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Please provide more details about the quest (for example, how did you get it, and what "pet"). I'm not aware that the original DF game has a quest where you have to retrieve a pet (but I can be wrong). Could it be a quest from a mod? Is the issue with the pet reproduceable?
There is one major bug (some call it exploit) in DF (which seems to have gone with DFU), the "void bug". Your character may fall through the floor of a dungeon into the "void", black, empty space, where you can move around and have a look at the dungeon structure "from the outside" (this is why it can be used as an exploit). You can go back to the dungeon by using alt-f11.
It's possible that you see seemingly inaccessible passageways when moving through the void. How did you find out about "passageways isolated in vacuum and inaccessible without command console"? More precisely, how do you know that they are isolated and inaccessible? DF has teleporters (and DFU, too).
DF's dungeons are randomly generated (during game development), but persistent - always the same dungeons in all games. DFW just took them and included them in DFU.
I still don't understand what "unconnected passages" are. Passages characters can't reach or escape from, or passages which are not visibly connected with anything else. I've seen the latter in DF, yes (while floating around after falling through a dungeon floor), but, like I said, there are teleporters in DF. And it's also possible that they are just garbage left over from development. I've never found places in DF I couldn't get away from, nor places I was supposed to reach but couldn't.
At any rate, I can't understand why the existence of such passages is considered a "bug". Or how does it affect gameplay?
With that said, it can happen indeed in classic DF that you get stuck in a dungeon. It may happen when you use the cheat codes "[" and "]", which teleport you to 3 or so "interesting places" of the dungeon, among them the quest location. When you arrive there, there is no guarantee that you can get back to the exit (closed doors or one-way teleporters) - unless you use mark / recall spells. This is not a bug.
I like this challenge in DF - lost in a dungeon, without knowing how to get back (and if it's possible to get back at all). Just use [ to teleport to one of the locations ... :-)
No need to take anything to DFW. I'm not a "blame-gamer" looking for culprits. Sometimes it's difficult to tell (but useful to know) where a problem comes from, DF or DFU - it may help solving it, if possible at all.
Finally, going back to your thread title: I'm not aware of any "bugged random dungeons" in DF (and not in DFU - they are exactly the same ones, except that DFU doesn't have DF's void bug or exploit). I suppose the "suicidal pet" issue has more to do with general path-finding than with the dungeons (you find them elsewhere, too), and is probably rare - and minor in my opinion (although it can be annoying when you have no recent save).
By the way, I don't know if DFU has its own path-finding algorithms, or uses DF's. If it's the latter, you could get the same issue in DFU, and if it's the former, the issue may not exist in DF. I don't know.
- The "cheat codes" are for DF only. If you'd wanted to experience this kind of thrill, you would have play DF :-).
- So the problem is reproceable for you. I searched the internet for "daggerfall tiger killed" and found a reddit thread reporting a similar issue (tiger killed while fighting with other enemies). No solution there. But I saw reports of others who managed to get the tiger back alive - so no general problem.
I'm afraid I can't help you, nor can I say if this is a DF or a DFU problem. You could use the console to set the quest to "complete", I suppose.
Raise the issue on the DFU forum? Or try to contact Jay H (but I don't know how), the guy who created huge quest mods for DFU, and certainly understands DF and DFU quests better than most others?
Have you tried to find out what happens when you set the dungeons to "small" in DFU? Your savegame may be unplayable for this setting, but you can always change it back to normal.
Unlikely to work, I guess, but at least easy to try.
- My personal experience with DF and DFU is that I haven't found anything frightening me off from playing - no really game-breaking problems. Sometimes my inability (or impatience) to navigate the dungeons successfully - but I've always managed to get where I wanted to get eventually (Daggerfall dungeon logistics is an interesting topic).
I wished the original code of other games would be fixed - Daggerfall is near the bottom of my list.
It sounds like a lot of what you think are bugs are just the obscure switches and teleporters in action. Switches aren't just an actual switch but sometimes tapestries, random skulls, torches, etc. It's just how the game is designed (or at least, built).
