Fast Travel Now Costs Money

Post » Mon Aug 08, 2011 6:38 am

Fast travel in Oblivion was Teleportation, and it was stupid. Yes, you only traveled as fast as if you had walked that distance, but it was teleportation none the less. You encountered no enemies, lost no health, had to use no potions to heal damage you didn't take, and never had to repair weapons that you never had to use.


By that theory, all the Morrowind "vehicle" travel abilities were "teleportation" as well... no combat, no health loss, no potion loss, no repairs..... :shakehead:


----

re: main topic.

Don't really care, have plenty of money usually. :shrug:

(I would put at least partial odds on it being either a mistranslation, or a miscommunication between the interviewer and dev, or a combination of the two.)
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Umpyre Records
 
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Post » Mon Aug 08, 2011 5:37 pm

This is probably referring to the carriage system, where you pay someone to take you to a new place.
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no_excuse
 
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Post » Mon Aug 08, 2011 5:48 pm

By that theory, all the Morrowind "vehicle" travel abilities were "teleportation" as well... no combat, no health loss, no potion loss, no repairs..... :shakehead:


----

re: main topic.

Don't really care, have plenty of money usually. :shrug:

(I would put at least partial odds on it being either a mistranslation, or a miscommunication between the interviewer and dev, or a combination of the two.)


Yes, but you are paying a vehicle to take you some where. You aren't walking and you are already paying which is what has changed.
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Harry Leon
 
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Post » Mon Aug 08, 2011 5:02 am

Fast travel in Oblivion was Teleportation, and it was stupid. Yes, you only traveled as fast as if you had walked that distance, but it was teleportation none the less. You encountered no enemies, lost no health, had to use no potions to heal damage you didn't take, and never had to repair weapons that you never had to use.

Paying for fast travel (if they don't simply mean the carriage system) makes perfect sense to make the game force the players to work and think, rather than letting them play "on autopilot." It is a simple metric to account for all the expenses incurred as a result of traveling over a given distance.


Nor would you gain any experience from fighting enemies. Nor would you gain any possible alchemy ingredients. Nor would you find any loot. Nor could you discover any locations. Nor could you find anything to gain besides the time to speed up travel (real time). There's already inhibiting factors to using the fast travel method. Why take an extra step further? And make common users of fast travel have to pay gold. Sure, they're not experiencing the game in full, but that's not your, nor mine, nor anyone else's decision besides the players. Each person plays the game how they want. If they want to speed things up so be it. If you see the mechanic of fast travel as punishing then don't punish yourself by using it. And in the long run, those who use it excessively are only punishing themselves by not seeing everything anyway. Sometimes it's just convienent.

As I said, they're not playing the game in full spectrum, but if they want to, let them have at it. Maybe they don't want to keep running back and forth on messenger quests all the time or what not. If you don't want to fast travel. Don't. Everyone has to discover locations to fast travel there anyway. So, they'll be walking around anywho.

There's already plenty of thought to fast travel. Don't need anything else inhibiting the mechanic.

As I said too, I particulary don't play with fast travel.
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Marina Leigh
 
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Post » Mon Aug 08, 2011 10:33 am

By that theory, all the Morrowind "vehicle" travel abilities were "teleportation" as well... no combat, no health loss, no potion loss, no repairs..... :shakehead:


----

re: main topic.

Don't really care, have plenty of money usually. :shrug:

(I would put at least partial odds on it being either a mistranslation, or a miscommunication between the interviewer and dev, or a combination of the two.)

His/her point was that it was stupid to have a travel option where you get a huge advantage scott free, and that an morrowind, you avoid repairing armor, using potions, getting diseased, ect., by traveling a la silt strider, which costs gold.
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Penny Wills
 
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Post » Mon Aug 08, 2011 2:57 pm

Personally, I think they should just change the fast travel to a cut scene of your character riding in a little white carriage with big pink bows being pulled by a purple unicorn.

Then see how many people use it. LOL.... I cracked myself up :)
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sw1ss
 
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Post » Mon Aug 08, 2011 6:23 am

Nor would you gain any experience from fighting enemies. Nor would you gain any possible alchemy ingredients. Nor would you find any loot. Nor could you discover any locations. Nor could you find anything to gain besides the time to speed up travel (real time). There's already inhibiting factors to using the fast travel method.


