PigLick on 15/11/2011 at 02:15
I havent seen a list of spells available in Skyrim, but I am gonna take a guess that there isnt any mark and recall spells.
One of the main gripes I had with Oblivion were the dungeons, mazelike corridors and chambers that all look alike, then when you have got the item or whatever you were looking for, you then had to backtrack all the way to the outside again. That got old really fast.
Ah morrowind where you could cast a mark at the quest giver, then when you are done in the dungeon, recall back again, bam easy, and saved a lot of torturous backtracking.
So I have only done a couple of dungeons so far, but they seem to be designed that there is a quick way back to the entrance once you have done your mission or whatever. The golden claw dungeon is a good example.
Does this trend continue, or is it still largely like oblivion? Why couldnt they just have fast travel enabled in interiors, or just a godamn teleport spell.
Dia on 15/11/2011 at 02:31
I've been in several dungeons/cave systems so far and there have been quicker ways out in a few of them, not in all though. What I find impressive is that all dungeons/caves aren't identical in layout. It makes landmarking a lot easier. Don't know if there are mark & recall spells yet.
PigLick on 15/11/2011 at 02:33
Unless someone makes a mod, there isnt. At least they still have water walking and breathing, which means there is gonna be something good underwater.
Dia on 15/11/2011 at 02:44
Or something very, very bad .......
Dresden on 15/11/2011 at 04:05
Speaking of magic, I just found the most awesome spell tome. Spell of Transmutation which allows you to turn iron ore into silver and silver ore into gold. I'm going to be swimming in jeweled gold necklaces soon.
Firefreak on 15/11/2011 at 07:37
To me this non-backtracking gets too ridiculous in some instances.
You've spent now more than an hour traveling down some (pretty linear) cave system - the air is foul of being that deep within the mountain - and, oh, look, after beating the end-boss (and loot the obligatory treasure), you just hop off a ledge/unlock a door/pull a lever to raise a hidden stone wall and you're a jump from to the original entry point.
(Gee, now if I just would have a rope not uncommon in this fantasy setting I'd have saved me some troubles there)
I would prefer perhaps a second route out, that is about equally long and also still infested with enemies - but I guess that's just me.
Don't get me wrong, the dungeons I've encountered so far are very unique and have various moments of awe. It just annoys me that after this ride of curiosity and killing the overseer an 'Exit' sign lights up and you find a path that is shorter for said overseer than the first guard on the other end...
What happened to self-destruct mechanisms once you grab the shiny? Panic as the tunnels collapse behind you...
Digital Nightfall on 15/11/2011 at 08:48
I found it interesting that Skyrim and Rage both use the same "dungeon exit system". I wonder if that's more than a coincidence. And honestly Firefreak, it does make a little sense. If you were an evil wizard, wouldn't you want a back door to your lair that only you know about and have access to, so you don't need to run through half a mile of dungeon and traps and puzzles in order to get in and out?
The only weird part is when the back door leads to an impossible to approach cliff-side or ravine, which our hero can nonetheless fast-travel out of without a problem. For the sake of my petty attempts at role-playing (dorky, I know, but it makes the game more fun) in those instances I travel back through the dungeon to the original exit.
Koki on 15/11/2011 at 08:56
You're actually fast travelling?
Firefreak on 15/11/2011 at 10:02
Quote Posted by Digital Nightfall
If you were an evil wizard, wouldn't you want a back door to your lair that only you know about and have access to, so you don't need to run through half a mile of dungeon and traps and puzzles in order to get in and out?
If I'm an evil wizard, I'd follow at least one of the corresponding (
http://legendspbem.angelfire.com/eviloverlordlist.html) check lists; But apart from that, I can see the reasoning behind a private, quick-access path - just to evade countless 'Good Morning!' yells (think The Hunt for Red October) - but a passage that is bi-directional! That simple lever is always on the in-side;
I'd be perfectly happy if the lock was pick-able only by a master, or that stone wall could be lifted with Strength 100...
It's the game mechanic of "Don't worry, no need to backtrack" that is a tad too obvious, a bit too simple and convenient for me.
I'd want the way out either be a small adventure in itself or be a viable way in as well, given some experience.
The long way in was epic, why can't the exit hold up to that?
Ostriig on 15/11/2011 at 11:02
Quote Posted by Digital Nightfall
The only weird part is when the back door leads to an impossible to approach cliff-side or ravine
But if you were an evil wizard wouldn't you also want your doom fortress/cave/hole to have a balcony overlooking nice, scenic vistas?