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What is it about a dungeon that puts you off?


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77 réponses à ce sujet

#1
SnakeStrike8

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The title says it all: What is it about a dungeon that you as the player find completely annoying and/or tedious? What is it about a dungeon that makes you say, "I really want to start a new game, but doing <insert dungeon name here> is too much of a drag!"?
For me, it's two things: Music and lenght. Very long dungeons peppered with numerous enemy encounters with terrible music is an uttter drag for me. What about you?

#2
Eurypterid

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Mainly for me it's if it's a long dungeon with no possible variance to how it plays out. If there is a possibility of doing it a different way or solving some of the mini quests/combat situations in a different fashion, then it's no problem.

#3
kevinwastaken

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Repetition, tedium, blandness.

Modifié par kevinwastaken, 21 décembre 2009 - 04:04 .


#4
Korvayer

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Lack of monster variety. In order for a dungeon to hold my interest, I would recommend that it feature a variety of monster types or classes and that they be encountered in varying combinations. I don't want to be faced with the same encounter multiple times unless I die and have to give it another try, in which case kudos to you for scripting a challenging encounter.

I would also recommend that each dungeon include at least one unique monster encounter (e.g. boss).

Modifié par Korvayer, 21 décembre 2009 - 04:33 .


#5
alexandros777

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Water..... water dungeons always kind of irk me in various games.





Seems strange but, look in your heart and you too will agree, water temple, water levels, sunken dungeons, the air pockets, and the levels, the annoying water type enemies. from Zelda and beyond.

#6
Jester8183

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Alexandros, I'm with you I can't think of a water dungeon that didn't annoy the hell out of me... well Oblivion's water dungeons, but that is only because I'd always make sure I had an amulet or helm that allowed me to breath underwater.

#7
Pseron Wyrd

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I hate getting lost inside mazes and corridors and endless rooms. I tend to like outdoor environments much, much more than indoor environments in general anyway. Most dungeons feel like a colossal waste of time to me. I don't have the interest in dungeons to keep track of where I've been. I just want them to be over so I can get back outside.

Modifié par Pseron Wyrd, 21 décembre 2009 - 05:27 .


#8
Rainen89

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God the "air checkpoints" in those make me want to punch babies. Dungeons are fun, I still prefer dungeon crawl to roaming around the forest killing darkspawn as we go.

#9
fairandbalancedfan

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It's the same I tell you, the same underground structures with different enemies.

#10
Cybercat999

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Inability to resize the map and figure out where the exit is after running in circles for an hour.


#11
skotie

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Honestly? Not having an easy way to get back to town except to walk all that way back, I only ever need to run back to town when my bags are full though lol. I just don't like leaving loot behind is all.

Also the other thing that has always puzzled me more then anything is the lack of explanation for why the monsters you happen to be fighting are in the dungeon they inhabit.

Why are their ALWAYS walking corpses?! You suddenly find your self in abandoned ruins no one has been in for years and suddenly the dead come back to life and are all pissed off your there! What the hell we're these corpses doing before you got here having tea parties?

You never find any information on these corpses after you slay them of as to what happened to these people ether. The process of killing the living dead also is as simple as few hacks of a sword, as weapons always seem to hurt them just like any other creature.

Then in some extremely stupid cases you run into a random merchant (this merchant is also hiding out here because he has a complete lack of basic fighting/survival skills) who somehow survived despite being surrounded by the walking dead, he will have awesome items to sell you and will buy your loot as well! What reason he has for gold however is always unanswered, as he has no intention of leaving these ruins and no connection with the outside world, save you of course.

Modifié par skotie, 21 décembre 2009 - 05:42 .


#12
phordicus

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pathetic design and horrible AI. like rampaging through a tower or bandit stronghold and because all the rooms have closed doors, the enemy lets you kill them one room at a time.

#13
Cybercat999

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skotie wrote...

Then in some extremely stupid cases you run into a random merchant (this merchant is also hiding out here because he has a complete lack of basic fighting/survival skills) who somehow survived despite being surrounded by the walking dead, he will have awesome items to sell you and will buy your loot as well! What reason he has for gold however is always unanswered, as he has no intention of leaving these ruins and no connection with the outside world, save you of course.


Shush. Thats the only part I like.

#14
Avaraen

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Few things are more of a turnoff than linear dungeons; forgive the reference, but places like Scarlet Monastery in WoW, which is just one long hallway of mobs with a few side rooms - that's just boring. I like more interesting places, like WoW's Wailing Caverns where I actually feel like I'm exploring something, not just going point A to point B. The old TES:Arena and Daggerfall dungeons were great for that - although there were some recognisable tile pieces, the 3d nature (Daggerfall) and the randomness kept them interesting (although the environments are bland by today's standards).

Modifié par Avaraen, 21 décembre 2009 - 07:10 .


#15
Alraymr

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The one that really puts me off at the moment is the fade. I really liked the idea on the first play through. Figuring out what to do when to get out of there. But if you do it the third, fourth or fifth time it really starts to loose appeal.

#16
ChickenDownUnder

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Lack of variety.



Underwater dungeons are usually a pain in the ass as well.

#17
Gracchio

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Walls and ceilings

#18
Jsmith0730

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zerg fights.

#19
SphereofSilence

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It felt like the whole thing degenerated into an MMO dungeon crawl. Unimaginative dungeon layout, you are basically forced to move in a single straight route from start to end, where the final boss usually resides. Fighting creeps after creeps, go on to the next area, guess what? More creeps. I prefer moving the story forward meaningfully. Could do with better pacing of combat and story.

#20
Kallian82

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Now that I think of it, I am so fond of Dungeons, I can not think of one that really turned me off!

#21
Vicious

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No variety = zzzz

#22
yitsak

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I demand that you make me the perfect dungeon in which I will be happy and not complain about!! Do it!! NOW!!

#23
kingthrall

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the camera i have to move in doorways and around to actually see what the hell is going on, indoors is a complete pain to get the camera in the right position.

#24
Bodiak

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- no interesting lore (think of books, npcs, carvings etc)
- no respawn: the typical cleanout - imho a big flaw in most games! Let the enemies respawn at least in some areas. Nothing is more lame than walking through emptied dungeons...
- dungeons for no reason / bosses without any story (- Oblivion, + Butcher in Diablo)
- not even some townportals, shortcuts etc
- dungeons that can be simply rushed through (no tough fights, no need for revisit)
- dungeons without secret / hard to get rooms/areas (+Zelda, +DOA Fade in the Tower, +Metroid)

Modifié par Bodiak, 21 décembre 2009 - 02:20 .


#25
Damar Stiehl

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- Zerg. "You just killed 100 enemy minions. You have entered the next room. You must now kill 100 more enemy minions."

- Darkness, combined with no way to illuminate my path. Scary factor gets outweighed by the eyestrain.

- Lack of purpose. If I delve into a dungeon, it has to be for a reason. "Clear the dungeon to get some XP and lewt" does not fly anywhere outside of WoW. There should be a Big Bad, a book, a treasure, or at least an All-Important Red Button™ at the end to justify all the crawling.