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Re: Experimental Smaller Dungeons

Posted: Fri Jan 25, 2019 1:15 am
by Jay_H
I completely agree. The knowledge that the enemy/item is going to be on this dungeon block is a huge sanity saver for me. When you're in one of those purgatory dungeons made of two flooded towers and an intertwining octopus hallway, you could be looking for literally days before you see a new sign of life. I absolutely love this.

Re: Experimental Smaller Dungeons

Posted: Fri Jan 25, 2019 3:35 am
by Narf the Mouse
Yes, dungeons have disconnected blocks, in which monsters can spawn and annoying you. :)

Also, this feature keeps attracting my attention. Because yes... it can take me days, real-time, to finish a dungeon quest.

Although they'd be easier if DFU had the minimap that Classic has.

I've explained the yellow blob before. :P

Re: Experimental Smaller Dungeons

Posted: Fri Jan 25, 2019 5:53 pm
by Al-Khwarizmi
Narf the Mouse wrote:
Fri Jan 25, 2019 3:35 am
Yes, dungeons have disconnected blocks, in which monsters can spawn and annoying you. :)

Also, this feature keeps attracting my attention. Because yes... it can take me days, real-time, to finish a dungeon quest.

Although they'd be easier if DFU had the minimap that Classic has.

I've explained the yellow blob before. :P
Agreed. People underestimate the yellow blob. It's rudimentary, but an enormous help in classic.

Re: Experimental Smaller Dungeons

Posted: Fri Jan 25, 2019 6:15 pm
by hello
i like the option! though right now in my opinion the dungeons tend to be a bit too much on the small side.. may i make a suggestion to have a couple more settings in the future:
- adding a sort of 'middle ground' size of dungeons, not as big as the original, but bigger than smaller dungeons are right now
- adding an option to randomize the dungeon size option for every dungeon, for variety

it's refreshing to find the quest objective 5 minutes into a dungeon sometimes but when it happens every single time there is something lost about the game in my opinion. daggerfall is about dungeons above all else in my opinion! i turned the option off again for now.

Re: Experimental Smaller Dungeons

Posted: Fri Jan 25, 2019 11:50 pm
by Narf the Mouse
What the quest item spawner could do, is prioritize locations farther from the entrance.

Actually, that could be a toggle. "Farther Quest Item Spawn", "Random Quest Item Spawn", "Closer Quest Item spawn" or something like that. So you could have smaller dungeons with quest items tending to spawn farther in, or larger dungeons with items tending to spawn closer to the entrance.

Re: Experimental Smaller Dungeons

Posted: Sat Jan 26, 2019 1:22 pm
by jayhova
Did I mention? Bring back passwall.

Re: Experimental Smaller Dungeons

Posted: Sat Jan 26, 2019 7:05 pm
by Jukic
@J: That Arena uber-spell would be very challenging to implement due to the level/engine design. Best to forget it and focus on various teleporting/transporting options :)

Re: Experimental Smaller Dungeons

Posted: Sun Jan 27, 2019 1:29 pm
by jayhova
Oh I know. But the game already puts together blocks to build dungeons. A passwall spell would put a special 10' hall segment block 90°to the wall you cast it on. You could do special things like create rest areas by levitating up and installing a passwall in an existing wall. Create shortcuts; reach orphan sections etc. I just think it's a neat idea. I would be surprised if it was anything but difficult to implement.

Re: Experimental Smaller Dungeons

Posted: Sun Jan 27, 2019 9:52 pm
by Narf the Mouse
jayhova wrote:
Sun Jan 27, 2019 1:29 pm
Oh I know. But the game already puts together blocks to build dungeons. A passwall spell would put a special 10' hall segment block 90°to the wall you cast it on. You could do special things like create rest areas by levitating up and installing a passwall in an existing wall. Create shortcuts; reach orphan sections etc. I just think it's a neat idea. I would be surprised if it was anything but difficult to implement.
This is something that Unity's free UMA 2 asset could probably do. I don't know if the license would allow, though.

Re: Experimental Smaller Dungeons

Posted: Tue Feb 05, 2019 4:39 am
by Narf the Mouse
So I just played my first dungeon with this option on. To review:

* Dungeon was still large enough I got lost a few times.
* Dungeon was still puzzling.
* Dungeon was a lot more fun.
* Completing the dungeon was satisfying, rather than "Light! Light at last! I can see the sky!" :lol: