Fast Travel Consequences

Post » Tue May 17, 2011 8:27 am

They fast travel to avoid playing the game, so they can get back to playing the game? I hope I'm not the only one to see a contradiction, here. Danger and "interruptions" are part of the game. Having a way to avoid it is no better than cheating. Why not allow them to avoid danger and interruuptions in a dungeon so they can just go get their phat loot? Or a way to avoid danger and interruptions in the main quest so they can "win"?


If you want to nit pick and avoid the main point then sure. Also I never said "avoid playing the game" Avoiding interruptions is the actual point as per the response I gave. The point of this is that I am just going to continue to run past the enemy like I do in morrowind or oblivion if I don't use fast travel. I avoid it any way I do it. It saves me time to get to my destination because lets face it after the 500th random encounter with the same enemies there is not much of a point to fight them anymore. This is different then cheating because cheating would just finish the quest with out going through the dungeon. Not fast traveling does not give you that much of an better experience then actually playing the quests.

You can still do exploration on your own. Once I have been a place I want to get there instantly if I have to go again. This is the way the game works right now anyway and it makes sense. I want to get to the meat or the dessert faster. I still have to fight the same amount of enemies and do the same stuff you do when you get to the actual quest.
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Jordyn Youngman
 
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Post » Mon May 16, 2011 11:50 pm

Where you can only travel to locations you have already discovered.

It may very well be like that in Skyrim, we don't know yet.
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naome duncan
 
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Post » Tue May 17, 2011 8:07 am

It may very well be like that in Skyrim, we don't know yet.


I think it has been confirmed at least in the articles I have read from game informer strongly suggest that this is the case.
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He got the
 
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Post » Tue May 17, 2011 11:56 am

SOMETHING EVEN BETTER:

TELEPORTATION INSTEAD OF FAST TRAVEL ! ! , we know that a dragon shout can teleport you right? well what about a good excuse for a fast travel, one of the BIGEST problems about fast travel is that break the fantasy right? well if they insert a short animation in which your character is using his dragon shout to teleport himself to the marked location it could be much better.

I rely on the fact that UNTIL NOW I NEVER HEARD ABOUT SOMEONE THAT HATES THE TELEPORT SONG OF THE LINK'S OCARINA! i can't say the same about the fast travel.

WHAT DO YOU THINK PEOPLE?

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Marcin Tomkow
 
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Post » Tue May 17, 2011 2:57 pm

SOMETHING EVEN BETTER:

TELEPORTATION INSTEAD OF FAST TRAVEL ! ! , we know that a dragon shout can teleport you right? well what about a good excuse for a fast travel, one of the BIGEST problems about fast travel is that break the fantasy right? well if they insert a short animation in which your character is using his dragon shout to teleport himself to the marked location it could be much better.

I rely on the fact that UNTIL NOW I NEVER HEARD ABOUT SOMEONE THAT HATES THE TELEPORT SONG OF THE LINK'S OCARINA! i can't say the same about the fast travel.

WHAT DO YOU THINK PEOPLE?



Go back and find my 2 posts on the first page of the thread--I presented a reasonable implementation of something similar to this there.
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koumba
 
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Post » Tue May 17, 2011 12:27 pm

I'll hold off on the discussion of the subjectivity of "fun" until the end.

It is specifically unfair because some players feel that if an unseen force hurts you then you are being treated unfairly. It would be like in a strategy game moving to a location and half of your troops are injured because of some random disease or event. Something that I don't see should never kill or hurt me in a game. Fast travel is supposed to get you to the rewards faster that is what the fun is about the current system. If there is an established price then no it is not unfair to pay for something but to deliberately damage stats or other things is something most people would hate with a passion. You can rationalize it but it does not seem fun at all to me. If you want a cost to fast travel you already have it with the lack of experience or not being able to find locations right away and having to walk there or not meeting other quest givers, so on, and so forth. My point is more if you already have a system in place that is free why on earth would you pay or take longer to get to the same place?

