All the light. Endless torches that seemingly take care of themselves is just stupid.
What is it about a dungeon that puts you off?
Débuté par
SnakeStrike8
, déc. 21 2009 03:59
#26
Posté 21 décembre 2009 - 02:33
#27
Posté 21 décembre 2009 - 02:57
- Constant blurry visual effect that makes my eyes go sore, and
- Little to no party interaction, and
- Forced backtracking to places you've already been.
I don't like the Fade much
Good dungeons have
- Atmosphere and ambience, and
- "Believeability" (a reason for the dungeon to be there), and
- A puzzle or two, and
- Just the perfect blend of crawling, hack n' slashing and puzzle solving.
- Little to no party interaction, and
- Forced backtracking to places you've already been.
I don't like the Fade much
Good dungeons have
- Atmosphere and ambience, and
- "Believeability" (a reason for the dungeon to be there), and
- A puzzle or two, and
- Just the perfect blend of crawling, hack n' slashing and puzzle solving.
#28
Posté 21 décembre 2009 - 03:57
Backtracking.
I'm not a big fan of mazes either, but having an area locked and requiring me to backtrack is really annoying.
I'm not a big fan of mazes either, but having an area locked and requiring me to backtrack is really annoying.
#29
Posté 21 décembre 2009 - 03:59
Puzzles... Im just sayin.
#30
Posté 21 décembre 2009 - 04:06
The S&M part
Modifié par Sibelius1, 21 décembre 2009 - 04:08 .
#31
Posté 21 décembre 2009 - 04:37
I like dungeons if they are linear in nature.
What i hate is dungeons that are like a maze and that have 1000 and 1 roads
going every where and you need to backtrack.
Mostly this game is pretty linear and i like that
What i hate is dungeons that are like a maze and that have 1000 and 1 roads
going every where and you need to backtrack.
Mostly this game is pretty linear and i like that
#32
Posté 21 décembre 2009 - 04:42
Dungeons and other interior settings that don't mix up close-quarters combat situations with areas that allow for long-range (e.g., Archery) characters to shine.
I have less fun when I play an archer that spends his/her days shooting monsters in the face at a distance of 1 yard.
I have less fun when I play an archer that spends his/her days shooting monsters in the face at a distance of 1 yard.
#33
Guest_Evainelithe_*
Posté 21 décembre 2009 - 05:52
Guest_Evainelithe_*
Zero replay value, crawling a dungeon is fun the first time, the second time I just want to skip it because I already know where all the monsters and the loot is and the only thing that really interests me is the story. Different dungeons for different origins would be nice.
#34
Posté 21 décembre 2009 - 06:12
A dungeon can have replay value even if you know where all the monsters are, where the loot is, etc. So long as every pack of mobs is different and requires different approaches from different groups of party members. What could have been a standard fight for Group A, could require a totally different approach from Group B and vice versa.
If every time you play the game you take the exact same spells on your Mage, your Rogue is always an Archer, your Warriors are always W&S and 2H, and you always play on the same difficulty setting, you're obviously going to find the experience pretty much identical every time...
I think the only thing that puts me off is repetitive scenery. The DA:O level designers did an amazing job of creating different environments using the same tileset pieces over and over again, due to subtle use of lighting, props and arrangement of the tiles. Creating a Tevinter Ruins area which looks as cool as the ones in the game is no easy feat.
If every time you play the game you take the exact same spells on your Mage, your Rogue is always an Archer, your Warriors are always W&S and 2H, and you always play on the same difficulty setting, you're obviously going to find the experience pretty much identical every time...
I think the only thing that puts me off is repetitive scenery. The DA:O level designers did an amazing job of creating different environments using the same tileset pieces over and over again, due to subtle use of lighting, props and arrangement of the tiles. Creating a Tevinter Ruins area which looks as cool as the ones in the game is no easy feat.
#35
Guest_Evainelithe_*
Posté 21 décembre 2009 - 06:18
Guest_Evainelithe_*
Even with different party combinations I find the second time around not nearly interesting enough to not want to skip the entire dungeon. But then I play RPG's for the story and the party banter and couldn't care less about fighting. And no don't give me the "then go read a book" argument, it's not the same.
