It's evry difficult when exploring a map to know whether or not to head into a dungeon.
Some major quests give your flavour text warning of the difficulty (Tempest Peak being one), but wandering across unknown dungeons is uncomfortable.
"Should I go in there? Is it hyper-dangerous? Will I get killed? Will the door slam shut behind me?"
Some level indication might be useful, ut I agree difficult to do in-flavour.
Dungeon level indication
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Re: Dungeon level indication
Every dungeon has a "feeling" message when you enter, telling you whether it is above or below your level of capability. There are only 3 dungeons that you can't exit once you enter (lost merchant, Crypt, Tempest Peak) - all have warning messages first, and the Rod of Recall works in all of them.
Re: Dungeon level indication
I agree completely.fearoffours wrote:It's evry difficult when exploring a map to know whether or not to head into a dungeon.
Some major quests give your flavour text warning of the difficulty (Tempest Peak being one), but wandering across unknown dungeons is uncomfortable.
"Should I go in there? Is it hyper-dangerous? Will I get killed? Will the door slam shut behind me?"
Some level indication might be useful, ut I agree difficult to do in-flavour.
This is a pain for new players, with no lore or task guidance.
It took a long time, including asking for spoilers, before I dared to enter some caves.
Tom
Re: Dungeon level indication
Maybe the "sparkles" should be colored to reflect the level or danger of the zone. This should keep things "in-flavour"--and, no, I'm not crazyfearoffours wrote:Some level indication might be useful, ut I agree difficult to do in-flavour.

Re: Dungeon level indication
A color coded level indication (red-dangerous, green-normal) is always a possibility.
As long as they are ascii colors.
As long as they are ascii colors.