Fast travel as a perk

Post » Tue May 17, 2011 5:07 am

Lol there should be both, but you should have to have gone some where to OB or spell fast travel there that was the only mistake, if I wanna gallop on my horse back from town a to town b I don't want to have to ride the same route twice all the time, I personally believe it's just morrowiners getting up on there high horse, walking and riding are just as relevant as caravan boat or giant flee transport. I don't see the fuss until you know what travel systems are available in the new game.
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Joey Bel
 
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Post » Tue May 17, 2011 4:47 am

Just because it's not actively forcing you, doesn't mean fast travel in Oblivion was good. It, however, inactively forces you, since there's no other comparable alternative (walking ALL the time EVERYWHERE would most likely get boring to almost every player sooner or later).
People complain about it (mostly) because they think there are better ways of dealing with fast travel.

Most people seem to prefer Morrowind's way of dealing with fast travel.

Now to a completely different question: having fast travel "optional" by a setting, or by an option (as a perk for instance) would make most sense if Bethesda implement a Morrowind-like transportation system as a base (which they hopefully will do). Why? Because it's "dumb" to be able to have two completely different ways of doing the same thing at the same time. It would be contradicting. More logical to have it as an option in this situation.


It doesn't have to be dumb. One can represent the travel services, while the other can represent trvelling on your own ie walking/travelling by horse.

And one can't make the statement that most people seem to prefer Morrowind's way. Most people here, maybe. But TES is bought by many more people than those active in the forums.
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Marcin Tomkow
 
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Post » Tue May 17, 2011 1:41 am

Yeah, fast travel should be available at some cost to those that want it. I would rather have a slightly stronger character and use traditional means of transportation. I would be happy, very happy with morrowinds travel system. I didn't even know about mark+recall and I still loved it.

I wish oblivion had semi-fast travel options, not including the horse. Like a bus system in that culture.
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how solid
 
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Post » Tue May 17, 2011 9:52 am

If you really want Morrowind style travel services, focus on that instead of Map fast travel.

This logic is like "If I give them my bicycle then they will give me a car". No, you will be on foot. Or "If I let them to drop me to the sea, they would give me a boat or at least throw me a lifebuoy." No, you would drown.

The only good thing about Oblivion's Fast Travel is, it IS optional. Already.

I hope Map travel will be improved in Skyrim, more like Daggerfall style. As for in game traveling, which is completely a separate issue, they were missing entirely in Oblivion. I hope they are included this time.

It really isn't though a separate issue though, and your anologies are bad.

Just think about it from the development stand point. They need a way to get the player from point A to point B in a convenient fashion. Don't you think there is a reason that Morrowind did it one way and Oblivion did it the other, never a combination of the two? Since everybody complained about using Morrowinds system they changed it for Oblivion. They decided to just scrap their whole system rather than trying to fix it.

Now that they have map fast travel, what point is it for them to add in travel services in a development standpoint? For them the problem is already "solved".

For me though, I think this is a bad solution. It not only disregards the realism in the world they are trying to create, but it also makes players miss out on a lot (maybe not necessarily makes players miss out, but it does encourage this sort of fast paced video gaming, and does not mix well with the way they have their games set up IMO). I think they should really just try to come up with something new, don't just copy the Morrowind system, make it better. Keep the system they stood by throughout that game, and try to fix all of the problems people had with it.

Just look at Todd Howards words during the development of Morrowind.

Your journey is an adventure. You don't just decide "I wanna be across the world". It should be an adventure, we should take advantage of it, y'know, getting somewhere. Finding a dungeon travelling up in the mountains, battling away through stuff. Roadside adventures are cool. Finding a guy on the side on the road, like "Have you seen my wagon?" That's cool, we're missing this opportunity by just having fast travel.

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Amber Ably
 
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Post » Tue May 17, 2011 1:45 am

I see no issue with making it an option, such as a "tun on/off" feature. That way those who want to use the travel services or run can and those who want fast travel will have it. But if this is even possible to implement is a whole 'nother question.
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Karine laverre
 
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Post » Tue May 17, 2011 8:04 am

I hate when people complain about it, its not hard to just ignore it and go on with the game. There is not one point in Oblivion when they forced you to fast travel somewhere so why would people complain? Those people complaining are obviously just nit picking the games "flaws" if you can call it a flaw


This has been addressed a lot of times already, why does this argument still pop up all the time? FT in Oblivion wasn't optional. Quest were designed around the assumption of instant teleportation so walking everywhere isn't an valid option.