By the way, the manual gives a clear warning (and does mention the convolutedness of the dungeons elsewhere):
"If your character dies, gets locked in a dungeon, or some other truly catastrophic event takes place, by all means retum to your last saved game and replay it."
It's classic role-playing - don't expect the world to be fair or nice to you! If you fail, try again, and you don't always have to be successful with whatever you do (includes fighting and questing).
Have fun! :-)
What threads are you talking about? I don't see any about this issue there.
You have a fundamental misunderstanding of what they mean by "rooms". It's not dungeon rooms, but dungeon BLOCKS, which can hold a bunch of rooms and hallways that all connect together. You can see the blocks, in a little +, on the left side of the map screen. If you are in a story dungeon or don't have smaller dungeons on, then it'll be a few +'s together, which is why they are much bigger (and, often, have things unconnected).
Just a few notes:
- Bugs: For me a "bug" (of software) is something not working as designed, for example a crash (caused by the software), or a feature (contained in the specification), missing or not functioning, etc.
"Perceived" bugs are an entirely different story. If the question bug or not is decided by game forums or individuals, more or less everything could be a "bug". And "doesn't work as expected or supposed to work" is always subjective, regardless by how many it's shared.
Just let's make a clear distinction what kind of "bug" we're talking about. For me it's always the first category.
That players are not always successful and call this a bug belongs to the second category.
Your experience with the tiger falling off a ledge reproduceably sounds like bug indeed. It's just not clear where it comes from (many players have completed the same quest successfully): DF? DFU? Or for player- or configuration-specific reasons?
I quoted the DF manual to say that the developers knew that their game would have bugs, warned players, and suggested to save often. I found bugs, too, but never game-breaking ones (for the only one I experienced, the void bug, the developers provided a work-around, together with a patch). And not more or more severe bugs than I tend to find in most other games. All this is based on personal experience and judgment, of course.
- Role-playing games: I never said that role-playing games (with or without computers) started with the first TES games. CRPGs implement rules and simulate the "dungeon master" (DM), the person who decides what's going on. There is no rule (I'm aware of) saying that a DM must be fair, or make it easy for the players, or that a DM has to ensure that the player characters are always successful, or survive the game.
If you (any player) don't like the DM (which is perfectly acceptable), explain why, or voice your opinion, or stop playing the game. But don't blame the game, or call it "unplayable" (unless it really is, not just for you, or "many others") - just because there is a mismatch between your expectations (again, regardless how many agree with you) and the game as it is designed to be.
DF - MM1 comparison: To call MM1 a "turn based elder scrolls" is very far-fetched in my opinion (a bit like saying "a cow is a horse with horns" :-) - you'd have to focus on a few similarities and ignore the differences). And to say that DF is "casual" compared with MM1 is really odd: The comparison criteria are unclear, "what you mean by "casual" is unclear, and you know MM1 quite well, while you've scratched the surface of DF at best (yet - correct me if I'm wrong).
By the way, I know MM1 reasonably well, too, and I agree with you: MM1 "is not that hard, it is just very deep and large and enjoyable." Just very different from DF, too.
PS: - I know the context of the "bug or feature" saying. But the question itself is a very valid one in many cases. Why not ask it?
Then you should?
Nothing I have said has been aggressive, but please go on.
How did you ever come to this conclusion? If your previous posts weren't warning enough, this right here is a sure sign that you are, at the least, arguing in bad faith. More likely full blown trolling though. You don't even know what DFU does, and are saying things you don't understand are bugs.
This is all very believable. I'm still waiting for that DFWorkshop link, but alas; it doesn't seem to exist.
You will certainly be missed.
I give two kinds of advice:
- Advice based on personal experience. Has worked for me, but may not work or for others or be applicable to their problem (as may happen when you have incomplete information). I hope you didn't mean to say that I made this up.
- Advice I have from other sources. In this case I tend to make this clear, together with mentioning the source, or with a quote, or at least saying that it's not based on personal experience. This kind of advice may be wrong.
I'm not aware of exceptions, but I'm not perfect.
If advice I give is misleading or wrong, it would be in the interest of both other players and myself if the advice is criticised.
I hope you feel better now.