#36
Posté 21 décembre 2009 - 06:28
Well, that's where games like Diablo jump in with randomly generated dungeons, loot and creature placement. There's benefits and pitfalls to that system too, though. They usually become a giant maze, using the same tileset pieces, where you just rush around trying to find the door to the next area, the environments tend to be very repetitive and poorly detailed. The benefit is you get very a very dynamic assortment of creatures and loot placement, but you loose the overall sense of a goal and exploration.
I thought Bioware did an awesome job of making some challenging encounters, IF you take the 'full frontal assault' approach like I did my first time through. Then you figure out some tricks to fool the AI and it gets boring. So I go back to full frontal assault mode and things get more interesting again.
I'm just saying its not always the dungeon itself that's the culprit for disliking the grind. A dungeon is just an environment with monsters and loot in it. How the player navigates through it and how they approach those monster encounters is usually the bigger factor.
I thought Bioware did an awesome job of making some challenging encounters, IF you take the 'full frontal assault' approach like I did my first time through. Then you figure out some tricks to fool the AI and it gets boring. So I go back to full frontal assault mode and things get more interesting again.
I'm just saying its not always the dungeon itself that's the culprit for disliking the grind. A dungeon is just an environment with monsters and loot in it. How the player navigates through it and how they approach those monster encounters is usually the bigger factor.
#37
Posté 21 décembre 2009 - 08:11
the lack of puzzles and traps.
honestly, i mean, we're not in disneyland are we? we're in a freakin' dungeon. one thing i dont like in DAO is the complete lack of traps in the game. why have a rogue with you when you crawl through a dungeon and just have to disarm 3 traps in total? ...
personally, i like traps and especially deadly ones and puzzles to escape from a dungeon. i dont know if you read my "turn of mini map when you dungeon crawl" article i recently posted on my blog, but since i'm an old-school rpg gamer i demand certain challenge in a dungeon. just going straight for hours and hours and slaying stupid monsters is boring.
i love to out my party on hold, and wonder off with my stealthy rogue to explore a dungeon. try to find traps and disarm them, maybe even set some myself.
i havent been into a dungeon in DAO yet which i really liked although the atmosphere in the deep roads is pretty awesome. ... but how can it be that the underground of orzammar is full of darkspawn and there are no traps at all? ...
cheers
honestly, i mean, we're not in disneyland are we? we're in a freakin' dungeon. one thing i dont like in DAO is the complete lack of traps in the game. why have a rogue with you when you crawl through a dungeon and just have to disarm 3 traps in total? ...
personally, i like traps and especially deadly ones and puzzles to escape from a dungeon. i dont know if you read my "turn of mini map when you dungeon crawl" article i recently posted on my blog, but since i'm an old-school rpg gamer i demand certain challenge in a dungeon. just going straight for hours and hours and slaying stupid monsters is boring.
i love to out my party on hold, and wonder off with my stealthy rogue to explore a dungeon. try to find traps and disarm them, maybe even set some myself.
i havent been into a dungeon in DAO yet which i really liked although the atmosphere in the deep roads is pretty awesome. ... but how can it be that the underground of orzammar is full of darkspawn and there are no traps at all? ...
cheers
#38
Posté 21 décembre 2009 - 08:19
I said from the start that the music in Dragon Age was horrible. I heard someone say its an enya wannabe and they're exactly right. But no game has good music anymore. The last game to have good music IMO was HeXen 2... Now THAT was an earie and atmoshpheric sound track.
Example -
Example -
#39
Posté 22 décembre 2009 - 01:51
Leather_Rebel90 wrote...
I said from the start that the music in Dragon Age was horrible. I heard someone say its an enya wannabe and they're exactly right. But no game has good music anymore. The last game to have good music IMO was HeXen 2... Now THAT was an earie and atmoshpheric sound track.
Example -
Heh, yeah, I love that game. One of the few games I brought with me to the States when I moved here a few years ago.
#40
Posté 22 décembre 2009 - 02:13
Ghandorian wrote...
All the light. Endless torches that seemingly take care of themselves is just stupid.
