Explain what makes these any worse than the draugr crypts

Explain what makes these any worse than the draugr crypts

Attached: dwemer.jpg (1280x1024, 309.17K)

Other urls found in this thread:

youtube.com/watch?v=MZjvsNLqhik
twitter.com/NSFWRedditGif

Who's saying they are? They're the best dungeons in the game, although I know that's not much of an accomplishment

Attached: ohhd40kjnal11.jpg (640x420, 17.62K)

They have the Morrowind dwemer dungeons as comparison of how much liear and bad they are

the clonk clonk noise when you hit dwemer bullshit is even less satisfying than the noise when you hit draugr

They are harder unless you are high level then draugr caves become hell, 5 draugr shouting at you, shooting you with their ebony weapons and conjuring frost attronachs.

I don’t quite understand what you’re saying but the dwarven ruins are probably the least linear dungeons in the game. Is that really a complaint people have?

If i remember correctly only the main quests dwemer dungeon is more complicated, the rest are more or less linear as well, you had more rooms to enter but followed the same basic archetype.

I'm just fucking tired of the Dwemer and anything related to them. TES lore is great for the 4 races that actually got any while the others don't get shit. My eyes rolled hard when I realized I need to get again dive into a Dwemer ruin to find yet another super powerful item to stop the big bad. I'm just so fucking over this race. Give others a shot to shine. I fucking hated Dragonborn because they went and ruined Solstheim with Dwemer ruins and I don't want the next TES game in Hammerfell because I know I will yet again have to deal with this fucking Mary Sue race and their shitty tiresome dungeons who will have the fucking same 3 enemies since Morrowind.

Argh, Aav dilon!
*dies

i don't think anyone complain about dwarven dungeons. Exploring the whole complex of inter-connected cities with buildings was pretty cool. I still wonder why in the assembly there's people even if dwemer have disappeared since a long time and why they're not killed by falmers.

This I'm playing Skyrim atm and the fucking Dwemer dungeons are a chore to play.

My issue stems from both Morrowind and Skyrim, not just one.

I have no clue why the dark and churning Morrowind dwemer ruins were so fun to explore, but the puke green clunky skyrim ones weren't. I just can't stomach them and I'd rather have caves. Wait, did skyrim have anything other than caves, generic cobblestone structures, dwemer ruins or draugr crypts anyway? I could've sworn there were more types.

I say nordic dudgeons are worse. Feels like 90% of the game is killing draugr. Especially worse when morrowind and Oblivion had more undead varients than skyrim.

Dungeons in Morrowind
>A family tomb with 2 rooms in it and almost always nothing worth looking for (incredibly common)
>Dwemer ruins
>Caves (common as well)
>Daedric ruins
>A handful of Dunmer strongholds
>Very few Velothi towers
Morrowind dungeons might almost all feel incredibly short but I think the variety still puts them above Skyrim's bandit caves, draugr crypts, falmer caves and dwemer ruins.

How does the Switch version play? How bad are the bugs? I remember having to fix a few level ups myself on PC, but my girlfriend(female) wants to play it again and there’s no way I could talk her into Dragon’s Dogma instead.

How were dungeons in Oblivion? I only ever played Skyrim and Morrowind.

>forsworn dungeons built into and on top of mountains
>will-o-wisp and animal infested big tree caves
>military forts filled with troops
among others.
you're right that there's not a ton, but more than 4

The buried city is pretty fantastical. More like that, please. I want the game to hold things that aren't obvious on the map. Skyrim had none of that.

Randomly generated

Fuck I completely forgot about those, my bad. Can't believe I left out the forts.

fuck off todd

The falmer caves usually had something visually interesting about them. Big open areas with that blue-white glow from charus eggs and stuff and there was usually a bit more variety to traversing them with hubs and cut backs.

user, you are missing the obligatory ice caves and fort interiors.

It did have a few unique and pretty places like the Moth Glade or Blackreach but that's about it. I don't think Dragonborn has added anything else except for Mora's realm.

If you want to level smithing and have a companion you can haul loads of dwemer shit back which you can smelt down and make loads of dwarvern stuff to level smithing really quickly
Also a great way to farm soul gems

Shalidors maze

Attached: Say the line.jpg (636x699, 188.24K)

Morrowind's Dwemer dungeons were tiny as fuck, if my memory isn't failing me.

>That moment when you finally exit the dwemer dungeon/blackreach and you're greeted with a pleasant sunrise or comfy snow

Attached: img.png (557x605, 493.54K)

Dwemer dungeos in morrowind had good loot 90% of times you got cool stuff.
I think thats the problem with skyrim dwemer ruins, you get a more complex dungeon that the average skyrim one and its a little bit harder just to get a steel sword at the one and some gold, its a chore for nothing

Yeah Morrowind dungeons in general were pretty small save for a few weird cases that stood out.

And I forgot sixth house bases for Morrowind, but I guess most of them count as cave dungeons save for the one inside a stronghold and some in Dwemer ruins.

Ah yes, ice caves. Fort interiors fall under generic cobblestone structure for me.
The thalmor embassy was almost a dungeon. We can add house interiors to the list.

I like the ones that opens up to the sky. Also, there's ice caves too.