And additionally, in many cases, you wouldn't have run into any monsters or loot if you had walked...... like, if I go from Anvil to a nearby dungeon: I kill the monsters I run into, harvest the plants, etc. When I'm done with that dungeon, if I fast travel back to Anvil, I'll miss out on... oh, right - the total lack of monsters/plants/etc, because I cleared that stuff on the way to the dungeon. And it certainly hasn't respawned in the short time I was exploring the cave.
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Julia Schwalbe
 
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Post » Mon Aug 08, 2011 7:30 am

It doesn't really make sense, unless maybe it's assuming you stop and/or stay at inns and so on along your way?
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Emma Louise Adams
 
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Post » Mon Aug 08, 2011 9:21 am

The majority of people who play TES 'roleplay' a character, and a some stuff they do is more their own imagination rather than what's in the game. I've always seen fast travel as simply skipping ahead a little - your character still walked there, he didn't teleport - but they don't need to show you him walking there. So the way I see this fast travel system is much like the other, but the further you go the more you'll need to spend on things such as resting at an inn or buying food for you travels etc, hence why there is a charge - just think of that charge as the money your character has spent on his journey, I'm sure that's what was probably intended anyway. No one is going to be able to (logically) walk across the entire map without taking a rest, so the game just spends money on what would be a night at an inn or drinks at a tavern or something, or even travel charges if they needed to take the carriage for part of their journey.
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elliot mudd
 
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Post » Mon Aug 08, 2011 6:20 pm

The majority of people who play TES 'roleplay' a character, and a some stuff they do is more their own imagination rather than what's in the game. I've always seen fast travel as simply skipping ahead a little - your character still walked there, he didn't teleport - but they don't need to show you him walking there. So the way I see this fast travel system is much like the other, but the further you go the more you'll need to spend on things such as resting at an inn or buying food for you travels etc, hence why there is a charge - just think of that charge as the money your character has spent on his journey, I'm sure that's what was probably intended anyway.


Exactly:)
Spot on.
I sometimes even make little horsey noises during a fast travel load screen in Oblivion.
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kristy dunn
 
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Post » Mon Aug 08, 2011 12:48 pm

Is there a link that expands on the carriage system? Is it a fact that It is teleportation, or is the npc actually taking you there in real-time?

If I mess with the economy of the town the npc resides in, would I be able to repair it by paying travel-fees?
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David Chambers
 
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Post » Mon Aug 08, 2011 11:30 am

They're probably talking about the carriage system. All fast travel really is, is you having your character walk somewhere for you without you having to walk there, so who would you be giving your money to?



Exactly. This would just kill the immersion of fast travel.
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Damned_Queen
 
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Post » Mon Aug 08, 2011 10:07 am

Personally, I think they should just change the fast travel to a cut scene of your character riding in a little white carriage with big pink bows being pulled by a purple unicorn.

Then see how many people use it. LOL.... I cracked myself up :)

If the cart was shaped like a muffin I would go for it, perhaps a pumpkin if I was feeling cliche. Also I think the carriage should fly and be pulled by a Pegacorn instead of a regular old Unicorn. Actually, screw dragons this could be a selling point.
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lucy chadwick
 
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Post » Mon Aug 08, 2011 1:40 pm

This is probably referring to the carriage system, where you pay someone to take you to a new place.


But isn't it only locations we've been to before?
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Tyrel
 
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Post » Mon Aug 08, 2011 12:14 pm

Anyone remember the fast travel system in Realms of Arkania: Star Trail.
That was a great system. Fast travelling cut to the world map and you watched the line follow the path to your destination slowly as the day progressed. At night, you had to choose options about setting guard watch , hunting for supplies and ingredients.

It was a great system for a game back in 1994.
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Curveballs On Phoenix
 
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Post » Mon Aug 08, 2011 5:43 pm

This is how I think it could be implemented. The player should be given three options when fast travelling.
1) The player takes a carriage (Most costly with costs for carriage and potentially inns, fastest in terms of in game hours)
2) The player goes slow at medium cost (Takes into account inns and other expenses, also takes some stamina as the trip was done through your own power. Slowest in terms of game hours)
3) Fast travel with virtually no cost (Player travels without stop so no cost. Slower than carriage, but faster than option 2. Stamina is completely depleted, but will not raise until one sleeps.)

This would allow you to not pay, but have a consequence at the end instead of what seems like teleportation.
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Rachel Briere
 
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Post » Mon Aug 08, 2011 5:43 pm

It cost money in Daggerfall anyway, so it's nothing revolutionary.
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Andrew Lang
 
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Post » Mon Aug 08, 2011 3:27 pm

What? If you want to make it realistic just take out fast travel all together, not some silly magical fee.
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willow
 
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Post » Mon Aug 08, 2011 12:31 pm

morrowind fast travel was better than oblivions
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Bad News Rogers
 
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Post » Mon Aug 08, 2011 4:20 pm

i think this could be mistranslated for the carriage fast travel system
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Hilm Music
 
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Post » Mon Aug 08, 2011 6:13 pm

Is there a link that expands on the carriage system? Is it a fact that It is teleportation, or is the npc actually taking you there in real-time?

