Make sure you get the spell that lets you set a waypoint and return to it. Those dungeons are some of the most mind numbingly stupid places in any video game.
Possibly but the procgen is extremely lame. Walk into a city and there are 20 randomly generated inns with moronic names and 0 purpose. They always boasted about the game being huge but 99.9% of it is meaningless
99.9% of IRL is meaningless too. Daggerfall is a simulator and you're not supposed to lick every piece of scenery. The expansive world is just a backdrop for the action to take place.
Now the lack of things to do and variety on the other hand is a valid criticism.
It's not really anything like morrowind. It has its charms mostly for being technically ambitious for the time it was made and still boasting an absolutely moronicly huge world
You won't get into it. But it's a neat enough free toy that I think it's worth booting up to see all the bits and pieces in motion.
Maybe, Morrowind is a really curated experience. Daggerfall just kinda throws you into a cold cruel world and doesn't even look back to see if you landed on your feet. You sort of have to make your own fun and if you're not a masochist on some level it gets even harder.
If you do decide to play it keep in mind your enjoyment is going to rely heavily on how badly you gimp your character at the start. Most of the stats are misleading and very little works the way you would expect. God forbid you start off as a mage for your first character.
Like people above said, Daggerfall is awesome until you have to enter a dungeon. Aside from cemeteries/mortuaries/ossuaries (which only have 2 rooms), every single dungeon is a maze of twisting corridors. It is all procedurally generated, so most of the stuff doesn't even make sense. It was so bad on release that some dungeons are downright uncompletable (like a one-way teleport to a disconnected room).
The quest system is pretty good as long as you don't have to enter dungeons. That quest that looked easy, with a time-limit of 5 days? Well, you won't complete it anytime soon, because you need to go into an ungodly maze of a dungeon to scrape some non-descript material off the floor in a room in the back frick of nowhere. And this happens a lot of times.
By the way, Daggerfall has one of the worst main quests in a TES game. You can very, very easily get softlocked out of finishing the main quest. Most of the quests have a time limit, but that isn't even the worst part: do you know those modern quests that have a dialogue saying:
"I'll do it"
"I won't do it"
"Let me think about it"
Well, in Daggerfall there's just YES or NO. If you choose NO, that quest is locked forever. No way to even start it anymore. And yes, that can be a main quest. You're fricked. There's also the very bad occurence of you talking to the wrong person during the quest, they take an item from you, and it becomes locked off. And there's more than one of those in the game.
The gameplay is ok, but it sure does get old fast. tl;dr Daggerfall is an awesome adventurer simulator, as long as you don't have to enter dungeons.
The dungeons are unironically great, they're just not ez lootchutes like all the other games. They're horrible places that demand ability to navigate and you want to do your business and leave, not fullclear. Also you actually need to prepare, like you would IRL.
A lot of quest objectives are behind hidden doors or behind hatches controlled by out of the way levers. Not saying bugged quest objectives never happen but its overblown. And yeah, should probably make a save before jumping down a hole without knowing how you're going to get back out.
Getting potions in Daggerfall is one of the most obtuse gaming experiences I've ever had. I kid you not, it took me 8 hours to understand how to properly raise faction values just to buy potions. Why can't I fricking buy potions at a shop?
OP, if you don't know, to buy potions in Daggerfall, you need to:
- join a Knightly Order (except two, which I forgot)
- do their quests until you reach xx points
- wait 28 in-game days to get promoted
- finally buy potions
The faction quest system is pretty busted. You can just re-roll the quest board to get more favorable quests. Instead of "go to this faraway dungeon in the next province to kill this mummy, and be back in 15 days", you can just re-roll until you get "kill a bear in a house 15 meters away from here, here in the city". And both quests give you the same amount of points!
I agree. I would tone down the labyrinthian nature of them, and just double down on dangers, traps, platforming, etc. The concept of being stranded in a dungeon, your food starting to run out, half HP and your sword just broke is a fantasy that pretty much no game does.
I think the big problem with the dungeons is so many of them rely on corridorspam. The generation algorithm was probably too biased in favor of that. Corridors are disorienting and uninteresting and should only exist to link meaningful dungeon blocks. The occasional dungeon that opens up into larger chambers are so much better but I imagine a lot of people don't play far enough to see that.
The procgen in general is probably daggerfall's worst feature.
Once you've been to one town, you've been to all of them, same for dungeons, more or less.
They needed many, MANY more 'blocks' for dungeons, especially themed ones, and the same for cities, events, shops and buildings that you could only find in some cities but not others. The sad part is that wouldn't be a lot more effort to do, it would've just taken a bit more time.
Can't say no to more variety. Its the lifeblood of procgen and simultaneously always disregarded hence procgen's terrible reputation outside (actual) roguelikes and fricking Minecraft.
Daggerfall was only their second crack at it (Arena was really primitive in this regard with tiles just being generated on the spot as you wander outside towns) and made under the crunchiest of crunches and its disappointing we never got to see the natural progression of this model of game. We're forever stuck with this basically beta attempt at it and a billion indies trying to cash in without pushing the envelope.
At least DFU's modding helps alleviate some of the game's issues.
3 months ago
Anonymous
>its disappointing we never got to see the natural progression of this model of game
Hopefully, The Wayward Realms will be that.
3 months ago
Anonymous
I'm slowly getting less and less excited for WR when I see them focus so much on visuals.
3 months ago
Anonymous
>its disappointing we never got to see the natural progression of this model of game.
starfield
3 months ago
Anonymous
nothing in starfield is procgen
it's handmade assets repeated on flat terrains, featureless terrains
it's basically fake procgen, even worse
The dungeons aren't that bad. You get a map. You do occasionally get the legitimately bugged or navigational nightmare but the real thing that makes Daggerfall not that interesting (besides the mediocre main quest also) is that the gameplay never evolves beyond hold m1 and kill things.
As a concept, it is awesome, though. I would love to see Bethesda do Daggerfall with today's budget. Same graphics, just more of everything and more complex systems for combat, roleplay, exploration, etc. It would easily shit on any other Bethesda game ever made.
But people don't want that. They want Skyrim 2, aka, lifeless npcs sending you on generic fetch quests ad infinitum while some vague numbers that do nothing go up. People just want to turn off their brains and call it a day.
>I would love to see Bethesda do Daggerfall with today's budget.
Bethesda got rid of everyone who made Daggerfall a long time ago
Hell the guy who was responsible for most of it left before Morrowind and the studio never made any procgen more complex than the stuff he whipped up during DF crunch
this is why Daggerfall Unity is good.
there is a feature in it that allows you to limit the size of dungeons that is genuinely great.
some people might be turned off by that because it seems not hardcore, but ive played a fair amount of daggerfall and one of the things you notice after awhile is that once you've seen one dungeon youve basically seen them all.
most of them are so massive that you will see the same big proc generated room blocks in them more than once.
with limited dungeons you still get the same content just spread out sanely and not all at fricking once.
>but ive played a fair amount of daggerfall and one of the things you notice after awhile is that once you've seen one dungeon youve basically seen them all.
That's not true, there's region-specific prefabs and plenty of stuff that doesn't show up in your typical starting province dungeon. Also playing with smaller dungeons reduces dungeon diversity.
The more you play Daggerfall the more you get a sense for how the dungeons work and they become quite navigable. Except the handcrafted ones that are a slog no matter how you slice it.
No.
If you like Morrowind, you're a fricking glue sniffing autist who is pretentious enough to pretend wikipedia dialog and the worst gameplay known to man is somehow 'kino'.
Daggerfall isn't much better, but at least it's a game. Morrowind is just moron bait.
One example I like to give on how Daggerfall's dungeons are entirely useless. During the main quest, you'll have to visit the King of the Worms twice. You know the dungeon he's in. You think: well, I'll just navigate properly and he'll be at the end waiting for me.
