailed texture with features you will notice it repeats.

Only weakness in Skyrim is that the dungeons are pretty linear.
Hand placed unique loot is an general bad idea at least if it's very good, people get an walktrough from the net on how to get this items then complains that the game is to easy and to repeatable.
Respawn time was increased to 10 days so people should not farm Rockmilk cave and complain that all dungeons looked the same.
Problem in Oblivion was that some dungeon features repeated to often,

In Oblivion they had maybe 10 room layouts for dungeons that were applied across maybe 50-100 dungeons. So you saw one layout maybe 5 or 10 times, and ideally saw 9 other dungeons in between. Loot was random and you never knew were it might be. You had to check every chest in every dead end and maze in case it was there. There is always a chance to find new loot that is an upgrade.

In Skyrim they have 50-100 room layouts for dungeons that are applied across 50-100 dungeons. You see each layout once. You know the only valuable loot is on the last NPC and in the last chest. There are no dead ends to explore, and no point to look in chests. You can purchase the exact same loot from a vendor if you hit the RNG lottery or max enchanting. There is never a chance of finding new loot that is an upgrade.
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Jesus Lopez
 
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Post » Sat Jun 09, 2012 9:38 pm

You can't create a maze in which each room only has one entrance and one exit.
Most mazes have one entrance & exit , some have more than one. I have rarely seen a maze that was not one long winding path amidst many 'dead ends'... and not one with many paths leading to the end. :shrug:

I'm going to assume that the dungeon (most of them) is not styled as an actual maze, but rather an outpost, mine, vault, or shelter. If it was designed for refuge, then I can see there being convenient paths to & from the various major rooms, but if security was the intent, I would expect a linear controlled path that was easily defended. :shrug:

IMO only a few places besides a shelter should realistically have a trap door out at the end. It speeds gameplay sure, but the common thread with TES seems to be the attempt at realism (within context); a "live in that world" sort of experience, and realistically if you climb down a hole you usually have to come out the way you went in. :shrug:

Diablo (town portals aside), had a hidden exit to the church yard cemetery ~but it was 4 or 5 levels down.

If the treasure would have been looted long ago, then the zombiemonsterdraegur would have been killed long ago.
Can't know that, and seeing as the dungeons in TES seem to repopulate every month or three... I don't buy it. However, I can easily believe the monsters returning to the warrens before I'd believe the loot did.

If you haven't played the game then you don't really have any business posting here, much less disagreeing with people with over 600 hours logged.
Knowing the series formula is enough, and technically you don't even need that to post ~(or to disagree; though it's good to mention that the comment is not based experience, just on what was seen or read or how it appears. :shrug:
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Lauren Graves
 
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Post » Sat Jun 09, 2012 6:46 pm

In Oblivion they had maybe 10 room layouts for dungeons that were applied across maybe 50-100 dungeons. So you saw one layout maybe 5 or 10 times, and ideally saw 9 other dungeons in between. Loot was random and you never knew were it might be. You had to check every chest in every dead end and maze in case it was there. There is always a chance to find new loot that is an upgrade.
Um, what? Did you play Oblivion? The loot in Oblivion was the most leveled it's ever been in an Elder Scrolls game. There were no places in the entire world, dungeon or otherwise, that contained any loot not automatically scaled to your level. You never saw any glass until a certain level, and after that you never got iron in a chest again. There was not a single dungeon you could go to that would have glass earlier than another.

In Skyrim there are a number of dungeons which contain hidden mega-chests that contain better loot in both quality and quantity than the average fare. There are also statically-placed level+ loot that scales to be better than what you're leveled for, which are the only places to stumble upon Daedric equipment.

Edit: Nix that on the entire world of Oblivion part. There were the fixed-quality Akavir swords to be found in Pale Pass. Whoo.
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Davorah Katz
 
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Post » Sat Jun 09, 2012 11:48 pm

i actually like the dungeons the dungeons with druagr are of course linear as they are just a tomb so unless they are building egyption style they arent trying to loose you. But the caves and bandit hide outs are pretty sweet. I like them better than OB but not sure about MW both are good to me and the loot placement isn't really dungeon design flaw but beth getting lazy in the world crafting dept.
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Rach B
 
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Post » Sat Jun 09, 2012 9:27 pm

Funny after 220 hours played every cave and dungeon I have been in has been different. Yes draugur and dwarven ones have the same feel and architecture but this is expected. So far my dungeon experience has been far better than Oblivion and Morrowind in terms of varitey and coolness factor. There has been at least a dozen of them in Skyrm that are awe inspiring.

I do agree that there could be some rare and unique items spread across them that are hard to find or take some exploration to discover.

Every dungeon has been different, eh? How many of them had the "loot chest" somewhere other than just past the "boss npc"?

Hint: Answer is zero.
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Alisha Clarke
 
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Post » Sat Jun 09, 2012 4:12 pm

Consider that for the old nordic tombs they (at the time) were not simply tombs. They were mausoleums in which you could visit the honored dead. It makes sense in that case that there is a "hidden" exit, since most crypts were familial and it would make it convenient for you to reach your most hallowed ancestor (the draugr death overlord or what have you) easily and with speed.

Remember the culture of the people building these crypts. They weren't meant to be pyramids protected from graverobbers. The dead themselves can protect against such intrusion and if they can't then they don't deserve the riches they guard.

Other styles of dungeon tho.. Well it's debatable.
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Mylizards Dot com
 
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Post » Sat Jun 09, 2012 9:09 pm

I have a question then. What would everybody prefer?

20 or so huge dungeons all with different tilesets and layouts? Or the number and limited variety we have now?

My opinion is that there is nothing about skyrims dungeons that cannot be fixed by mods, on PC of course.

If that is true, then nothing would be lost if Bethesda went out of business. If amateur coders in their free time can do better work than the coders you pay, you might have some serious problems with your company.
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Maddy Paul
 
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Post » Sat Jun 09, 2012 2:27 pm


Every dungeon has been different, eh? How many of them had the "loot chest" somewhere other than just past the "boss npc"?

Hint: Answer is zero.
Yeah, that's a bald-faced lie, and indicative that you haven't actually done any exploring to know what you're talking about. I've found a number of high-level loot chests in offshoots from the main path. The devs particularly favor putting them under trees and behind bushes in the "green" dungeons that contain animals and spriggans, probably because the flora provide more natural ways to hide them.
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Kayla Oatney
 
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