If I mess with the economy of the town the npc resides in, would I be able to repair it by paying travel-fees?


Did I miss something? Where is the carriage stuff coming from? Heard nothing official about carriages, this is the first thing about I heard. http://www.gamesas.com/index.php?/topic/1217315-fast-travel-with-a-leash/page__hl__carriage

If there is a Carriage system It's most likely to be teleportation.
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Campbell
 
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Post » Mon Aug 08, 2011 5:12 am

i think this could be mistranslated for the carriage fast travel system


It's possible the journalist playing the demo misunderstood the previous information about the carriage system and thought all fast travel costs money (if he didn't use it at all during the demo), but as far as the translation, it seems like there can be no mistake.

German: "die (kostenpflichtige) Schnellreise funktioniert aber erst, wenn der Zielort früher tats?chlich schon einmal besucht worden war."

English translation by -Glarthir-: "the (fee required) Fast Travel only works if the player found the target location earlier"
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Noraima Vega
 
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Post » Mon Aug 08, 2011 1:07 pm

What? If you want to make it realistic just take out fast travel all together, not some silly magical fee.



both taking it out and adding a fee are equally stupid.
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Vicki Blondie
 
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Post » Mon Aug 08, 2011 12:41 pm

Nor would you gain any experience from fighting enemies. Nor would you gain any possible alchemy ingredients. Nor would you find any loot. Nor could you discover any locations. Nor could you find anything to gain besides the time to speed up travel (real time).


You're perfectly right. It would be wonderful if based on your skills, the game would randomly calculate some minor increases for things you are likely to use (Bowskill, Longsword Skill, Heavy armor skill) and then also give a chance to add to your inventory items you might pick up. This could be established in such as way as to create an interesting narrative for each of your travels, such as "You arrive in Winterhold. On your way you used 5 arrows, added slight wear to your bow, and gained venison." Or "Your arrive in Winterhold. On your way your Heavy armor skill increased, your Steel longsword received minor wear, and you gained 10 gold and a silver dagger." You can see how these easily represent their own adventures, such as hunting a deer or encountering a bandit.

Of course, it is all rather complicated, and much more easily represented by loss of gold.

I just don't get why you need a "fast travel" option when previous games already gave you transport along with teleportation spells and scrolls. The means to travel quickly (in the game and out of it) are already in place. I just feel it is another simplification. Is it tedious? Yes, but so is inventory management, and repairing weapons, and having to restore your health. They are the nasty little parts of the game that make the fun parts seem comparably more fun.

Also, Oblivion's problem was that because fast travel was so inherent to their system, they thought nothing of having the Fighter's Guild in Cheydinhal sending you on a mission in Anvil. Ridiculous. I NEVER had a problem traveling in Morrowind, either using the systems or walking. In fact, I LOVED the "journey" aspect of taking a silt strider to a port town, taking a boat to another city up the coast, wandering into the wilderness, getting lost, then hoofing it to some minor settlement to unload gear, repair and refresh.

But each time I tried to avoid using fast travel in Oblivion, I got INCREDIBLY frustrated, partially because there was no fast travel outside of the "menu teleport" so I was walking/riding everywhere, and because there was no mounted combat, I found myself dismounting every 2 minutes, OR leading a circus train of lions, tigers, and bears, OH MY. Nevermind the above problem of having quest which send you across the map.
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Jessica Thomson
 
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Post » Mon Aug 08, 2011 1:24 pm

Anyone remember the fast travel system in Realms of Arkania: Star Trail.
That was a great system. Fast travelling cut to the world map and you watched the line follow the path to your destination slowly as the day progressed. At night, you had to choose options about setting guard watch , hunting for supplies and ingredients.

It was a great system for a game back in 1994.


Actually, I sort of like this. This way both parties of this debate are more satisfied.

Those who want fast travel with inhibitors. Could select the fast travel that cuts into a scene similar to that. Where maybe half-way along, a loading screen would commence and you'd have a camp site (I'm thinking similar to Red Dead Redemption) where one could either continue from there on foot or one could have quick options to fend off creatures for quick exp but at the cost of slight detoriation to supplies and equipment, or collect ingredients at the cost of more time and slight degrade in equipment and such. That way for taking your time, you'd always make sure you'd have an encounter, but there's be'd goods involved and it'd take a surplus amount of time. If need be. There's positives and negatives. There could be various details, I'm just supplying an example.

But still, at the cost of not gaining anything, there should still be fast travel. Where the player gains nothing for simply a gain in time. A convience in time.

Just a thought.
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Farrah Barry
 
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