What is it about a dungeon that puts you off?
#51
Posté 22 décembre 2009 - 06:43
But then I'd like to mention the circle tower itself, which I found to be a very nice dungeon indeed. It's quite linear, so you don't really get lost, YET interesting because you have a purpose for being there and the plot develops underway.
There's also plenty of codex entries, the placement of mobs are more or less what you'd expect them to be given the circumstances, and a big plus for the optional puzzles/bosses, which were awesome the first time around. Only drawback is that there really should have been more of them!
This also goes for the Brecilian Forest-bit, although not a "dungeon", I'm fairly certain it's my favourite questline. It's at a nice length (maybe a tad bit short), and the fauna(and flora) is very entertaining indeed.
#52
Posté 22 décembre 2009 - 06:49
#53
Posté 22 décembre 2009 - 06:53
They should feel grateful that I'm relieving them of the boredom of spending a couple hundred years in a tiny room just waiting for me to show up!
Many of them don't even have a TV or working stereo!
#54
Posté 22 décembre 2009 - 08:13
-Lack of variety in encounters.
-Bland/uninteresting environments.
-Boring music.
-Going in circles, either through getting lost in a dungeon or going on a key quest.
Modifié par Pocketgb, 22 décembre 2009 - 08:16 .
#55
Posté 22 décembre 2009 - 08:15
Cybercat999 wrote...
Inability to resize the map and figure out where the exit is after running in circles for an hour.
second
#56
Posté 22 décembre 2009 - 08:41
I killed the spider that had stolen Branka's journal down in the Deep Roads. After doing that, the quest tells me to go through Caridin's Cross to the Dead Trenches. So I turn every stone in the cross - nothing. Then I eventually get tired of it and look it up on the net. Turns out the quest was wrong. Kind of. The exit I was supposed to use was right next to the spider queen boss. While the exit isn't in Caridin's Cross, the trail your party walks on the way to the Dead Trenches does actually take you through Caridin's Cross so I guess, in a way, the quest wasn't wrong after all. But man, was I annoyed.
#57
Posté 22 décembre 2009 - 06:50
#58
Posté 22 décembre 2009 - 06:51
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 -
Here's another game with an awesome, atmospheric soundtrack
Modifié par Bibdy, 22 décembre 2009 - 06:53 .
#59
Posté 22 décembre 2009 - 07:00
Modifié par Forwen, 22 décembre 2009 - 07:01 .
#60
Posté 22 décembre 2009 - 08:06
Dont post spoilers within this forum please!
bodoron wrote...
So far no dungeons have annoyed me at all in DA, but there was one quest that really did.
I killed the spider that had stolen Branka's journal down in the Deep Roads. After doing that, the quest tells me to go through Caridin's Cross to the Dead Trenches. So I turn every stone in the cross - nothing. Then I eventually get tired of it and look it up on the net. Turns out the quest was wrong. Kind of. The exit I was supposed to use was right next to the spider queen boss. While the exit isn't in Caridin's Cross, the trail your party walks on the way to the Dead Trenches does actually take you through Caridin's Cross so I guess, in a way, the quest wasn't wrong after all. But man, was I annoyed.
#61
Posté 22 décembre 2009 - 08:12
The environments should be much darker, and in some instances, a torch should have to be used.
The music should be creepy.
Monsters should automatically spawn in some cases, instead of seeing them from a distance (near or far) all the time.
There should be times when there is no music, but instead environmental sounds that convey a sense of "something isn't right here."
There should be hidden rooms that have to be searched for (diligently) in order to further the plot direction.
There should be more interesting baddies to fight.
There should be more sub-quests unveiled in the dungeons. Perhaps there could be large open books that reveal cutscenes (to enhance the dungeon crawling experiences) for these sub-quests.
There should be human/elf/dwarf (origin?) specific dungeons with terrific stories to bolster being there.
There should be more detailed, interesting environments (colors, stalagmites & stalagtites in caverns, water wading with creatures biting at your ankles, slippery surfaces (algae?) while trying to fight, a cave-in or two in the game to block the easy way back, much more variety than what we see now).
Random respawning of creatures when visiting the dungeons again, with random twists and turns that leads you to believe that you really haven't been here before, except for the major parts such as buildings, etc.
Back to the main point: scary, creepy, not well lighted, and with purpose.
#62
Posté 23 décembre 2009 - 10:15
exorzist wrote...
SPOILER ALERT
Dont post spoilers within this forum please!
Sorry, I wasn't aware that was an issue
#63
Posté 31 décembre 2009 - 09:38
One video game's dungeons I enjoyed was Legacy of Kain:Defiance. It's not an RPG, but those dungeon crawls were a blast. Every few moments you'd run into a new cutscene that added more to the story and enhanced what you found in the end.
