Dweamor Dungeons

Post » Thu May 31, 2012 5:07 am

Anyone else think the Dweamor dungeons are insanely too long and big? Add to this that by the time you reach the end many do not have a "quick" exit door? I just did the Mage College questline and I was quite upset about having to backtrack though the whole of Mzult. I have stumbled across a few more of these dungeons just roaming and they are just massive and seemingly unecessarily so.
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Albert Wesker
 
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Post » Thu May 31, 2012 4:49 pm

... Mzulft HAS a quick exit door...
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Adam
 
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Post » Thu May 31, 2012 9:55 am

ha i just had the same problem...make sure to save before returning to the guild as my quest line broke there with a major bug that prevents the next quest from starting.
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Ana Torrecilla Cabeza
 
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Post » Thu May 31, 2012 3:41 am

Ok see the exit now but that still doesnt justify the vastness of those dungeons ;p
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Lynette Wilson
 
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Post » Thu May 31, 2012 7:16 am

Ok see the exit now but that still doesnt justify the vastness of those dungeons ;p

Personally for me I love the dwemer ruins. They add a fun layer of lost civilization exploration that I think is better than an old fort or cave dungeon crawl. Vastness is a plus IMO.
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Veronica Martinez
 
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Post » Thu May 31, 2012 3:02 am

Im a fan of the larger dungeons as well. It adds a level of depthness when I feel like I cant just turn around and run to town. Its in and through to the other side.
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Imy Davies
 
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Post » Thu May 31, 2012 3:30 am

Vastness is a plus IMO.
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Sabrina Schwarz
 
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Post » Thu May 31, 2012 3:46 pm

I NO RITE!!

I to hate vast, epic, amazing, spectacular, intricate dungeon design that obvious took a lot of heart and soul to build, and takes your breath away when you enter the big chambers.

Why can't they just make all dungeons one room with two doors, a quest item, and a mob?!?
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Robert Bindley
 
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Post » Thu May 31, 2012 1:14 pm

The one thing I don't like is theyre designed to be dungeons. Think back to when it was in full working order with dwemer roaming the halls. What is it's purpose? Is it a city? Why are there super long winding hallways with steampunk pipes and clockworks and why is the most important part of the building take a half hour to get to from the main entrance?
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Jon O
 
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Post » Thu May 31, 2012 9:30 am

I maybe should have been more detailed in my first complaint. Like Galuf implies, if these huge dungeons were actually filled with stuff to do instead of long dead corridors then they would not seem so boring. I am all for wonder and "vast, epic, amazing, spectacular, intricate dungeon design that obvious took a lot of heart and soul to build, and takes your breath away when you enter the big chambers.", but come on how about adding something to do besides run down 200 yard corridors with maybe 1 mob and 1 trap. Vastness outdoors is great and no one can complain about the beauty of the outdoors in this game. Dead vastness indoors however makes you feel like you "misses out" on when this dungeon was in full glory and was a mecca of traffic. I can see it done once maybe twice but who wants to feel bummed they got to the underground city too late for the party more than that? I am adventurer who wants adventure not an archaeologist who wants to study old uninhabitated ruins in hopes of seeing in my "mind's eye" what this place once was. Like I said before they just seem too big for no good reason.
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Phoenix Draven
 
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Post » Thu May 31, 2012 8:40 am

why is the most important part of the building take a half hour to get to from the main entrance?
You don't put your city hall on the border. At least not in any city I've lived in. Downtown tends to be a central area. Dwemer ruins are cities, they're not individual buildings. Most of their traffic is from within, not without.

In another perspective. Why is Dragonsreach at the back of Whiterun?
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SexyPimpAss
 
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Post » Thu May 31, 2012 3:05 am

I like that the Dwemer dungeons are big. Gives a good feeling of the Dwemer's architectural and technological skill, and that they were once a powerful and important race.

And I think the answer to "why does the most important part take a long time to get to" is simply, level design! ;) It's not any fun if the thing you're looking for can be found right inside the entrance without making you explore the whole ruin. :)
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Red Sauce
 
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Post » Thu May 31, 2012 4:28 am

... Dwemer ruins are cities, they're not individual buildings. Most of their traffic is from within, not without. ...
In most of these ruins I get the impression of back alleys, service ways, and old storage rooms, not "cities". It's difficult for me to imagine a civilization moving through these ruins as there is very little to indicate anything ever lived there other than the robots. Where are the homes, the markets, the production facilities, the temples, the recreation areas? I've not explored all of the ruins yet, however, so perhaps I've just not seen them yet. One wonders why only the service corridors are preserved so consistently though, with just the very rare "special" room (usually a storage closet) tacked on.
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Sara Johanna Scenariste
 
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Post » Thu May 31, 2012 6:28 am

Anyone else think the Dweamor dungeons are insanely too long and big? Add to this that by the time you reach the end many do not have a "quick" exit door? I just did the Mage College questline and I was quite upset about having to backtrack though the whole of Mzult. I have stumbled across a few more of these dungeons just roaming and they are just massive and seemingly unecessarily so.

Sounds like someone is new to TES. Since you know they are big, prepare for it. To complain that things are too grand..
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SWagg KId
 
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Post » Thu May 31, 2012 7:09 am

I NO RITE!!

I to hate vast, epic, amazing, spectacular, intricate dungeon design that obvious took a lot of heart and soul to build, and takes your breath away when you enter the big chambers.

Why can't they just make all dungeons one room with two doors, a quest item, and a mob?!?

Totally agree! Dungeons like Blackreach should have never been invented! I don't play games like Skyrim to discover amazing and strange places. I don't want a HUGE world to roam around in, I don't want to discover anything! I just want to kill and loot and be done with it! =p
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Everardo Montano
 
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Post » Thu May 31, 2012 9:10 am

Well, not even the All-Hallowed Morrowind was much better really.

But who knows, maybe this is how the Dwemer lived, or maybe they all lived in places like Blackreach, now forever sealed off, never to be found again, and all the ruins are just like service entrances and resource allocation stations.
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Raymond J. Ramirez
 
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