I think it's matter of taste. Some people thinks that this huge, huge world make you feel tiny and lost.SirDetSilent wrote: ↑Sat Dec 14, 2019 8:44 pmYes its not good at all, what i mean is the content density is very very low, thats a problem, its a big empty world in a lot of ways with mostly tasks not quests, this means little to no story, there are some mods to try and change that but then you get into the fact everyone is a sprite and a lot of them look the same, im sure mods will fix this eventually but as of now the game just feels empty, then when you do do some tasks the dungeons are big and samey even with the tweak to make them smaller.Firebrand wrote: ↑Sat Dec 14, 2019 8:33 pmInstead of Fast Travelling everywhere, have you tried this?SirDetSilent wrote: ↑Sat Dec 14, 2019 8:29 pm
One of the issue is fast traveling everywhere, you dont really explore, make it a quarter the size with the same amount of things and make the content density 4 times higher.
viewtopic.php?f=27&t=1293
Its not fun to wonder around the same area for close to an hour trying to find some hidden door, its just cryptic and bad game design, thats not rewarding.
But I agree that more content, to differentiate the various area of the world, would be a great improvement.
Also, but it's me, I love the crazy impossible huge dungeons. The bigger, the better. If you're a good spellcaster, you can levitate and recall like crazy
Dungeons in later ES games looks really dumbed down. Why a dungeon cannot start with a bottomless pit, fill with water and a long section underwater? The world is hard, and if your character is not up to the task, it will probably die soon. Compared to classic Daggerfall, in DFU the map is super-useful, you just have to methodically visit every tunnel and room. Secret doors are always shown on the map, even before you find them (like in classic Daggerfall). It happend to me just once in a month of playing that I didn't find the target of my quest. The only complain for me about dungeon, again, is variety.