Though it's not quite one-to-one, an argument could be constructed along the same lines of reasoning that Nightkin in FO:NV treats players unfairly. They are, after all, an unseen force.
But the unseen isn't really the issue. The player has to know, at the basest level, that they are simulating traveling through terrain in which there are more than likely supposed to be obstacles that would normally damage the player. In that light, there is nothing at all unseen about simulating damage based on FT mechanics, because it should be obvious that something has a chance of being there to cause it. It's more than obvious that the player didn't get from starting point to destination by merely twisting spacetime.

As for the last sentence, I don't quite get what you mean. With any of these implementations (at least as I see them), "free" FT as seen in OB/FO3 would not exist side-by-side with these revisions. In this particular example, there would be no system in place that would allow somebody to subvert either paying or taking their chances.


Dragon age does this and it just waists time that I don't want to spend unless it is part of a quest or otherwise. Eventually slogging through fights would be something that just waist time and get old fast. It has never been a fun aspect unless there is a specific reason that gives you something for it I see no reason to have it. even If they happened 10% of the time it would just jar me where I am expecting to get someplace and finish a quest that really is only a five minute walk and I get interrupted by something I would have just ran past otherwise.

I found Dragon Age's interrupts, though sometimes frustrating in the moment, to give a decent flavor of danger and hindrance to the world. That was in some ways the point. The world was not so stable and defensible that roads would be devoid of encounters, and it made absolutely no sense that you would just be able to prance on by in a digital "Sorry, Fast-Traveling; Please Do Not Disturb" cocoon. In fact, if encounters were omitted, that would contribute to my being pulled out of the world, knowing that though the roads were overrun with the horde, I was never going to experience anything to indicate it directly.


The difference is a small amount of time that it takes such as the 30 seconds to load the 10 second to get to the wait and setting it to the right time. The next 30 seconds to load. This might not seem like a lot to you but I find it very annoying when I could have just chosen 1 place on the map and gotten there in 30 seconds.

I don't know how fast load times are for you, but I just tested the time required to wait 3 hours and FT to a different region: 20 seconds with waiting and FT; 13 seconds with just FT. So 7 total additional seconds spent waiting for 3 hours to pass, which IMHO seems pretty trivial. There are far worse wastes of 7 seconds within these games.
Besides, that doesn't even deal with the possibility of allowing for in-game travelers every in-game hour (2 minutes) or every in-game half-hour (1 minute).
There are plenty of resolutions. Guild guides, for instance; no waiting involved there. Just instant transport for money.


The problem is they have to label the places on the map anyway so the point is moot. Mark and recall are just points on a map 400,139 same with how fast travel works but you don't need to set the spells which saves you 5 to 10 seconds. (not a lot but like I said before these things add up and get stale fast)

What I was envisioning was not a literal mark-recall spell system. Instead, you'd have a small tab of say 4-5 places to choose from, or reset. One thing I forgot to mention from the original conception is that those recall choices would have to be made at the city. And since there is literally an infinite pool of ways to enable a user-interface for such a drop-down, I don't see how any legitimate claim can be made regarding the hypothetical time such a menu might take or the redundancy of menu design. And while each individual travel destination works like the original fast travel, the difference is the overall scope that the systems have. And that is a big difference.


Where as instead I would still have to do the same thing but it would take me longer if we went over to the morrowind side of things. you still have a loading screen with your versions I say it takes me out of the experience because I want to get to the quest faster not slower. I enjoy the quests I will explore the game in my own time but when I play the quests I want to get there and get on in a very linear fashion. I disagree that fast travel is designed to take you out of the experience because it gets you to where you want to be 5-30 minutes faster in a game like Elder Scrolls. To say that walking everywhere is more immersive maybe but thats a choice that anyone has already. (I use saving as an example. It happens, and happened a lot during morrowind for me where I would lose a lot of progress and I would stop playing the game for weeks because its very annoying. Maybe my fault but I still accomplished all those things for nothing which makes me mad as a player.)