No. You take 4 hours to navigate the maze, find a very unique room at the end with statues and fountains, but no King of Worms. You look up online. He was in a room in the cave section, literally 20 seconds away from the entrance. You think to yourself: "why the rest of the dungeon, then?"
Since the dungeons are procedurally generated, a lot of stuff doesn't make any sense. A good example is finding a level 14 locked door. Lockpicking sucks in this game, but you find yourself a way in. There's nothing beyond the locked door. No enemy, no treasure. Nothing. You can also bash your way into rooms, which makes it a little more tolerable.
The first death most people will have in Daggerfall is against the first Imp. He'll just fireball your ass as soon as you open the first door. The second death most people will have is to disease or stamina drain. There are no status indicators. You either push L everytime you want to check if you have a disease, or you risk resting and never waking up. Yes, that happens. You rest for 5 hours, and then a single message "You never wake up again". How did I die? Well, that fricking vampire 3 rooms ago cast stamina drain on you, and since there's no indicator you have this (not even by pushing L), you just take stamina damage until you die. No stamina potions? Tough shit. Go to sleep to recover stamina? It drains quicker and you die in your sleep.
Daggerfall has a lot of pros, but also a lot of cons. I don't recommend it. It takes a certain type of player to actually like it.
It's dwarf fortress's adventure mode but in 3D, mechanically it is a dungeon crawler sandbox with a lot of player freedom, magic is similar to morrowind, writing has a lot of geopolitics and goes off the rails at the end of the main quest, but it plays less like later elder scrolls where you're encouraged to explore everything and more its like something like star control where every location you visit is not meant to be important
Its the best TES game, so yes
nope considering its almost nothing like morrowind
If you like anything you will not like Daggerfall. It is in the running for worst video game ever made.
Make sure you get the spell that lets you set a waypoint and return to it. Those dungeons are some of the most mind numbingly stupid places in any video game.
Absolutely not, it's proto-starfield. Procgen slop. If you like morrowind you'll like might & magic 6
i like starfield, will i like daggerfall?
Possibly but the procgen is extremely lame. Walk into a city and there are 20 randomly generated inns with moronic names and 0 purpose. They always boasted about the game being huge but 99.9% of it is meaningless
99.9% of IRL is meaningless too. Daggerfall is a simulator and you're not supposed to lick every piece of scenery. The expansive world is just a backdrop for the action to take place.
Now the lack of things to do and variety on the other hand is a valid criticism.
It's not really anything like morrowind. It has its charms mostly for being technically ambitious for the time it was made and still boasting an absolutely moronicly huge world
You won't get into it. But it's a neat enough free toy that I think it's worth booting up to see all the bits and pieces in motion.
>decide to remake old game
>in unity
what africking joke. even the old engine is better than unity piece of shit
how are you so god damn moronic, jesus christ
t. coping unity "developer"
Probably not.
Its a different mindset and design paradigm game.
not at all. while morrowind is compacted with lots of flavour, daggerfall is massive and super generic.
you are stupid. its a lot better written than skyrim or oblivion
>enjoy
buzzwords
Probably
I like both morrowind and daggerfall unity.
daggerfall unity obviously being a game you want to add some mods to
Maybe, Morrowind is a really curated experience. Daggerfall just kinda throws you into a cold cruel world and doesn't even look back to see if you landed on your feet. You sort of have to make your own fun and if you're not a masochist on some level it gets even harder.
If you do decide to play it keep in mind your enjoyment is going to rely heavily on how badly you gimp your character at the start. Most of the stats are misleading and very little works the way you would expect. God forbid you start off as a mage for your first character.
Like people above said, Daggerfall is awesome until you have to enter a dungeon. Aside from cemeteries/mortuaries/ossuaries (which only have 2 rooms), every single dungeon is a maze of twisting corridors. It is all procedurally generated, so most of the stuff doesn't even make sense. It was so bad on release that some dungeons are downright uncompletable (like a one-way teleport to a disconnected room).
