Fast Travel and its various incarnations

Post » Mon Feb 22, 2010 5:25 pm

One of my favorite topics ;)

1) Services you have to do quests for to activate. Clear the route between stable A and stable B from bandits, and you can use that service. So even if you know the basic area and don't have to discover the main towns (makes no sense to me not knowing *anything*), you still don't get the option to bypass into the other towns that should be unreachable for certain parts of the game (non scaled opposition).

2) Variation. Make newly opened services be available only at certain times or days. Maybe it is already in use. Quest to hire more people for longer hours and better options. Maybe the service is over run, forcing you to do it all over again but maybe with a twist to the quest. There is a ton of creativity that can be utilized on this alone.

3) Boats are generally not in service until you've cleared the northern cities land routes (wasn't there only three main coastal towns?). Let it be a country in massive logistic (?) problems that you can choose to help solve. Maybe these quests are done automatically by other adventurers anyway, further down the line? Who knows.

4) When you get a horse, you may have to slow (not fast) travel if you're loaded with items. Slow is having to walk (not run) with your horse, and you shouldn't be able to bypass over encumbrance effects like today. Means having to camp, and camping can be interrupted. Only works with a good "sleep and eat to restore fatigue fully" system implemented.

5) Mark should be a rather heavy item, a mobile portal of sorts. I even want it restricted to cell (if game still have those). Recall could be a rather high level spell.

6) Intervention spells should be restricted to exist only as scrolls. Maybe even unique ones. I consider these "get out of jail free cards", and with such limited supplies it's not something you will rely too much on, at least not as a convenience thing. If available in great numbers, then maybe allow for "stuck in dungeon" situations to compensate, something that is lacking in OB (and I don't like getting stuck for any reason really).

7) Mages guild travel should be a high level guild perk. Maybe you help invent the stuff? Maybe you're not allowed to use them if you're also in a competitive faction (not fighter or thieves guild, but another type of mages guild, maybe you even help form it?) that allows its own version of guild travels.

8) Maybe the fighters guild offers escorted fast travel to any location you've been at? Kinda one way, but still...

9) Maybe fast travel as we have it today becomes a possibility once the main quest is done? Numerous ways to make that a good part of the storyline. Maybe it's a spinoff where you only get to choose one of three branches of quests. For us that don't like fast travel, we could choose to do another quest that gives other attractive alternatives - like a certain set of boots :D But have it as a true consequence to a relevant quest, rather than "I pick fast travel".

If fast travel like we know it today is available from the start, there would be no point in having all those others. If a dice based game had fast travel, and the GM wanted us to discover a certain location because he planned it, he would disallow fast travel for whatever cheesy reason he could. So I think keeping it varied and dynamic, it feels more like a living world than Skyrims predecessors.
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Julie Ann
 
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Post » Mon Feb 22, 2010 3:59 pm

I think the console crowd ruined any realistic travel system we might have in any future rpg's that are ports to consoles. Nothing against console gaming, I play lots on them myself; however, I think the dark and dirty days of seeking the harder path for rpg players is gone. That being said, I love Hoblak's ideas.
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Laura Hicks
 
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Post » Mon Feb 22, 2010 6:32 pm

As I said on the other thread:

1. I have no problems with fast travel, nobody is forced to use it so stop complaining.

And after some discussion I have come up with more:

2. I would like to see other options added (like the silt striders in Morrowind) to add immersion to the game. (It would also make a lot of people happy :D )
3. Mark and Recall is very popular for a reason= it works well with lore and gameplay because you can use it anywhere. (This also amkes people happy :D )
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Bigze Stacks
 
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Post » Mon Feb 22, 2010 2:10 pm

http://www.youtube.com/watch?v=2nXO4gLxfgQ


What's with the 30 secs of dead air at the end?
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teeny
 
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Post » Mon Feb 22, 2010 4:55 pm

snip

This
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Jonathan Egan
 
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Post » Mon Feb 22, 2010 3:52 pm

1. I have no problems with fast travel, nobody is forced to use it so stop complaining.


With fast travel in in its current form, why would anyone use alternatives? Why even consider mark/recall when we already have builtin teleportation where you don't even have to set a mark? Yeah, give us 100000 gold to start with as well, it's not like we *have* to use it. With the current fast travel, there is no sacrifice. How to make a quick buck: Clear a dungeon and stash the goods outside, since you're not able to carry everything. Fast travel (read: teleport) to nearest town and unload. Back and grab more. By being less convenient I have to weight it all up, "is that daedric curiass really worth carrying, knowing things will be much more time consuming *outside* the game world?

Want fast travel (but only to visited places, including other towns) without a service? Let us at least work for it.

Sorry, that "optional" argument really doesn't stick. It's a game design issue.
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Carlos Rojas
 
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Post » Tue Feb 23, 2010 1:04 am

I don't see the problem with Oblivions fast travel system, my first playthrough lasted 85 hours or so, my second about 150 and my latest over 180 and still counting, each using fast travel. It's not like having fast travel removes exploring, you still have to explore things to meet quest requirements, there are still benefits to exploring, and fast traveling does have the downside of losing time. So if you want to get to a town before dark even with fast travel you may not due to time passing and you would still need to wait or rest to get the stores open again. I see fast travel as keeping things moving, if I'm involved in a quest I want to keep it interesting, keep flowing not have 1 hour intermissions between. It's like watching a movie, do you want to watch a 4 hour film that is 2 hours context and 2 hours travel scenes.

Morrowind my first experience with it I played for a while like the atmosphere but when during one quest to gather mushrooms I went off the road to get them down a bankside, I couldn't get back up the way I came, then it got dark, I had to walk along side this bank a long way to ever get to a place I could get back up at while having to stay out of site of monsters as I was low on supplies, I was low level and looking for mushrooms I wasn't expecting to need to take on an army or anything. Some 3 or 4 hours later real world time I deliver the mushrooms and get about 50 gold for it, not fun, just work, I work a plenty I don't need it in my game and with that I didn't play morrowind again for about 2 years when I gave it another shot, which also led to quitting shortly in, till another year later when I finally went all in with some mods to fix some areas that brought down the experience for me. Realism is great but nothing unreal about fast travel you are just fast forwarding through a long walk, time still passes. I like exploring nothing wrong with that I do it alot but when I am immersed in a quest or doing the little odd jobs early in the game that barely carry in award and are more trouble than they are worth, fast traveling make it much more enjoyable. Case in point, when I got oblivion I've hardly stopped playing it since I got it, morrowind, one 100 hour or so play was it, not really interested in going back for more, it's just little things that oblviion improved on that make all the difference, fast travel being one of them.

This is my opinion that I could never figure out how to say properly :)
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Dan Scott
 
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Post » Mon Feb 22, 2010 4:56 pm

Mirroring style only, period.
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Ebou Suso
 
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Post » Mon Feb 22, 2010 10:09 pm

I'd like the Morrowind style fast travel, but I'd like a small upgrade to it. I'd like to see NPCs use the traveling system, it would make the world feel a little more alive imo.
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x a million...
 
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Post » Mon Feb 22, 2010 1:09 pm

I'd like Morrowind's style of travel which had various options including silt striders, boats, gondolas, guild guides (teleport), alsmivi intervention (teleport), divine intervention (teleport), mark/recall and the propylon chamber system (teleport to strongholds).

Having to work out which routes to take seemed plausible.

It would be cool having other passengers waiting to get on transport, and to actually see other people getting transported, i.e. boats travelling on rivers to destinations.

As a comparison, Daggerfall was so massive (far larger than Morrowind) that fast travel was pretty much the only option at the time (especially if travelling across provinces).
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Chris Cross Cabaret Man
 
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Post » Mon Feb 22, 2010 8:39 pm

No fast travel, please! I kind of liked it but I think it's too noob. I'd like to see the comeback of mark/recall and almsivi/divine intervention spells, silt striders, guild guides, boats and horses like in OB, but faster and stronger.

Then the quests wouldn't be anymore so boring like in OB (fast travel to cave, kill hundreds of trolls, get something and fast travel back). And then you have to explore the nature, not avoid it.
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matt white
 
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Post » Mon Feb 22, 2010 5:04 pm

All mages should gain a teleport spell from the mages guild in the capital city, which can take you to the capital city... The spell would take around 4-9 seconds to complete, so if in combat, the player wont use it to escape. However it shouldn't use up too much mana. In later levels you can learn teleporting spells which are almost instant, these spells will only travel you to a city. These spells are useful when you are in combat and need to escap.



As long the ennemy has a good chance to crit kill you while your casting i m in.

No OMFG panic button please.
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HARDHEAD
 
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Post » Mon Feb 22, 2010 4:27 pm

I often find myself thinking that "it would be cool if this and that mechanic was in the game", then realizing that the fast travel system of OB would just render it meaningless.
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He got the
 
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Post » Tue Feb 23, 2010 12:32 am

This would be the best solution in my opinion:

Implement a travel system as in Morrowind. Boats to the closest towns, teleport with Mages guild, divine intervention (teleport to the closest Imperial chapel/shrine), mark & recall. Perhaps even another transport as well to replace the silt strider.

Then, after having this as a "base", allow an option to disable and enable fast travel, so that everyone (on PC and consoles) can easily turn it off/on. People who like fast travel in Oblivion can still use it, and people who like the Morrowind travel system can still use it. The most horrible thing to do is to force fast travel to be on. Mods can solve this for the PC... but what about the consoles. Think about them as well :)
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Paul Rice
 
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Post » Mon Feb 22, 2010 10:02 pm

I have no issue with fast travel I think it makes just as much sense as anything else. I can see why some people don't like it though but maybe to make it seem more realistic to actually traveling they could do something like Dragon Age does. When you fast travel, there will be little footsteps on the map and you could actually run into enemies which could pull you out of the fast travel and force you to either fight or run away.

Just curious how all the fast travel haters feel about that? Is you don't like that idea.......is there anything they could do or add to fast travel to make you like it?
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Michelle Chau
 
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Post » Mon Feb 22, 2010 2:41 pm

is there anything they could do or add to fast travel to make you like it?

Travel services, mark and recall, Mages Guild (though I guess now College of Whisperers) teleportation, etc.
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Ana
 
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Post » Mon Feb 22, 2010 4:33 pm

Fast travel was created because daggerfall and arena WERE HUGE!!!! And really needed it.
Oblivion was pateticly small you could cross run its widest part in 20 minutes, i know, i did it. Thing you couldn t do in one hour in morrowind for example.

Now i know Fast travel IS OPTIONAL. SO MAKE IT OPTIONAL BY DESIGN,
GUI =
Disable fast travel (X)

So all people will be satisfyed.
Also teleport spells should require long casting, lot of mana and be high lvl, no scroll (it would teleport the scroll not you), no item (it would teleport the item not you). As an excuse Magic has had its property slightly shifted since the last Oblivion exp. pack.

Now i m all for normal people way of transport as long they are costly and place limited.

Want easy transport haul your butt and earn cash, don t want it so start walking. Horse is viable too AS LONG THEY CAN BE KILLED IN BATTLE BY MONSTERS, AS LONG THEY CAN BE SCARRED BY A MONSTER. You can buy battle trained horses but you ll better haul your [censored] cause they are hell costly, and unarmored battle horses aren t of much use after a bear pawn his face for exampe.
This would lead to a balance, you travel fast, but you can loose your investment or have to run after it.

I like all possibilities as long the re is trade off. Your decisions HAVE TO MATTER.

As for the guy that went seeking mushroom and got himself endagered and sweated his ass to keep himself alive and kicking, this is exactly what free sandbox RPG is about , if you don t like THIS you probably on the wrong game and you should seek hack and slash, or directed RPG like fable or many others there s around.

