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Critique nr. two. Short dungeons.


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#1
Walkyr

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Hello.

 

Like topic says.

 

Where are big long and multiple levels dungeons?

 

In PoE 1 i have fun in exploring big dungeons in some moments.

 

In PoE 2 we have very short dungeons.

 

Exploring big and long dungeons is very rewarding.

 

There is a very satisfying feeling after finish big dungeon. I dont know how to describe this but i know that most people know what i am talking about.

 

Guys please tell me what are you thinking about this.



#2
anathanielh

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I actually prefer the shorter dungeons as there are less encounters that seem like filler (at least with the DD mod).
I just wish they disable resting in dungeons in order to make injuries come into play more. (Right now I just tell myself not to use resting in dungeons, but an option to disable it in the menu would be nice)
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#3
Hulk'O'Saurus

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No per rest mechanic, no need for long dungeon crawls. 



#4
InsaneCommander

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I actually prefer the shorter dungeons as there are less encounters that seem like filler (at least with the DD mod).
I just wish they disable resting in dungeons in order to make injuries come into play more. (Right now I just tell myself not to use resting in dungeons, but an option to disable it in the menu would be nice)

 

We need dungeons like the very first one in PoE1: you enter and the entrance collapses. You don't know how big it is and if you couldn't rest things would get interesting.


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#5
anathanielh

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I actually prefer the shorter dungeons as there are less encounters that seem like filler (at least with the DD mod).
I just wish they disable resting in dungeons in order to make injuries come into play more. (Right now I just tell myself not to use resting in dungeons, but an option to disable it in the menu would be nice)


We need dungeons like the very first one in PoE1: you enter and the entrance collapses. You don't know how big it is and if you couldn't rest things would get interesting.

That would be cool. Especially on Iron Man mode.
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#6
algroth

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I believe there's a good middle-ground to be found between both, really. I believe long dungeons get boring pretty quickly if all there is to them and to the general exploration is a bunch of rooms and corridors holding trash mobs and a couple of traps, whilst short dungeons can also feel very unsatisfactory due to their sheer length. But short dungeons can also provide a few breathers between the larger and more multi-levelled dungeons, or be interesting and fun on their own if they work upon a very specific and interesting gameplay concept. The sandswept ruins are a clear example of this, for me. But I do agree that I feel some quests would have been better served with more expansive and challenging dungeons the likes of Poko Kohara: the business on the Watershaper's Guild or the quests involving the animancers being some prime examples of this, because they feel pretty relevant within the faction arcs and so on, and instead due to their brevity seem to play more as quick tasks instead.

 

Spoiler


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#7
vanyel54

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Seems logical to remove big dungeons if you remove any attrition system. A big step in the wrong direction in my book.
In deadfire too many areas seem small and empty.
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#8
Dr. Hieronymous Alloy

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There are a few longer dungeons -- Nemnok's caverns, one or two other places. 

 

Unfortunately there's only one Endless Paths.


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#9
Chris S

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Obsidian has become institutionally incompetent when they've got to the point that making a BG2 clone without dungeons somehow seems a good idea.

 

It's absurd, and the studio has lost it's core competence.



#10
Grimo88

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Hello.

 

Like topic says.

 

Where are big long and multiple levels dungeons?

 

In PoE 1 i have fun in exploring big dungeons in some moments.

 

In PoE 2 we have very short dungeons.

 

Exploring big and long dungeons is very rewarding.

 

There is a very satisfying feeling after finish big dungeon. I dont know how to describe this but i know that most people know what i am talking about.

 

Guys please tell me what are you thinking about this.

 

Matter of taste. I hated Endless Paths with a passion and I skip it in favour of White March every time.

 

Ideal dungeons for me are multi-solution ones like Deadlight and Raedric's Hold, or ones with 2 meaty levels like Durgan's Battery. 


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#11
Grimo88

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Obsidian has become institutionally incompetent when they've got to the point that making a BG2 clone without dungeons somehow seems a good idea.

 

It's absurd, and the studio has lost it's core competence.

 

its* 



#12
dukeisaac

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Obsidian has become institutionally incompetent when they've got to the point that making a BG2 clone without dungeons somehow seems a good idea.