Well for the record, I'm not actively promoting a Morrowind-specific mechanic. It usually gets promoted because it's the standard of what works in terms of a limited FT system, and it's usually what gets modded in because it's easy to duplicate without much redesign. But I'm not directly advocating a Morrowind FT 2.0. I don't necessarily point to walking everywhere as an idea of immersion. What I am getting at is that there is a fine line between completely jumping from A to B, and from just walking straight from A to B. A hypothetical system that can act as the middle ground, not be MW 2.0, give people a good portion of the convenience they are used to, and at the same time give them qualities of immersion.



This entire conversation we are having is purely subjective reasoning. You would have to name objectively what the terms are. I am giving you my argument and my reasoning which is mine you obviously don't share this but this doesn't mean that I am wrong or that you are wrong. I don't feel I have unsoundly argued anything here at all my concerns are viable concerns.

About moving back(literally) to morrowind. Most arguments about morrowind and oblivion are simply more towards the nostalgic side of things and personal preference. Some things morrowind did great, The map, quests, graphics, animations, gameplay movement, magic, and fighting system were things I think oblivion did better. Morrowind was more in depth, there was more to explore, more weapons, and no leveling objects/enemies was very nice. Both games have their strengths I personally prefer the smoother experience of oblivion.

It's true that the crux of subjectivity applies to me just as equally as it does to you. But that in a way is kind of the point. After re-reading my post, I realized I was actively and directly pointing to you when I was referring to the concreteness of terms, and I apologize; that wasn't really my intention. Instead, I guess that was more directed towards everyone who either defends current FT or attacks current FT. My point was that just because one view of what should be FT is in the majority as of right now, it by no means guarantees it will be popular later down the line. So instead of having potential radically shifting systems, and disappointment from all that those systems don't appease, it would make a lot more sense for all sides to compromise slightly. I would be perfectly willing to accept a OB/F03 FT system that merely incorporated payment for secure travel. In terms of which perspective is giving which, it seems a relatively fair compromise. Why is it that my (or others') fun must be completely put aside so that people of a different persuasion can have precisely the system they enjoy?


If people wanted believability they would not play a game with mystical creatures and magic. The argument on fun relates to why people play games. There are games that are simply not fun mostly because they have you do things that are redundant, pointless, hard to get to, time consuming, aggravating, or repetitive ETC... Why would a system going back to morrowind be more fun is more my question. I think its just a nostalgia argument that says "in my day we had more immersive traveling that was super realistic. Half the game was spent walking we were hardcoe." There has to be a better reason then that for things to change. It has to be meaningful. Like I said if there is something thats better then I am game to listen.

Well, there's a huge difference between realism and believability. The former may be out-of-place with mystical creatures and magic, but the latter most certainly is not. A game with mystical creatures and magic can have its own consistent and internal believability. And it's totally applicable tp such things as fast travel. Fast travel as in-world spells is believable in relation to the world, for instance. Fast travel as nonsensical porting from A to B is not believable in relation to the world.

Again, it's not that I'm advocating MW 2.0. Nostalgia is not my issue, nor is being 'hardcoe.' I like games that impose certain limitations on me; it forces me to be creative or to plan or to strategize or to reach an understanding about the world in which I inhabit. It's just that I find it interesting that all I generally ask for is a pittance thrown my way as a legitimate mechanic, yet such compromise is generally looked at as completely unacceptable.
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Natalie Harvey
 
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Post » Tue May 17, 2011 8:06 am

If you want to nit pick and avoid the main point then sure. Also I never said "avoid playing the game" Avoiding interruptions is the actual point as per the response I gave.

Interruptions (or more precisely, the encounters that happen when you are interrupted) are part of the game. If you use fast travel to avoid them, you're avoid part of the game.. a part that has a definite impact, especially for lower-level characters, and on the general atmosphere of the world.

The point of this is that I am just going to continue to run past the enemy like I do in morrowind or oblivion if I don't use fast travel.

Assuming you can. I don't think low-level characters will be doing a whole lot of out-running. Especially since you won't be able to run backwards very fast to make sure they don't catch up to you.

Not fast traveling does not give you that much of an better experience then actually playing the quests.

