Jerbsinator Posted November 17, 2011 Posted November 17, 2011 Is this true? People are saying that the dungeons always seem like they have a different look but then they end up the same at the end and apparently the enemies are always the same as well. I thought Bethesda said they "hand crafted" these dungeons? Is it at least got better dungeons than Oblivion?
Drugas Posted November 17, 2011 Posted November 17, 2011 I haven't really had time to sit down and play this very long, but it feels closer to Morrowwind dungeons than Oblivion dungeons. So far every dungeon I have entered has had either an interesting trap or puzzle going on with it. The humanoid creatures have scripted vocals where it's actually interesting to listen to them for a few minutes. The vocals also have given me information of stuff that was up ahead on one occasion as well. But like I said, I haven't played very long, so I may have just hit the jackpot with dungeons.
littleman Posted November 17, 2011 Posted November 17, 2011 Dungeon crawling: The creatures can be predicted in most cases. Traps once you know what to look for ( I personally think they should do 5x the dmg they do to make traps really scary) I have yet to get bored, the caves all have layouts that are very nice, a lot of interactive objects, and each place offers a unique way to approach the situation. Whether to strike in a blunt RAWR charge, fire rune traps and draw out your foes, assassinate them, or send them against each other I have yet to get bored. Mind you doing non stop dungeon crawl will make it seem like it is the same. Exmpl ( A dungeon, I wont say which, the boss actually sits on a throne and sends minions at you as he laughs, once you kill them he jumps down and fights you, not quest related either.)
polluxval Posted November 17, 2011 Posted November 17, 2011 well, they looks like the same pretty much (dungeons). and in time they can become tiresome. but for that we have the mods isnt? just give it some time and the toolset.
chukkake Posted November 17, 2011 Posted November 17, 2011 Mostly, you'll only run into some sort of bandits/forsworn, spiders, or draugr. Occasionally, vampires or mages. The dungeons don't bore me yet, but I suspect they soon will, as the designs do vary but it's mostly just some mashup of Dungeon A with Dungeon B or C. I'm already tired of the door trick where you have to inspect the claw to see what animal goes where.
Mud Posted November 17, 2011 Posted November 17, 2011 Enemies aren't that varied really, it's mostly bandits and draugr. But they're definitely leaps ahead of Oblivion's dungeons, and not made up of the same few rooms over and over. The objects and shape of each room are unique.
ogre3000 Posted November 17, 2011 Posted November 17, 2011 Didnt actualy think about it i do know one thing though Dwemer dungeons are the best:D...defenetly full of suprises
DocClox Posted November 17, 2011 Posted November 17, 2011 So far it seems about the same as Oblivion. You have two basic tilesets, ruins and caves, and a number of themes for the inhabitants. I find it no more (or less) repetitive than the Ayleid ruins and caverns were in Oblivion, with the added bonus of not knowing some of these by heart
Shantotto Posted November 17, 2011 Posted November 17, 2011 I think you get to to recognize the overall look to the tilesets fairly quickly enough. As an example, I think the tombs usually filled with Draugrs look very bland. But occasionally you can tell some real effort have gone into the actual building of the things even though the tileset feels the same. Some dungeons have really beautiful sights to behold in them. The human inhabited dungeons are particularly a lot better this time around I think, often you'll find a small "bar" and stuff like that. Really selling the illusion that people actually *live* here rather than just wandering around the corridors aimlessly. The biggest crime the dungeons do though... They are for the most part *completely* linear. As I recall, even Oblivion had more branching corridors and stuff but most of the ones in Skyrim are just one-track. Definitely no getting lost in dungeons ala Daggerfall here.
Mud Posted November 17, 2011 Posted November 17, 2011 Oh, yeah, shoulda mentioned hallways. Hallways are definitely cut-and-paste, but what do you expect? They're hallways. Large rooms on the other hand are usually pretty good.
Rannok Posted November 17, 2011 Posted November 17, 2011 I get the feeling a lot of people have done very specific dungeons. Beyond the fact that each dungeon is a unique design, there are many more tilesets than cave and dungeon; those are just the ones near Whiterun I guess (which are mostly draugr, bandits and the occasional spider as mentioned). Frozen dungeons are beautiful, deep underground dungeons made me thing of Turok 2 and Dwemer dungeons are amazing. And I haven't been through even half of them so there may be more styles as well. The encounters in many of them are nicely scripted. I will agree though that traps need to be way more punishing because right now you feel you can ignore most of them. Or alternatively, some of the traps should have been poisonous as well.