I don t know about the rest of you but i don t wan t to pay for a I WIN BUTTON I RLZ LOL.
When i enter a RPG like ES, i steam off real life pressure doing impossible stuff in this IRL world and taking my mind off IRL stuff. BUT this doesn t mean i wan t an easy world, nor a stupid one, nor being treated like a mentally challenged like in OBLIVION.
Role Playing Game mean you re imerse yourself in another "self" and if i can avoid being "tard" i will. And i can t stress how tard i felt playing OBLIVION.
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Davorah Katz
 
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Post » Mon Feb 22, 2010 4:42 pm

I have no issue with fast travel I think it makes just as much sense as anything else. I can see why some people don't like it though but maybe to make it seem more realistic to actually traveling they could do something like Dragon Age does. When you fast travel, there will be little footsteps on the map and you could actually run into enemies which could pull you out of the fast travel and force you to either fight or run away.

Just curious how all the fast travel haters feel about that? Is you don't like that idea.......is there anything they could do or add to fast travel to make you like it?


I consider my a fast travel hater hehe. I don't like that idea so much either. I honestly just prefer Morrowind's system. But as I stated above, fast travel should be a setting so that people who like fast travel can use it if they want to, and people who doesn't can easily disable it.
The reason I prefer no fast travel is because:
- I like realism
- I like exploring. You get to discover more while you travel
- you are often forced to travel, experience the environments a lot more; which I believe will eventually make you like them more.
- when you travel to some place, it gets harder. A long journey actually feels like a long journey. And when you arrive you feel like you've earned it.

A transportation system takes away some of these points as well, but it still makes it more realistic, and you also get to experience more towns and meet more people with it. If you eventually get a little bored of running to all the places, a light-weight transportation system can help a little with that, while still making you feel like you've traveled instead of just clicking on a button that teleports you directly to the place (fast travel).
These are my arguments, my opinions. Others disagree. Some agree. Best is to keep it optional so everyone gets happy :)
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[Bounty][Ben]
 
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Post » Tue Feb 23, 2010 5:10 am

We need Fast Travel in Skyrim I don't really feel like walking to Anvil for a half an hour real time just to do a Fighters Guild quest that will take 10 minutes max. Also Oblivion isn't small either like Morrowind and Skyrim probably will be the same size as Cyrodill or even bigger. You don't need Fast Travel in Morrowind because the game maps smaller then Oblivion but Oblivions map needs Fast Travel.

I did this over a year and a half ago but I always wondered how long it would take to circumnavigate Cyrodills map. I enchanted some items with Speed +10 and got it up to 200 and I started to run from Anvil all the way around in a circle back to Anvil. It took me around 40 minutes real time to do it and I was crushing Maiq the Liar in terms of speed it wasn't even close it was like the Turtle and the Hare only the Hare has a motorcycle. That same trip with normal speed will take 2 hours Real Time or longer.

Fast travel was created because daggerfall and arena WERE HUGE!!!! And really needed it.
Oblivion was pateticly small you could cross run its widest part in 20 minutes, i know, i did it.


No it takes longer then 20 minutes to get from one side of Cyrodill to the other even at its largest part. It depends on your speed and the armor your wearing. If your speed is average then it will take longer then 20 minutes.
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Ashley Campos
 
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Post » Tue Feb 23, 2010 2:22 am

I- I like exploring. You get to discover more while you travel
- you are often forced to travel, experience the environments a lot more; which I believe will eventually make you like them more.
- when you travel to some place, it gets harder. A long journey actually feels like a long journey. And when you arrive you feel like you've earned it.



I can agree with this and probably the best arguments I have heard against fast travel.
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tegan fiamengo
 
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Post » Mon Feb 22, 2010 10:21 pm

I’ve just had a thought about a Morrowind style travel system. What if you could stay in real time during the travel, but whenever you choose you can hit a button and skip it.

They do something like this I Red Dead Redemption, you get on a coach choose your destination, then the coach starts moving away and a button prompt shows up on screen saying skip journey. The character says "I’m going to sleep, wake me up when we arrive". It adds even more depth to the role play possibilities and adds options. You never have to suffer through a journey if you don’t want to, but if your as boring as me and sometimes want to sit back and watch the (virtual) world go by then the option is there.

Its just that extra topping of immersion.