I disagree. Fast travel compartmentizes the world. You're no longer traveling through world to get from one place to another, but zoning into disjointed areas. Dragon Age worked that way, and the world felt rather limitted and constricted as a result (despite several areas actually being rather big). Oblivion-style fast travel also trivializes traveling, instead of incorporating it into the setting and gameplay. I used this example before, but the atmosphere surrounding Solstheim in Morrowind was greatly enhanced by the limitted travel options. It emphasized the remoteness and desolation of the island, which wouldn't have been very prominent if you could travel to and from any location on it as you wished.

I still have to fight the same amount of enemies and do the same stuff you do when you get to the actual quest.

The quest involves the travel and encounters along the way. You admit to using fast travel to avoid it, so you don't do the same stuff in the quest. The Jemane brothers quests in Oblivion, for example, are a totally different experience when you don't fast travel back and forth to complete it, and instead visit them to move the quest forward when you're in the area. You actually feel like you're going all across the world to reunite two long-lost twin brothers, and checking up on them when your travels take you back to them. If you just fast travel back and forth to get the quest completed, then a lot of that is lost and they become just like any other quest giver.
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~Amy~
 
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Post » Tue May 17, 2011 1:53 pm

Use your imagination people are getting used to instant rewards trophies/achievements ETC...
This is not a good thing to encourage.
http://www.telegraph.co.uk/education/6833871/School-reward-culture-is-harming-education.html

If I have to go to a specific place in towns at a specific time to fast travel then I want there to be more incentive then simply fast traveling to the next town. Otherwise I like my plain old get there fast and efficiently. For the "you lose heath randomly" you should have "you got so and so useful stuff randomly" Just like you would have if you walked. This makes it more likely that I would want to take the risk. The current reward for fast travel is saving time this is the current rewarding aspect of it. If you have something that is time wasting and energy using there should be a similar reward for doing that that makes it worth it. (hence the reference to more fun)

What does this "at a specific time to fast travel" mean?

And this... "more incentive then simply fast traveling to the next town"; again giving a reward for this ~seems odd. Why? that's the question... Why would you (or anyone) expect such a thing or consider it seriously as a good suggestion? Fast Travel is simply (and absolutely) just an equal alternative to walking, running, or even waiting. What I mean is... this seems no different to me than if you'd suggested rewards for using the "Q" key, or for pressing the button to jump. :confused:
I guess I am not fully understanding you or misreading your meaning. I also feel that I am missing something obvious about "random loss of health" (?). Do you mean like.... like a pop-up that says you got hurt during the trip?
No one has suggested that as far as I know ~but I could be wrong. No the idea is that the PC could be waylaid on the road and have to deal with the problem ~a fight, (just like any other fight), or perhaps a non-hostile encounter that was notable enough to pause the trip. :shrug:

Fast travel takes you to places, waiting leaves you at the same place. That is the difference. The practicality is that I don't like waiting, just to get to fast travel, just to get to where I wanted to go anyway.
No... that is not the difference. Both take you where you want to go. The "wait" feature takes you forward in time. both systems work almost identically where it counts, and serve the same purpose. Waiting compresses time (so that you don't have to sit there in real time for 20 minutes awaiting the hour); Fast Travel compresses time, (so that you don't have to sit there in real time for 20 minutes awaiting the arrival).

If people wanted believability they would not play a game with mystical creatures and magic.
That's not what people mean when they say "believable".

My grandfather would not watch any program on his tv that was about the impossible... He'd watch westerns, the news, and anything that took place in the world that he knew. He would not watch Spiderman or Thor, or Alien... His view describes your statement to a tee, but [in the fantasy context] when most people use the term "believable" (and sometimes "realistic"), it is usually referring to the story in that context; meaning that characters react in realistic ways to things that are real in their world. Such as say... a warlord chaining up undead in the marshland behind his camp ~to harass enemy scouts sneaking through them at night. Its not realistic as we know the world to be, but its a plausible action by a commander in a world where the undead are a fact of life.
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ILy- Forver
 