Something similar in Dragon Age would have been great, I think. Small cutscenes spread out through the dungeon that culminated into a grand epic at the end of it, and not necessarily a boss fight, either.
#64
Posté 31 décembre 2009 - 09:55
#65
Posté 31 décembre 2009 - 09:58
Xinoxlx wrote...
Orzammar / Deep roads: Big open areas with multiple pathes and no way to increase travel speed.
Too much WoW for you, m'boy.
#66
Posté 31 décembre 2009 - 10:06
andybuiadh wrote...
Xinoxlx wrote...
Orzammar / Deep roads: Big open areas with multiple pathes and no way to increase travel speed.
Too much WoW for you, m'boy.
Of course it has to WoW that spoiled me and not the fact that walking through giant open areas in deep roads just so I can get to the one side-path while there's no decent music is plain boring. Of course it has to mean I played WoW and not that it's just plain boring but necessary thing to do.
Assumptions - Still making and "ass" of "u" and "me."
#67
Posté 31 décembre 2009 - 10:20
#68
Posté 31 décembre 2009 - 10:33
#69
Posté 31 décembre 2009 - 10:35
Xinoxlx wrote...
andybuiadh wrote...
Xinoxlx wrote...
Orzammar / Deep roads: Big open areas with multiple pathes and no way to increase travel speed.
Too much WoW for you, m'boy.
Of course it has to WoW that spoiled me and not the fact that walking through giant open areas in deep roads just so I can get to the one side-path while there's no decent music is plain boring. Of course it has to mean I played WoW and not that it's just plain boring but necessary thing to do.
Assumptions - Still making and "ass" of "u" and "me."
I'm not denying it's boring.
Just as you're not denying WoW has raised expectations.
Let's just call the whole thing off.
#70
Posté 31 décembre 2009 - 10:38
4 people against the entirety of the Darkspawn in the Deep Roads, what the hell is the prospective king of Orzammar thinking?
Modifié par thegreateski, 31 décembre 2009 - 10:39 .
#71
Posté 31 décembre 2009 - 10:42
now i've seen it all: WoW as an excuse for DA's wretched travel mechanics.andybuiadh wrote...
I'm not denying it's boring.
Just as you're not denying WoW has raised expectations.
Let's just call the whole thing off.
#72
Posté 31 décembre 2009 - 10:44
phordicus wrote...
now i've seen it all: WoW as an excuse for DA's wretched travel mechanics.andybuiadh wrote...
I'm not denying it's boring.
Just as you're not denying WoW has raised expectations.
Let's just call the whole thing off.
Excuse? No.
But most RPG's involve alot of foot slogging, it's the nature of the beast and just something that you deal with.
#73
Posté 31 décembre 2009 - 11:08
- Monsters spawning out of thin air. In DA:O, for example, giant spiders supposedly dropping from low ceilings in the Circle Tower cavern...
- Long, twisty, multi-path dungeons; I hated most of Oblivion's dungeons because they took so long to explore.
Some of my favorite dungeons include:
- Ultima V's dungeons, Underworld below those, and final dungeon below that. I always had a strong sense of being deep underground, which reminded me of Journey to the Center of the Earth (original) which I love watching.
- Ultima IX's dungeons, bugs aside (good ambience and mostly fun interactive puzzles).
- Diablo (music provides awesome atmosphere)
- The Witcher; very dark but provided torches and Cat potions for seeing.
- BG; Durlag's Tower
- BG2; Watcher's Keep
- IWD; Elven Hand tower (forget actual name)
Those are the ones that stand out for me. I like most dungeons overall, and only Oblivion inspires sighs, reluctance, and annoyance when I'm faced with yet another same-o dungeon crawl.
Modifié par Endurium, 31 décembre 2009 - 11:10 .
#74
Guest_Maviarab_*
Posté 31 décembre 2009 - 11:29
Guest_Maviarab_*
The problem with most of them is that they are just so repetative and boring, it becomes a grind getting to where you need to get to/get what you need to get.
#75
Posté 31 décembre 2009 - 11:37
The biggest problem I have is that, sometimes, you can have a loud battle and people just one room over don't hear or care about it. If you're trouncing through a bandit base or something, don't you think the entire place is going to know about it and zerg your ass with everyone inside? Doesn't have to be instant or too excessive, but I'd like to see some more physical distance between encounters or something to make what currently happens more reasonable.
*I'd like to state that while this is somewhat of a problem in DA:O, it's considerably better than in most other RPGs.
Modifié par Demonic Spoon, 31 décembre 2009 - 11:39 .





Retour en haut