DocClox Posted November 17, 2011 Posted November 17, 2011 Beyond the fact that each dungeon is a unique design' date=' there are many more tilesets than cave and dungeon; those are just the ones near Whiterun I guess [/quote'] Entirely possible. I only had a chance to play for about 10 hours before I had to leave it for a week. I expect I'm making assumptions based on limited data.
Tobbe27 Posted November 17, 2011 Posted November 17, 2011 Enemies are not very varied, but the dungeons are incredibly varied in layout and design. I've never been in two that look the same. Waaaay better than Oblivion or any other dungeon crawlers out there.
dewguru Posted November 17, 2011 Posted November 17, 2011 Skyrim Dungeons > Oblivion Dungeons One of the things I like is where a sneak attack doesn't kill a human enemy - but it severely wounds him - and instead of charging me like a mindless AI he instead runs off and brings back help. Tile sets are more varied and while many dungeons may be linear, I've also found secret hallways/rooms in almost half of the ones I entered so far.
HanPL Posted November 17, 2011 Posted November 17, 2011 Well so far 62h into Skyrim explored about 60% of map. Visiting every dungeon/ruin/cave/tower in game. While towers are almost the same (for obvious reason ) Rest is quite varied and not boring (Don't have the Omg another same cave" syndrome from Oblivion " Dwemer ruins are especially good. Fully exploring them takes like 10~15 min and many times I just wandered around enjoying the view instead of (enter > kill everything in 5 sec > loot exit )
LordJerle Posted November 17, 2011 Posted November 17, 2011 The underground Dwemer City was just spectacular. It had a touch of Shivering Isles to it, yet felt fresh and new all the same.
afro-herbalist Posted November 17, 2011 Posted November 17, 2011 I've been through about 3 dungeons so far, and I can say one thing for sure. If I did the same thing in Oblivion, I'd already have spotted multiple things that are the same. In Skyrim, theres a lot more going on, things seem a LOT less boring. The lighting and dynamic shadows helps a lot, and so do the interactions between bandits and other people. Just last night I went into this random cave while on the way to see these "greybeard" people (which I STILL cant find), and it was a pretty big cave, and its inhabited by vampires, it turns out. These are FAR more interesting than Oblivions vampires (or they seem to be lol). They act differently, do different things, and SAY, vampire style stuff haha. I remember the last part of the cave was WAY too hard. I died like 8 times cos theres about 6 REALLY skilled vamps including their leader. They all have strong magic, and the worst thing is that if you dont kill the leader, then he will keep "ressurecting" his minions. When I finally killed the leader (with the help of my friend Lydia), the guy was crawling about on the floor, wobbling around, and she said "are you ready to die?", and he replies "no" (straight to the point), then she finished him. IMO that was F*CKING sick. Something like that would never happen in Oblivion. That shows how immersive dialogue and NPC interaction can be.
Vyrce Posted November 17, 2011 Posted November 17, 2011 I will agree though that traps need to be way more punishing because right now you feel you can ignore most of them. Or alternatively' date=' some of the traps should have been poisonous as well. [/quote'] some of the traps ARE poisonous. I've run across about 10 different places that had tripwire wall dart traps that did indeed poison me.
Mud Posted November 18, 2011 Posted November 18, 2011 Traps are also almost a complete non-issue anyway if you have the Sneak perk that lets you step on pressure plates without triggering them. Tripwires will still be set off, for obvious reasons. Not sure if bear traps still activate, does anyone know?
galgat Posted November 18, 2011 Posted November 18, 2011 To me the dungeons seem very diverse, and unique, I have not seen that much repetition in any of them, I mean even the dwemer dungeons I have seen have some differences to them. Even when they are of the same dynasty, or period. they still seem very unique. One daedra one that I did, seemed very unique, using lights, and there reflective positions to move you through the dungeon. Another watery Castle one was very different looking to me, and others. The catacomb ones seemed to have there own style. and the spider caves with there webbing, and there are others. I just do not see them as that repetitive. I do see a lot of different traps, many more than I saw in Oblivion, but some of these are repetitive or very similar in nature. But I find them all a lot of fun.. I try very hard to sneak, and kill as much a possible. The dungeons are really fun for this.
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