Until the option to disable Fast Travel in the game settings is added, and legitimate directions given to quest objectives, Fast Travel is crammed down all players' throats and is not optional.
I fail to see how adding he option to disable fast travel would make it any more optional than it is when you have the option not to do use it. Unless you're saying that because YOU can't keep yourself from using it when you don't want to, in which case, maybe you should consider that just because you have no self control does not mean other players don't. And what does directions even have to do with fast travel? That doesn't even make any sense, and if it's for some less than obvious reason, you have to explain it, or no one will understand the point you're trying to make.
And if you feel that you're being "forced" to use fast travel, then it's probably because there's no alternative, it's either use the map to fast travel to a location, or walk. What I'd suggest is using both a system similar to Morrowind and a system similar to Oblivion's, this way, there are options to suit player's preferences, and there should be some sort of advantage for using travel services, because otherwise, with such a setup, there would be absolutely no real point to using them. I'd say map based fast travel should have a chance of causing your travel to be interrupted by enemies, for one, which is really something that should already have been in Oblivion to begin with. After all, if we're meant to assume that fast travel is you traveling on foot, just that the journey is skipped, and not you just teleporting somewhere, then it would make sense that if you can be attacked during normal travel, then you can also be attacked along the way when using fast travel. You can never hope to please every gamer in existence, but sometimes, options can help you to please more than you can without them. I'm not sure if having an alternative would appease every player that complains about Oblivion's method of fast travel, but I think it would help to reduce some of the complaints on the matter.
Now I do agree that the compass should be optional, and to achieve this, proper directions for quests is necessary. Because for some quests in Oblivion, there's really nothing pointing you to where you're supposed to go except an arrow, if you were able to disable that, you'd just be left with no way to find your quest target at all, and even Morrowind, despite all the complaints about not being able to find the puzzle box, still told you where you should go, it's just that following those directions wasn't always easy.
But when most players say they don't want fast travel, I recon what they REALLY mean is that they don't want OBLIVION'S fast travel, because to have a game world even as large as Morrowind's or Oblivion's and not include any means of travel faster than just walking would be idiotic, but Oblivion's means of fast travel is not necessarily the only option available. Some might have preferred Morrowind's approach instead, in other words, you can't fast travel from just anywhere in the game, but most towns have travel services which are instantanious in real time but, like Oblivion's fast travel, may cause a certain amount of time to pass in game, and these have a price based on the distance traveled. I still don't agree with those who feel that way, but when you're going to argue with others, I figure it's wise to get a basic understanding of what they're trying to suggest.
As far as the other things go, I'd say that yes, guns are a bad idea for the Elder Scrolls, and I think it can be safely assumed that Bethesda will not add them. And the issue of level scaling is indeed probably obvious at this time, though there's still room to discuss what sort of system would be best. Bethesda may no that Oblivion's method was not an ideal approach, but they might not be sure what the ideal approach is.
also, morrowind method of fast travel was so much better. more balanced, made SOO much more sense
The last statement is slightly true, yes, but I can't agree about the former to. Whenever I get a quest that requires me to go to Pelagiad in Morrowind, I find myself missing Oblivion's fast travel system. I do NOT find it more fun to travel the same road I've already traveled ten times to get to a place I've been to 20 times just because Bethesda never bothered to put a silt strider there, and when I DO feel like traveling somewhere in real time, believe me, I don't use fast travel. not just in Oblivion, but in Morrowind too. But I suppose not using a feature you don't want to use is incredably difficult for some players. It really makes me wonder if even if there were alternatives, said players would not still insist that they're "forced" to use map based fast travel.
How exactly did you obtain the numbers in "most players hate having to walk"?
I'd think it would be pretty obvious, considering how many alternatives to walking we've created.
But I think the real question we should ask now is how did we go from "Why common suggestions are bad ideas." to "Let's complain about fast travel! thread# 12000"? It appears that this forum is very skilled at going off topic, or in this case, taking one aspect of the original topic and focusing only on it and ignoring everything else.