The quest system is pretty good as long as you don't have to enter dungeons. That quest that looked easy, with a time-limit of 5 days? Well, you won't complete it anytime soon, because you need to go into an ungodly maze of a dungeon to scrape some non-descript material off the floor in a room in the back frick of nowhere. And this happens a lot of times.
By the way, Daggerfall has one of the worst main quests in a TES game. You can very, very easily get softlocked out of finishing the main quest. Most of the quests have a time limit, but that isn't even the worst part: do you know those modern quests that have a dialogue saying:
"I'll do it"
"I won't do it"
"Let me think about it"
Well, in Daggerfall there's just YES or NO. If you choose NO, that quest is locked forever. No way to even start it anymore. And yes, that can be a main quest. You're fricked. There's also the very bad occurence of you talking to the wrong person during the quest, they take an item from you, and it becomes locked off. And there's more than one of those in the game.
The gameplay is ok, but it sure does get old fast. tl;dr Daggerfall is an awesome adventurer simulator, as long as you don't have to enter dungeons.
The dungeons are unironically great, they're just not ez lootchutes like all the other games. They're horrible places that demand ability to navigate and you want to do your business and leave, not fullclear. Also you actually need to prepare, like you would IRL.
A lot of quest objectives are behind hidden doors or behind hatches controlled by out of the way levers. Not saying bugged quest objectives never happen but its overblown. And yeah, should probably make a save before jumping down a hole without knowing how you're going to get back out.
Getting potions in Daggerfall is one of the most obtuse gaming experiences I've ever had. I kid you not, it took me 8 hours to understand how to properly raise faction values just to buy potions. Why can't I fricking buy potions at a shop?
OP, if you don't know, to buy potions in Daggerfall, you need to:
- join a Knightly Order (except two, which I forgot)
- do their quests until you reach xx points
- wait 28 in-game days to get promoted
- finally buy potions
The faction quest system is pretty busted. You can just re-roll the quest board to get more favorable quests. Instead of "go to this faraway dungeon in the next province to kill this mummy, and be back in 15 days", you can just re-roll until you get "kill a bear in a house 15 meters away from here, here in the city". And both quests give you the same amount of points!
I agree. I would tone down the labyrinthian nature of them, and just double down on dangers, traps, platforming, etc. The concept of being stranded in a dungeon, your food starting to run out, half HP and your sword just broke is a fantasy that pretty much no game does.
I think the big problem with the dungeons is so many of them rely on corridorspam. The generation algorithm was probably too biased in favor of that. Corridors are disorienting and uninteresting and should only exist to link meaningful dungeon blocks. The occasional dungeon that opens up into larger chambers are so much better but I imagine a lot of people don't play far enough to see that.
The procgen in general is probably daggerfall's worst feature.
Once you've been to one town, you've been to all of them, same for dungeons, more or less.
They needed many, MANY more 'blocks' for dungeons, especially themed ones, and the same for cities, events, shops and buildings that you could only find in some cities but not others. The sad part is that wouldn't be a lot more effort to do, it would've just taken a bit more time.
Can't say no to more variety. Its the lifeblood of procgen and simultaneously always disregarded hence procgen's terrible reputation outside (actual) roguelikes and fricking Minecraft.
Daggerfall was only their second crack at it (Arena was really primitive in this regard with tiles just being generated on the spot as you wander outside towns) and made under the crunchiest of crunches and its disappointing we never got to see the natural progression of this model of game. We're forever stuck with this basically beta attempt at it and a billion indies trying to cash in without pushing the envelope.
At least DFU's modding helps alleviate some of the game's issues.
>its disappointing we never got to see the natural progression of this model of game
Hopefully, The Wayward Realms will be that.
I'm slowly getting less and less excited for WR when I see them focus so much on visuals.
>its disappointing we never got to see the natural progression of this model of game.
starfield
nothing in starfield is procgen
it's handmade assets repeated on flat terrains, featureless terrains
it's basically fake procgen, even worse
The dungeons aren't that bad. You get a map. You do occasionally get the legitimately bugged or navigational nightmare but the real thing that makes Daggerfall not that interesting (besides the mediocre main quest also) is that the gameplay never evolves beyond hold m1 and kill things.