 

It's absurd, and the studio has lost it's core competence.

Nice necro



#13
misterjimmy

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Hello.

 

Like topic says.

 

Where are big long and multiple levels dungeons?

 

In PoE 1 i have fun in exploring big dungeons in some moments.

 

In PoE 2 we have very short dungeons.

 

Exploring big and long dungeons is very rewarding.

 

There is a very satisfying feeling after finish big dungeon. I dont know how to describe this but i know that most people know what i am talking about.

 

Guys please tell me what are you thinking about this.

 

Matter of taste. I hated Endless Paths with a passion and I skip it in favour of White March every time.

 

Ideal dungeons for me are multi-solution ones like Deadlight and Raedric's Hold, or ones with 2 meaty levels like Durgan's Battery. 

 

Agreed, I hope POE 2 dungeon can like durgan's battery. And also They should add some interesting puzzle since POE doesn't have any challenging puzzle.


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#14
Zaris

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In my opinion shorter dungeons and almost no per-rest abilities are both great changes since in PoE all expeditions quickly changed into camping trips with more time spent around campfire than exploring/fighting. If somebody likes mindless grinding of mob after mob there are plenty of nice MMORPGs for them, but isometric RPGs should allow for a smarter (or at least more varied) approach; Fort Deadlight and Arkemyr’s Mansion are two prime examples of a clever dungeon where you can just have a number of encounters and traps but also can solve it a number of different ways. So I can’t thank Obsidian enough for making the regular fighting dungeons shorter, since they have always been the worst part of their games: Endless Paths in PoE, Oldwalls in Tyranny and those motherf***ing Vaults in New Vegas. Many times I was inches from just lowering the difficulty to breeze through that tedious parts and go back to having fun and doing interesting quests.
But as I said at the beginning that’s just my opinion.
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#15
Sherab

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I can understand people who simply likes a lot of fighting at every corner, and simply to clear-out dungeons. But I do not belong to them. I preffer shorter ones as a rule of thumb.

 

However, I can appreciate some bigger-ones if they are smartly designed (multi-solution, multi-ways), offer really unique enemies and/or loot. And prefereably, they should be (for me) "supported" by good story. ;)

 

But from my perspective, there shouldn't be too much of such bigger dungs. And there is a point, when they become really too big - like Endless Paths in first PoE.


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#16
Verde

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DLC3

#17
bringingyouthefuture

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In my opinion shorter dungeons and almost no per-rest abilities are both great changes since in PoE all expeditions quickly changed into camping trips with more time spent around campfire than exploring/fighting. If somebody likes mindless grinding of mob after mob there are plenty of nice MMORPGs for them, but isometric RPGs should allow for a smarter (or at least more varied) approach; Fort Deadlight and Arkemyr’s Mansion are two prime examples of a clever dungeon where you can just have a number of encounters and traps but also can solve it a number of different ways. So I can’t thank Obsidian enough for making the regular fighting dungeons shorter, since they have always been the worst part of their games: Endless Paths in PoE, Oldwalls in Tyranny and those motherf***ing Vaults in New Vegas. Many times I was inches from just lowering the difficulty to breeze through that tedious parts and go back to having fun and doing interesting quests.
But as I said at the beginning that’s just my opinion.

NOOOOO!!!! The Oldwalls were some of my favorite dungeon experiences ever - man the way they were a mystery lore-wise and enemy-wise with awesome treasure made my day!!! Blasphemy!!!! 

 

And yes the developers said DLC3 ...


Edited by aaronghowell, 26 September 2018 - 02:57 PM.


#18
rjshae

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The ideal dungeon has three levels: adapting to the new environment, working through obstacles while managing resources, and dealing with the leader(s).


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#19
Messier-31

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Critique nr. two. Short dungeons.

 

Praise no. 2. Short dungeons.


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#20
Aleh1811

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I guess everyone feels different about this. I belong to the crowd that prefers long dungeons, per rest abilities and penalties for resting so that you are forced to do some resource managing to achieve your objective. How long they are really depends, for me, on loading screen optimization. If the load screens are too long, a multi layer dungeon becomes insufferable, if there are no loading screen, or extremely short, the long dungeons becomes very fun.


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