This really pisses me off!

Post » Mon Jun 28, 2010 12:54 am

Guilty as accused. That'd be your own fault, not saving regularly...


But I DID save regularly... I saved like every 5 minutes... so no, I'm not guilty. In most RPGs you don't need to save in TWO slots every five minutes.... [censored]...
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Prisca Lacour
 
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Post » Mon Jun 28, 2010 6:25 am

I think I've spent way too much time trying to rationalise the random stuff in the dungeons.

The first dungeon quest I ever had took me to Castle Necromoghan. Boy, I was so innocent and care-free back then. But once I entered into that underground labyrinth that didn't even remotely resemble a castle, it would change me forever...

I just hope if another TES game is made involving High Rock or Hammerfell, the dungeons are a bit more logical. :ahhh:
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Nina Mccormick
 
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Post » Sun Jun 27, 2010 6:04 pm

Didn't you know of the unstable cavern complex underneath the farm? I think I've spent way too much time trying to rationalise the random stuff in the dungeons. I guess High Rock and Hammerfell are riddled with massive underground caverns, old Nedic, elven, and Dwemer forts and castle basemants/true dungeons, and elevators to take you from the surface to the deep recesses of the underground.

In ancient times, the Illiac Bay Region was populated by tens of millions of people, all of whom lived in elaborate high-tech underground cities. They later abandoned these cities to the monsters because they were too dark and slimy.

Duh.
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Skrapp Stephens
 
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Post » Mon Jun 28, 2010 2:54 am

Ever since that time I set a Recall anchor inside Castle Daggerfall so I could return quickly after doing a courier quest for King Gothryd, only to realize that the two doors that don't open until you speak with the guard were shut, I've had no regrets about using that "return to dungeon entrance" cheat. :P


You can actually get those doors open from the inside.
If you move to the left you can see a few pixels of the guard between the door and the wall.
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James Potter
 
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Post » Sun Jun 27, 2010 9:00 pm

In ancient times, the Illiac Bay Region was populated by tens of millions of people, all of whom lived in elaborate high-tech underground cities. They later abandoned these cities to the monsters because they were too dark and slimy.

Duh.

So they're Dwemer.

Sadomasoschistic Dwemer who love to put torture chambers in the most illogical places.
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I love YOu
 
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Post » Sun Jun 27, 2010 10:45 pm

I don't know, many of the dungeons are called the so-and-so Laboratory. I don't know what they're studying, but keeping your lab down in a underground maze of death and insanity would certainly help ensure your privacy. Heck, they even make ideal testing grounds for your creations.

And what about the Prison dungeons? The Yngra prison comes to mind, and a few dungeon pieces do contain some believable cell-block areas. And you know how difficult it would be to escape to the surface, even if there weren't any monsters! See, why incarcerate your criminals, when you can just dump them in a labyrinthine deathtrap? If they die, no worries; if they survive, well, then they should have acquired some treasure along the way as well as learned some vital skills to help them reclaim a legitimate business adventure.
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Antonio Gigliotta
 
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Post » Mon Jun 28, 2010 5:32 am

Dungeon types are used when creating the dungeon name and choosing the external block that will be associated to the entrance. The dungeon interiors reuse the same dungeon blocks with a different texture skin. The type can also influence what enemies are found inside besides the player level.

In my old collection of Daggerfall files i have a list of all dungeon types, obtained using one of those obscure commands made by some Daggerfall fan: crypt, orc stronghold, human stronghold, prison, desecrated temple, mine, natural cave, coven, vampire haunt, laboratory, harpy nest, ruined castle, spider nest, giant stronghold, dragon's den, barbarian stronghold, volcanic caves, scorpion nest.

Obviously Daggerfall dungeon blocks are too restricted to represent all these places and the layouts of dungeons not always match their purpose because of this limitation. With more variety, dungeons would be more immersive.

Sometimes the entrance doesn't match the dungeon type. This happens with Privateers Hold for example. It should have used the ruined stronghold entrance instead of the small cave entrance.

It's interesting that the Daggerfall dungeon name generator adds a few extra elements, that are not listed above, like huge trees used as dungeon entrances.
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jasminε
 
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Post » Mon Jun 28, 2010 6:26 am

Yea, those dungeon types and their monsters can be found in the Daggerfall Chronicles. As for the giant tree entrance, I believe it is associated with Covens; at least, there is a coven dungeon in daggerfall kingdom that has such an exterior.
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Lucky Girl
 
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Post » Sun Jun 27, 2010 10:51 pm

The big tree entrance seams to be associated to anything really. There's one in Betony island linked to a dungeon called something laboratory that gives entrance to an underground dungeon with stone corridors mixed with caves and a river.
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Miragel Ginza
 
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Post » Mon Jun 28, 2010 5:09 am

The big tree entrance seams to be associated to anything really. There's one in Betony island linked to a dungeon called something laboratory that gives entrance to an underground dungeon with stone corridors mixed with caves and a river.

I recall the first time I did the Missing Prince quest for Lhotun that I had to go to a dungeon with the giant tree entrance. I believe it had the "Fortress" name prefix.
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Monika Krzyzak
 
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