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Post » Tue May 17, 2011 12:06 am

Go back and find my 2 posts on the first page of the thread--I presented a reasonable implementation of something similar to this there.


ok i already read it and basically is the same idea :foodndrink: . i preffer the sense that you are the only who can use this teleports, the dragon shout power is a good option.

there are A LOT of benefits about this idea, bethesda may read this, if they wont do it optional then they can implement this and add a little bit of realism to the fast travel.
you can teleport always to some point in the city where no one can see you (fix the problem of npc reactions to seeing someone appear from no where.)
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Fanny Rouyé
 
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Post » Tue May 17, 2011 12:03 pm

What does this "at a specific time to fast travel" mean?
I also feel that I am missing something obvious about "random loss of health" (?). Do you mean like.... like a pop-up that says you got hurt during the trip?

He was likely referring to 2 of my suggestions, first regarding caravans that operate on schedules and must be spoken to upon arrival at a city to FT, and second regarding a system of chance health-loss during FT representing the calculated risk of that particular travel venture.
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Guinevere Wood
 
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Post » Tue May 17, 2011 3:25 am

Getting attacked by bandits while fast-traveling is so Dragon Age. And it just becomes really annoying in the end. 'Cus they ain't hard, so they will just be constant interruptions.
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Sheila Reyes
 
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Post » Tue May 17, 2011 2:48 am

Getting attacked by bandits while fast-traveling is so Dragon Age. And it just becomes really annoying in the end. 'Cus they ain't hard, so they will just be constant interruptions.
Dragon Age didn't invent that; that's been in RPGs for 20 years. Fallout had that and it was brilliant; Fallout had the "outdoorsman" skill for that. The better the PC was at it, the less likely he would get surprised in the wild.

http://fallout.wikia.com/wiki/Outdoorsman
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Mark
 
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Post » Tue May 17, 2011 1:53 pm

I do believe that there should be a fast travel
system.But I also believe that there should be
consequences when you fast travel.Like 50%
of the time you should be attacked by bandits/creatures
or robbed by thieves and when you
get to your location and you'll receive a message that
says you been robbed.Do you think there should
be consequences for using fast travel?

No,that would be unfair.
Loosing money or things without fighting or doing anything ?
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MatthewJontully
 
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Post » Tue May 17, 2011 3:18 pm

Getting attacked by bandits while fast-traveling is so Dragon Age. And it just becomes really annoying in the end. 'Cus they ain't hard, so they will just be constant interruptions.

Does that mean that the entirety of ways to implement interrupts is then a fruitless effort? And, particularly for Dragon Age, what better way was there to directly impress upon the player that the blight was a real and tangible force sweeping the highways if not for interrupts? Are they frustrating in the moment? Of course. Is the sense of obstruction and constantly-spreading hostility they efficiently communicate therefore worthless? I would argue not.

No,that would be unfair.
Loosing money or things without fighting or doing anything ?

Ah, but what exactly do you think your character is supposed to be doing whilst that screen goes to black and you instantly appear far away from where you started? Your character is in fact doing something, hence the point of simulating the travel in the first place.
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Stace
 
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Post » Tue May 17, 2011 10:42 am

SOMETHING EVEN BETTER:

TELEPORTATION INSTEAD OF FAST TRAVEL ! ! , we know that a dragon shout can teleport you right? well what about a good excuse for a fast travel, one of the BIGEST problems about fast travel is that break the fantasy right? well if they insert a short animation in which your character is using his dragon shout to teleport himself to the marked location it could be much better.

I rely on the fact that UNTIL NOW I NEVER HEARD ABOUT SOMEONE THAT HATES THE TELEPORT SONG OF THE LINK'S OCARINA! i can't say the same about the fast travel.

