Dartpaw86: The dungeons were ridiculously huge
(Daggerfall dungeons) It's really not the size that is the problem, but navigating in them due to the useless 3D automap system. When I wander in a dungeon, the automap is useless trying to figure out where I should be heading in order to e.g. reach places which I haven't explored yet. No wonder there are tips in FAQs how to try to explore the dungeons, like the "right hand rule" like always taking the right turn etc. etc. Seems I was not the only one completely lost in them.
Also those underwater parts in dungeons... am I supposed to explore them too? Currently that is impossible too as I can hardly move in water, and I drown very fast. I guess I should train some swimming and diving skills by repeatedly spending time in water.
Arena dungeons were kinda big too but since they were basically square 2D dungeons divided into levels (plus some tunnels), it was quite easy to know where you should be heading to explore more, or in order to reach the exit. After awhile I just basically speedran the Arena dungeons, fighting only if necessary.
Dartpaw86: but I don't get your complaint about the skill/level system, as it's been used in every main series game
except Arena. Albeit it gets more and more simplified each sequel. I can only assume you've only played up to Daggerfall, but as I said, they simplify very slightly with each game onwards if that's any consolation.
Yes, I've only played Arena (finished) and Daggerfall (several dozens of hours, not sure if even hundred hours or more, how to count that exactly), only having played shortly Morrowind mainly to see how it runs. My irritations with the Daggerfall skill system (partly probably me misunderstanding many parts of it):
- Too detailed. it sure seems to have a separate skill for everything, almost like having skills for using a fork, or a spoon. I hear these are reduced in the later games, which to me sounds like a good thing. Sometimes too many options is too much.
- Training skills by using them sounds nice in theory, but it favors actions like "keep jumping and running whenever you move anywhere" (in order to raise those two skills slooooowly) or "keep climbing a wall in an inn to practise your climbing skill safely" or "create an empty spell which trains two or three spell casting classes, and keep casting and cancelling it".
- Related to that, what the heck is with those training options in guilds? I pay a hefty sum... only to get one skill advanced by one measly percent? And I can do that only once per day? That doesn't sound very useful, much better idea to train for free by doing silly things repeatedly, as mentioned above.
- The same irritation I had with Arena, ie. whenever you level up, it is randomized how much extra HP and extra attribute points you get. This makes it a very good idea to keep reloading the game just before the level up, in order to get the max numbers in both. It also breaks the illusion, reminding me this is merely a game.
- Many things in advancing in the game are just... oddly complicated, with too many moving parts that I feel are necessary. Like how I kept performing dozens of Mage's Guild missions in order to use their more advanced services like summoning of daedras (I think you need to be level 6 or 8 in the guild for that)... yet I seemed to be stuck in level 2 (Journeyman?). Only later I learned from the manual or some online FAQ that on top of performing said missions, you are also supposed to practise specific spell casting skills in order to reach higher levels in the guild. Damn, I had endured countless dungeons trying to do this and that, all seemingly for nothing because I hadn't practised certain skills at the same time.
If the later TES games have made things like these less complicated and more straightforward, all the better. I might enjoy Daggerfall more if I had reached a doctorate in the Daggerfall skill system, and knew exactly what things I should be doing to reach this and that (like that higher levels in the Mage's Guild).