EDIT:
I've just thought of a situation that could arise from this system. Imagine if youve got onto a large boat travelling from one city to another. If you choose to not sleep on the trip then you can walk around the ship, talk to the people, watch the people at work on the ship, and maybe even hear of a new quest.
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An Lor
 
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Post » Mon Feb 22, 2010 10:51 pm

You really should make a poll out of this one. :wink:

Anyway, yes i would prefer a system similar to Morrowind too. It's just more immersive.



That^

I’ve just had a thought about a Morrowind style travel system. What if you could stay in real time during the travel, but whenever you choose you can hit a button and skip it.

They do something like this I Red Dead Redemption, you get on a coach choose your destination, then the coach starts moving away and a button prompt shows up on screen saying skip journey. The character says "I’m going to sleep, wake me up when we arrive". It adds even more depth to the role play possibilities and adds options. You never have to suffer through a journey if you don’t want to, but if your as boring as me and sometimes want to sit back and watch the (virtual) world go by then the option is there.

Its just that extra topping of immersion.

EDIT:
I've just thought of a situation that could arise from this system. Imagine if youve got onto a large boat travelling from one city to another. If you choose to not sleep on the trip then you can walk around the ship, talk to the people, watch the people at work on the ship, and maybe even hear of a new quest.


Also that is a great idea :thumbsup:
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Saul C
 
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Post » Tue Feb 23, 2010 1:16 am

I’ve just had a thought about a Morrowind style travel system. What if you could stay in real time during the travel, but whenever you choose you can hit a button and skip it.

They do something like this I Red Dead Redemption, you get on a coach choose your destination, then the coach starts moving away and a button prompt shows up on screen saying skip journey. The character says "I’m going to sleep, wake me up when we arrive". It adds even more depth to the role play possibilities and adds options. You never have to suffer through a journey if you don’t want to, but if your as boring as me and sometimes want to sit back and watch the (virtual) world go by then the option is there.

Its just that extra topping of immersion.

EDIT:
I've just thought of a situation that could arise from this system. Imagine if youve got onto a large boat travelling from one city to another. If you choose to not sleep on the trip then you can walk around the ship, talk to the people, watch the people at work on the ship, and maybe even hear of a new quest.


I agree. A very good idea. This should definitely be implemented I think (assuming they will have a basic transportation system available... which I hope :P )

Would actually be really cool also if your journey would be able to be interrupted. This could work even though you're sleeping or "sitting and watching you travel". It could be an attack by bandits or something else, etc.
This should only happen very very rarely though I think. Say out of 25-50 travels it happens once, and with some nice scripting to it so it feels different if it happens again :)
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Luis Reyma
 
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Post » Mon Feb 22, 2010 6:40 pm

I have no issue with fast travel I think it makes just as much sense as anything else. I can see why some people don't like it though but maybe to make it seem more realistic to actually traveling they could do something like Dragon Age does. When you fast travel, there will be little footsteps on the map and you could actually run into enemies which could pull you out of the fast travel and force you to either fight or run away.

Just curious how all the fast travel haters feel about that? Is you don't like that idea.......is there anything they could do or add to fast travel to make you like it?


It would definitely fix the two major flaws in the OB fast travel system:
1) You always get there safe and sound without any risk or adventure at all.
2) You can't cheat using feather spells/potions that would finish off before you got there.

But this is what I described as slow travel. It's still automatic to any visited place, but not without dangers. Check point #4 here:
http://www.gamesas.com/index.php?/topic/1153875-fast-travel-and-its-various-incarnations/page__p__16888808#entry16888808
(Sorry, no buttons work for me anymore in this forum).

As I say in point #9, even todays system could be possible to activate, somewhere down the line. Maybe as a quest. Or as a single "cheat" you can activate and obtain the benefits from. Fast travel haters might choose something else entirely to make their life easier.

But no freebie magic teleportation travel from the start.
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JUan Martinez
 
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Post » Mon Feb 22, 2010 5:08 pm

Nobody cares about a bunch of fanatics who waste time on creating [censored] videos and have taken over the forums. Fast travel will be in the game, deal with it. Some of us don't enjoy roleplaying the little adventurer, and we might not have the time to do so. If you don't like it, don't use it. Simple as that. This arguement grew old a long time ago.
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hannaH
 
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