WHAT DO YOU THINK PEOPLE?



i have been thinking about this idea, the mayor problem about it, is that you can't acces the teleportation dragon shout until the main quest is advanced so a solution to fix this problem is that while you dont have the teleportation dragon shout, when you fast travel, a short animation in wich your character makes a foot travel to the marked location, and when you finally arrives then the "fast travel consequences" happens, to avoid this consequences the player must find this powerfull dragonshout.

i think this is a great and a finall solution to the fast travel problem (dragon shout teleportation + fast travel consequences.)
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Jamie Moysey
 
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Post » Tue May 17, 2011 12:03 pm

Ah, but what exactly do you think your character is supposed to be doing whilst that screen goes to black and you instantly appear far away from where you started? Your character is in fact doing something, hence the point of simulating the travel in the first place.
A lot of people seem to believe that since the PC "suddenly appears" in the next town, that ... well, that he suddenly appears in the next town.

**That's not how it is... but that's how some take it.


****Here is a time waster... Open a save game in Fallout 3; press 'T', note the time. Now enter Fast Travel, and choose a location across the map, and go there. When you arrive, press 'T' again, an look at the time.
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kirsty williams
 
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Post » Tue May 17, 2011 6:20 am

A lot of people seem to believe that since the PC "suddenly appears" in the next town, that ... well, that he suddenly appears in the next town.

A fascinating view. Wish I could figure out how to spontaneously appear and disappear at will, with no causal explanation whatsoever. That'd be pretty sweet.
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Catherine N
 
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Post » Tue May 17, 2011 5:32 am

I just don't like the idea that anything will happen at my character while I'm not playing.
The proposition about "fast travel consequences" is something that IMO is silly.

I mean what some people are going to ask next ? Perhaps "Turned off system consequences" ?
Saving a game and the next time we load it find out that we where killed or got disease while we had the console turned off because we live our lives ?
Give me a break people..
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Erin S
 
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Post » Tue May 17, 2011 1:17 pm

I just don't like the idea that anything will happen at my character while I'm not playing.
Like what?

[I do agree though, that the idea of suffering for the "privilege" of traveling the "easy way", is silly; but I also think that its addressing a perceived "exploit/cheat" in a misunderstood feature ~that is neither exploit nor cheat]
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Jesus Lopez
 
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Post » Tue May 17, 2011 8:16 am

I just don't like the idea that anything will happen at my character while I'm not playing.
The proposition about "fast travel consequences" is something that IMO is silly.

I mean what some people are going to ask next ? Perhaps "Turned off system consequences" ?
Saving a game and the next time we load it find out that we where killed or got disease while we had the console turned off because we live our lives ?
Give me a break people..

When you save your game, you are not engaging in a system that is supposed to simulate time while you are away. The point of a savegame is so that when you return to the game, you start right where you left off last time, with no in-game time-passage whatsoever.

Perhaps YOU are not playing your character during a fast travel sequence, but the underlying premise of a fast travel system is that while you're experiencing a loading bar, your character is moving, in the world, from point A to point B. And the choice to move was ultimately made by you the player. Since your character is moving in the world from point A to point B, it is completely natural to assume that any hazards they meet along the way can be fairly represented as, say, lost health or etc. Or, if that type of consequences isn't desirable, then it alternatively makes sense for the player to pay some gold stipend as a "pay-for-security" toll, which would enable the character, during their in-world travel period, to move unscathed.

While it is certainly true that, in all this, you the player are controlling nothing and therefore not playing, you the player made the conscious decision to instruct the game to pretend that your character had completed some form of journey. Why is it so silly that the game would represent either the cost of safety for that journey or the cost of the hazards of that journey?
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Siobhan Wallis-McRobert
 
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Post » Tue May 17, 2011 10:45 am

When you save your game, you are not engaging in a system that is supposed to simulate time while you are away. The point of a savegame is so that when you return to the game, you start right where you left off last time, with no in-game time-passage whatsoever.

Perhaps YOU are not playing your character during a fast travel sequence, but the underlying premise of a fast travel system is that while you're experiencing a loading bar, your character is moving, in the world, from point A to point B. And the choice to move was ultimately made by you the player. Since your character is moving in the world from point A to point B, it is completely natural to assume that any hazards they meet along the way can be fairly represented as, say, lost health or etc. Or, if that type of consequences isn't desirable, then it alternatively makes sense for the player to pay some gold stipend as a "pay-for-security" toll, which would enable the character, during their in-world travel period, to move unscathed.