As a concept, it is awesome, though. I would love to see Bethesda do Daggerfall with today's budget. Same graphics, just more of everything and more complex systems for combat, roleplay, exploration, etc. It would easily shit on any other Bethesda game ever made.
But people don't want that. They want Skyrim 2, aka, lifeless npcs sending you on generic fetch quests ad infinitum while some vague numbers that do nothing go up. People just want to turn off their brains and call it a day.
>I would love to see Bethesda do Daggerfall with today's budget.
Bethesda got rid of everyone who made Daggerfall a long time ago
Hell the guy who was responsible for most of it left before Morrowind and the studio never made any procgen more complex than the stuff he whipped up during DF crunch
this is why Daggerfall Unity is good.
there is a feature in it that allows you to limit the size of dungeons that is genuinely great.
some people might be turned off by that because it seems not hardcore, but ive played a fair amount of daggerfall and one of the things you notice after awhile is that once you've seen one dungeon youve basically seen them all.
most of them are so massive that you will see the same big proc generated room blocks in them more than once.
with limited dungeons you still get the same content just spread out sanely and not all at fricking once.
>but ive played a fair amount of daggerfall and one of the things you notice after awhile is that once you've seen one dungeon youve basically seen them all.
That's not true, there's region-specific prefabs and plenty of stuff that doesn't show up in your typical starting province dungeon. Also playing with smaller dungeons reduces dungeon diversity.
The more you play Daggerfall the more you get a sense for how the dungeons work and they become quite navigable. Except the handcrafted ones that are a slog no matter how you slice it.
No.
If you like Morrowind, you're a fricking glue sniffing autist who is pretentious enough to pretend wikipedia dialog and the worst gameplay known to man is somehow 'kino'.
Daggerfall isn't much better, but at least it's a game. Morrowind is just moron bait.
One example I like to give on how Daggerfall's dungeons are entirely useless. During the main quest, you'll have to visit the King of the Worms twice. You know the dungeon he's in. You think: well, I'll just navigate properly and he'll be at the end waiting for me.
No. You take 4 hours to navigate the maze, find a very unique room at the end with statues and fountains, but no King of Worms. You look up online. He was in a room in the cave section, literally 20 seconds away from the entrance. You think to yourself: "why the rest of the dungeon, then?"
Since the dungeons are procedurally generated, a lot of stuff doesn't make any sense. A good example is finding a level 14 locked door. Lockpicking sucks in this game, but you find yourself a way in. There's nothing beyond the locked door. No enemy, no treasure. Nothing. You can also bash your way into rooms, which makes it a little more tolerable.
The first death most people will have in Daggerfall is against the first Imp. He'll just fireball your ass as soon as you open the first door. The second death most people will have is to disease or stamina drain. There are no status indicators. You either push L everytime you want to check if you have a disease, or you risk resting and never waking up. Yes, that happens. You rest for 5 hours, and then a single message "You never wake up again". How did I die? Well, that fricking vampire 3 rooms ago cast stamina drain on you, and since there's no indicator you have this (not even by pushing L), you just take stamina damage until you die. No stamina potions? Tough shit. Go to sleep to recover stamina? It drains quicker and you die in your sleep.
Daggerfall has a lot of pros, but also a lot of cons. I don't recommend it. It takes a certain type of player to actually like it.
SOVL
its broken horseshit loved by autists and israelitetubers that cant make good content
oh daggerfall you said? same only worse
It's dwarf fortress's adventure mode but in 3D, mechanically it is a dungeon crawler sandbox with a lot of player freedom, magic is similar to morrowind, writing has a lot of geopolitics and goes off the rails at the end of the main quest, but it plays less like later elder scrolls where you're encouraged to explore everything and more its like something like star control where every location you visit is not meant to be important
it has no sex mods so no
It has naked female enemies and you can also see yourself naked, but yeah, no sex.
SEX
SEX WITH NYMPHS