This one right here. I made a post a while back about how much better the dungeons were in The Witcher because it really felt like a dungeon. No cheap light sources that didn't make sense.
Was anyone who read the books not terribly disappointed with the Deep Roads in the game? Where was the overwhelming darkness the books described? (Even if you didn't read the books.. you're supposed to be miles underground, it should be pitch black except for the light source the party should have had to bring with it). Hearing the darkspawn humming in the darkness, knowing they're there but not being able to see them. Why can I see darkspawn and other enemies 100 feet away in what should be an almost pitch black area. I'm talking about areas that weren't around any light sources - speaking of which, the books didn't mention anything about darkspawn lighting campfires and giant torches and sunlight from holes in the wall, which shouldn't happen because as I mentioned, it should have been too far underground for that.
And where was the black goo from the darkspawn taint that should have been an all the surfaces?
The novels should have been required reading for the rest of the Bioware team. Where was David Gaider to step in and say, "No, no, no, this is all wrong!"
Modifié par rmp, 22 décembre 2009 - 02:41 .
#41
Posté 22 décembre 2009 - 02:19
I want more random encounter in the dungeon with ambush, flanking, falling rock, enemies breaking through from the wall or drop from the above for a surprise attack, but for now its go there and kill X.
A bit boring hence i had to take a break and browse this forum and here im :-D
A bit boring hence i had to take a break and browse this forum and here im :-D
#42
Guest_MrHimuraChan_*
Posté 22 décembre 2009 - 03:08
Guest_MrHimuraChan_*
When there's 2 paths to choose and you end up going 10 miles into the dungeon but whenever you look at the map you allways see that little unexplored part and starts to wonder "what was in the other path?" you try to not think about it but in the end, you give in and backtrack all the way through and explore the damn path... 
only to find a small room with a elfroot inside...<_<
Off topic: one thing that i love though: ICE:lol:. Don't ask me why, but i simply love cold snowy/frozen dungeons and crystal caves:wub:
only to find a small room with a elfroot inside...<_<
Off topic: one thing that i love though: ICE:lol:. Don't ask me why, but i simply love cold snowy/frozen dungeons and crystal caves:wub:
Modifié par MrHimuraChan, 22 décembre 2009 - 03:10 .
#43
Posté 22 décembre 2009 - 03:08
Heheheh. My least favorite part of video gaming is the long, tedious dungeon crawls.
I don't like to play for more than an hour--two at the most--without finding some new plot element.
I made the mistake on my first play through DA:O (which, really, is so far still my ONLY play-through) of deciding to do the Dwarves' quest line first. I almost gave up and quit the game completely in my frustration. Hours and hours spent, just wandering through underground tunnels, with only the occasional comment from our Dwarf friend about clues telling us where to go. No real interaction to advance the plot.
Luckily I did enjoy it too much to quit. c:
...And without spoiling anything? I WILL say that the finale when you DO finally get to the end of the Deep Roads is a hundred percent well worth the trouble of getting to it.
Regardless... to stay on-topic, that's the thing I hate. Lots of puzzles and random encounters, fights and long long runs through the dark, with no advancement of the plot. It's without a doubt one of the only things that will compel me to put down my controller and walk away. (Besides bad story/writing. Which was definitely NOT an issue in DA:O.
)
I don't like to play for more than an hour--two at the most--without finding some new plot element.
I made the mistake on my first play through DA:O (which, really, is so far still my ONLY play-through) of deciding to do the Dwarves' quest line first. I almost gave up and quit the game completely in my frustration. Hours and hours spent, just wandering through underground tunnels, with only the occasional comment from our Dwarf friend about clues telling us where to go. No real interaction to advance the plot.
Luckily I did enjoy it too much to quit. c:
...And without spoiling anything? I WILL say that the finale when you DO finally get to the end of the Deep Roads is a hundred percent well worth the trouble of getting to it.
Regardless... to stay on-topic, that's the thing I hate. Lots of puzzles and random encounters, fights and long long runs through the dark, with no advancement of the plot. It's without a doubt one of the only things that will compel me to put down my controller and walk away. (Besides bad story/writing. Which was definitely NOT an issue in DA:O.