While it is certainly true that, in all this, you the player are controlling nothing and therefore not playing, you the player made the conscious decision to instruct the game to pretend that your character had completed some form of journey. Why is it so silly that the game would represent either the cost of safety for that journey or the cost of the hazards of that journey?


Maybe the option to pay npcs to take you to places can be implemented and be welcomed by many people.
About the hazard consequences I just think that it's unfair let's say to loose some of your HPs just because the game decided it,beause who knows ? Perhaps you might be a good player and have the ability to beat enemies without getting a single hit.
So why should the computer randomly decide if you are going to get wounded in a battle or not ?
Perhaps my character is capable to jump over poisonous ivy,and block attacks etc,etc....
The series are based on real time mechanics.
Real time combat,real time day/night cycles,real time that.
Getting hits while not having the ability to fight back is not realtime.
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Chantel Hopkin
 
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Post » Mon May 16, 2011 11:24 pm

Perhaps YOU are not playing your character during a fast travel sequence, but the underlying premise of a fast travel system is that while you're experiencing a loading bar, your character is moving, in the world, from point A to point B. And the choice to move was ultimately made by you the player. Since your character is moving in the world from point A to point B, it is completely natural to assume that any hazards they meet along the way can be fairly represented as, say, lost health or etc. Or, if that type of consequences isn't desirable, then it alternatively makes sense for the player to pay some gold stipend as a "pay-for-security" toll, which would enable the character, during their in-world travel period, to move unscathed.
As it stands... Fast Travel is broken in Oblivion , Fallout 3, and FO:New Vegas. Yes your character is moving, but neither game takes the terrain, travel time, or regional politics into account (Fallout 1 & 2 did BTW) ~and also the spell & drug timers do not expire en-route.

The original Fallout [1&2], used Fast Travel when crossing the expanse of blasted earth
that existed between towns and locations. Travel time in Fallout could be weeks to a stint.
During those many days of utterly uneventful foot stomping, the occasional event does happen; sometimes he gets mugged, sometimes he finds a friend, or a merchant ~sometimes he may be hallucinating and doesn't know what he finds... but always, the game drops out of 'Fast Travel' and back into the gameworld at a point between A & B. Here the Player deals with the situation in what way they deem best. I was shocked when I realized that Fallout 3 did not follow suit.

The series are based on real time mechanics.
Real time combat,real time day/night cycles,real time that.
Getting hits while not having the ability to fight back is not realtime.
No its not. :laugh: The series is based on turn based combat, with real time day/night cycles. Fallout 3 is the deviation, and NV follows it, but together they don't amount to even 50% of the games; and NV is not a sequel to FO3. :shrug:
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Nick Pryce
 
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Joined: Sat Jul 14, 2007 8:36 pm

Post » Tue May 17, 2011 11:12 am

I’ve got a better idea: stop acting like the devs are going to go back to what was done in Morrowind just because you think it was great. They didn’t make Oblivion (or Fallout 3) to be bad, they made them to be better. Maybe their idea of better doesn’t mesh with yours, but thinking you’re somehow going to get back things that were in an old game is just silly. They were removed for a reason. Bethesda folks always seem to say that they make the games they want to play (ooh, rhyming!), and it seems the games they want to play have a fast travel system a la OB/FO3. Get used to it.

First of all these forums are here for a reason, for people to complain/give suggestions. I'm not just going to shut my mouth and "get used to it". And no, I wasn't suggesting that the dev's will magically just listen to me.

Second, my post was there to make a point that you obviously didn't get. The point that "don't like it, don't use it" is an awful response to people giving their suggestions on what they want the fast travel system to be like. I was just trying to have people see what it would be like if it was the other way around.

Third, I'm pretty sure that the fast travel was changed after Morrowind because people complained about it to much. Apparently it was too much of a hassle to think while playing a video game so they made the games fool proof (magical compass, gps, instant fast travel, ect.).
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Saul C
 
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