Luzur
Good Sir
Lord Rocket said:Luzur said:As long as we're putting in feature requests: how about an improved dungeon generation script that would make slightly more traditional dungeons, ie. divided into discrete levels? These would be a lot less frustrating to navigate, but could still be super huge. Or, just something that would make the dungeons less incredibly convoluted.
Invasion of the Consolites!
Just how smaller would you like the terrain anyway? How many minutes of real-time walking between places?
Anyway, I'd rather see random encounters when you travel recklessly and sleep out.
yeah FFS guyse, go play Oblivion if you want stuff like that.
Who said anything about 'shrinking' anything? All I ever play these days is Stone Soup, so I must like tiny dungeons, right?
NB. I'm pretty sure Oblivion doesn't implement dungeon levels in the Wizardry/Dungeon Master/etc. sense, which is what I was talking about. So nice work Sweden.[/quote]
you are welcome to do that in an add-on later, but nothing is going to be shrunk in Daggerfall, since Daggerfall without insane inducing dungeons isnt Daggerfall at all.
Luzur wrote:
How many minutes of real-time walking between places?
How about zero?
I like to quote section8 now:
"There are some interesting discussions to be had on this topic from a design perspective. At the heart of the problem, you have unnecessary downtime, since moving characters across a map is neither challenging or fun, and with the exception of Dungeon Siege fans, most gamers recognise this."
that isnt my quote, but denizsi's.
also, leave that alone too, i like to hike in my games and hike in my games shall do.