#44
Posté 22 décembre 2009 - 03:19
Any labarynth type area, that's why I absolutley hated the Fade section of DA in the Mages Tower.
"Okay so I have a new form now, can I get to that one door? Oh no, not the right form. Oh wait a minute I got the new form but I didn't kill the demon in that one dream, or did I? Damnit which dream was that again?"
That basically sums up my first play through in the fade, on replays it's the only section of the game I take out the strategy guide for.
"Okay so I have a new form now, can I get to that one door? Oh no, not the right form. Oh wait a minute I got the new form but I didn't kill the demon in that one dream, or did I? Damnit which dream was that again?"
That basically sums up my first play through in the fade, on replays it's the only section of the game I take out the strategy guide for.
#45
Posté 22 décembre 2009 - 04:33
WoW dungeons, GW dungeons, Torchlight is nothing but dungeons. And now DAO has a slightly different take on dungeons, FADE for instance. I hate getting lost down there. WoW, you can get a mod to guide you. GW, you can get dungeon maps in the dungeon, Torchlight you just bungle around because they are not too hard.
I guess once you get a feel for a dungeon type they are all ok. I do get irritated when I think that the developers have gone out of their way to be overly clever.
I guess once you get a feel for a dungeon type they are all ok. I do get irritated when I think that the developers have gone out of their way to be overly clever.
Modifié par DarwinJames, 22 décembre 2009 - 04:34 .
#46
Posté 22 décembre 2009 - 05:07
I liked how spooky the darker parts of the Oblivion caves were, but trying to play that game in the middle of a sunny day was frustrating for that reason too. Honestly I think DAO has some of the better dungeons I've played. They usually offer a simple way our once you're done with the quest, not too much back tracking, not too dark, lots of decent encounters and loot. Between the ice of the Frostbacks, and the lava of the Deep roads, a little bit of everything.
That said, I still like open air encounters more. Some games just have too many dungeons and caves, not all bad guys set up shop underground.
That said, I still like open air encounters more. Some games just have too many dungeons and caves, not all bad guys set up shop underground.
#47
Posté 22 décembre 2009 - 05:12
LOL Hexen... Wow.
I like dungeons. Back in the day, we'd get together at a friends house and kill random stuff in dungeons. It rarely had a point. It was good enough for us. It's good enough for you!
I like dungeons. Back in the day, we'd get together at a friends house and kill random stuff in dungeons. It rarely had a point. It was good enough for us. It's good enough for you!
#48
Posté 22 décembre 2009 - 05:15
Boring combat. That's what kills a dungeon for me. Nothing in Dragon Age is a challenge to a decently built party. On top of that, there is zero originality in the combat encounters. Every single encounter plays out identically. Enter a room, find 3 meleers, 5 archers and maybe a mage. It's all just a variation of this. When you've beaten the same mob 10 times over, it becomes a grind.
More bosses, more varied mobs, more monster types, more special monster abilities, more traps, etc etc. Facing the same mob over and over makes for a very tedious dungeon. I can't think of a single dungeon that was actually fun the second time through.
More bosses, more varied mobs, more monster types, more special monster abilities, more traps, etc etc. Facing the same mob over and over makes for a very tedious dungeon. I can't think of a single dungeon that was actually fun the second time through.
#49
Posté 22 décembre 2009 - 06:18
I gotta agree with the underwater / swimming / looking for air holes thing. I guess I'm navigationally challenged, but I always end up drowning 10X for every successful effort. I get too turned around when I'm under water, panic, and then drown.
Also, the lack of a reason for any of these things to be hanging around waiting for my char or party to show up. How do they surivive? Why do they just hang out in that room behind a closed door? What are they up to when I'm not looking? Makes no sense to me, that one.
Also, the lack of a reason for any of these things to be hanging around waiting for my char or party to show up. How do they surivive? Why do they just hang out in that room behind a closed door? What are they up to when I'm not looking? Makes no sense to me, that one.
#50
Posté 22 décembre 2009 - 06:21
They live there. You're breaking into their home to murder their families and plunder their loot.
How do you feel now, Dungeon Crawler?
How do you feel now, Dungeon Crawler?





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