Lots of halls that made you go in circles, lots of doors that lead to the same places to were before, lots of skeletons

I recently went back to Morrowind and I can honestly say the only thing I really miss in Skyrim are the daedric ruins.
Everyone memes about Skyrim's dungeons while there are like 70 tombs in Morrowind and 7 out of 10 have fuckall in them and have 3 cells each. smuggler ruins were equally disappointing and don't get me started on Morrowind's dwemer ruins.

isn't really on the nose with it because there are also fortifications and small castles with dungeons and Blackreach is absolutely wonderful. The only issue I had with bandit and draugr caves was that they were linear but way less linear than Morrowind.
Oblivion had ayleid ruins which were fantastic but the absolute worst caves I could ever imagine.

globins cave,undead caves,bandits caves,vampires caves
then it would be the same but for stronghold
you'll have some bandit camps everywhere but it was ridiculous
you also had ayleidic ruins ,with ghosts,undeads,liche as a boss,bandits
oblivion too with dremoras
from what i remember

Morrowind dwemer dungeons were more linear nostalgia fag, only endgame dungeons were "bigger", which in case were small corridors.

They are, The retards here never played again or ever checked UESP.
The only ones shilling ate Slav fanboys.

Let's find out!

Caves, Forts, Sewers and Ayleid ruins. They often felt samey especially the caves. The Ayleid ruins felt pretty nice to explore but they had little of interest to them except a few story related ones. It was pretty fun to revisit some Ayleid ruins in Skyrim with Beyond Skyrim, especially thanks to the song they are using for them

youtube.com/watch?v=MZjvsNLqhik

That song really gives the ruins a whole new feeling compared to the songs used in Oblivion. Makes them feel more desolate, empty and mysterious.

A friend says it's pretty amazing that they were able to port it proper to the system. There's even an unofficial way to mod them.

I think those were slaves kept by the Falmer

forgot to mention mythic dawn but there wasnt that much and it was mostly quest related

They’re not. They’re the one place that can kick your ass and fill your pockets with so much loot you have to figure out how to haul it all back. FUCK SKYRIMLETS JESUS

I thought Ayleid ruins would get expanded on in Skyrim not completely nuke it out of existence. One or two big dungeons might suffice.

Was it memory constraints on the shit ass consoles?

How's the Beyond mod? Stable?

I really liked the dwemer museum thieves guild quest until I realized there's no real penalty for failing to stealth through it. Killing guards via traps loses its charm when you don't really feel the need to do that.

Very boring, very samey.

Enemies that pop out of walls only when you walk through certain spots so you can't snipe them before they activate.

Forts depended of the level, entrance would be mostly bandits and so on, but the interior would be dead bandits to Undeads and creatures, if not vampires.
Ayleid ruins were full of undead and Vampires, and vampires are assholes to kill it even with daedric weapons or magic.
Caves were full of undead, bandits or in higher levels, land dreugh ogres and trolls hitting hard, inSome cases it became a Minotaur Lair.
Imperial city dungeons were a mishmash of Goblins, creatures undead and ghosts Because TES arena
Oblivion gates at later levels were hard, but the drops were easy money since you would be dropping ebony to Daedric weaponry and armors

And then you had Shivering Isles.

>Was it memory constraints on the shit ass consoles?
Probably time constraints, remember that Markarth was originally supposed to be Nord carved instead of just being a Dwemer city salvaged by Nords. Making new assets would've taken too much time.

Yeah the people you find in Blackreach are Falmer slaves, pretty ironic.

The Mythic Dawn places are the sewer, a cave and the Paradise.

Ah yeah good point. I guess you could say that Falmer caves (which I forgot to mention myself) also fall under the cave category, I mean they are basically caves but with some glowing mushrooms added to them. It's a shame that Dragonborn didn't add ash related dungeons.

I played it on Xbox One and I didn't run into any bugs or troubles. Even added a mod that adds a house to the waterfall with a view to the imperial city. No issues whatsoever except for a misplaced texture here and there.

I still wonder who took this original screenshot. That bandit had no clue how famous he’d be

Nope, Markath was a Nordic City build on the top of Dwemer city ruins.
But Ulfric the Simp and the deranged reachmen destroyed it leaving only the dwemer ruins.

Morrowinds dungeons predominantly being small was a positive factor imho. It saved the big long dungeons for actually difficult and important quests. It made finding a really long dungeon memorable and striking. Being told to kill a single simple ghost in the nearby tomb shouldn't need a 15 minute treck through an enormous draugr crypt filled with the exact same copypasted rooms, dragon claw puzzle, symbol puzzle, spider room and so on. That's honestly Skyrim's problem. It tries to cram EVERYTHING into EVERY dungeon so they all just feel tiresome and exactly the same.

trolls,minotaur and ogres in dungeons
i didn't remember that ,i know they would spawn outside,here and here but i didn't know there were dungeons with it
interesting thanks. There's also this big ogre with his big potatoes that give you a quest but i never finished it,never tried to found the farm.
oblivion in highest difficulty is actually pretty difficult except if you play long range character.

Blackreach was cool. Really the only dungeon I remember from Skyrim, besides Bleak Falls.

Skyrim's main flaw IMO was its predictability: every dungeon has boss chest, "hidden" chests were never worth opening, length of each dungeon was similar and design far, far too linear. The whole point of exploring dungeons should be unpredictability and excitement. Morrowind was great in that you never knew whether it was the usual family tomb you entered with ashes and a ghost here and there or maybe you got lucky and found a legendary ring. I don't think length of dungeons is as much a factor as is predictability and copypasting. Why are they even copying bad concepts like that awful dragon claw "puzzle"?