Having a working worldwide transportation system AND OB's FT would make the latter one optional.
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-__^
 
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Post » Tue May 17, 2011 1:11 am

I dont see how that is better than just don't use it and a transportation system existing

THIS :)
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Mrs shelly Sugarplum
 
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Post » Tue May 17, 2011 11:51 am

I see no issue with making it an option, such as a "tun on/off" feature. That way those who want to use the travel services or run can and those who want fast travel will have it. But if this is even possible to implement is a whole 'nother question.

why even bother having a turn on/off switch? why not have both on at the same time? o right either way it becomes redundant. lik i said in an earlier post, i rather them actually put effort and come up with a hybrid of both systems lik: put morrowinds system back in then jus simply edit one of the spells (such as divine intervention) and let u pick what city to go to (as long as uve been there before) and jus give tht spell to the players durin the tutorial
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Alan Whiston
 
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Post » Tue May 17, 2011 12:28 pm

I don't see why it would be a bad perk. Everyone wins.
And if it means we get both im in.
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Robert Devlin
 
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Post » Tue May 17, 2011 12:24 am

It really isn't though a separate issue though, and your anologies are bad.

Just think about it from the development stand point. They need a way to get the player from point A to point B in a convenient fashion. Don't you think there is a reason that Morrowind did it one way and Oblivion did it the other, never a combination of the two? Since everybody complained about using Morrowinds system they changed it for Oblivion. They decided to just scrap their whole system rather than trying to fix it.

Now that they have map fast travel, what point is it for them to add in travel services in a development standpoint? For them the problem is already "solved".

For me though, I think this is a bad solution. It not only disregards the realism in the world they are trying to create, but it also makes players miss out on a lot (maybe not necessarily makes players miss out, but it does encourage this sort of fast paced video gaming, and does not mix well with the way they have their games set up IMO). I think they should really just try to come up with something new, don't just copy the Morrowind system, make it better. Keep the system they stood by throughout that game, and try to fix all of the problems people had with it.

Just look at Todd Howards words during the development of Morrowind.

Yes, they could be bad, I thought my point was clear so that anologies was not even needed. Then decided to add some quickly.

The difference between the two is development time. Adding fast travel is as easy as going to a programmer last day and ask

- Map click instant poof?
- Okie dokie
(j/k)

Where Morrowind travel services is a huge development task involving dialog writers, environment designers, creature modelers, animators and so on. It has to be integrated to the game world. If I was a developer and I think I can get away with http://www.youtube.com/watch?v=Su_3bZnJhDw#t=9m02s no travel services, I would. It cuts down incredible resources. For quest designers, it also gives more freedom since fast travel is expected to be used, they can send you everywhere.

And why both can't be in the same game? They can. There is nothing logical preventing this, except Bethesda experimenting on players. They are experimenting on which things they can get away with. Level scaling, lack of travel services, lack of unique content... All because it helps cutting development time... Which is pretty understandable...

And thanks for the quote. That's exactly my thoughts on the matter. :D Vvardenfell was not that big anyway to miss Fast Travel. I will keep my hopes. :)

Your journey is an adventure. You don't just decide "I wanna be across the world". It should be an adventure, we should take advantage of it, y'know, getting somewhere. Finding a dungeon travelling up in the mountains, battling away through stuff. Roadside adventures are cool. Finding a guy on the side on the road, like "Have you seen my wagon?" That's cool, we're missing this opportunity by just having fast travel.

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Kaylee Campbell
 
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Post » Tue May 17, 2011 2:45 pm

I'd prefer it to stay as a normal part of the game but making it a perk wouldn't ruin the experience. The perk system seems very out of place in an Elder Scrolls game but at least I get to say "Fallout with swords". :turned:


Thank You, This was my first thought when I saw the Thread. Perks belong in Fallout Series NOT Elder Scrolls. I hope they do not try and impliment them. Two seperate games. But having fast travel has always been an option, simply DON'T USE IT if you do not want to. But I do think we need more travel options like in Morrowind.
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Louise Dennis
 
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Post » Tue May 17, 2011 2:53 am

So it's really more of an option for the player, not a perk for the character.
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Roy Harris
 
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Post » Tue May 17, 2011 3:53 am

I'd prefer it to stay as a normal part of the game but making it a perk wouldn't ruin the experience. The perk system seems very out of place in an Elder Scrolls game but at least I get to say "Fallout with swords". :turned:


Are you serious right now? Perks were in oblivion. [censored] "fallout with swords"? Don't be ridiculous.
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xemmybx
 
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Post » Tue May 17, 2011 3:09 pm

Your use of grammar astounds me, the way you flicker between topics without any commas and ignore punctuation. Good show. :smile:
/snark

i don't really care about grammar since i have other things to do and just making a quick type, but since you have a lot of time it seems how bout spend it by not commenting on others sarcastically.
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Rachell Katherine
 
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Post » Tue May 17, 2011 9:03 am

I would actually like to see the morrowind system return in it's full glory... Silt striders (or dragon transports???) Boats, and teleportation bases. I really would like my old mark and recall back! (diviner and almsivi intervention would be nice too.)
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Sabrina Schwarz
 
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Post » Mon May 16, 2011 11:40 pm

Perks are fun, add uniqueness to your character, and expand your combat capabilities. The fact that they were used in fallout will not detract from the fun of them in any way. So saying "fallout with swords" is just stupid.
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MARLON JOHNSON
 
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Post » Tue May 17, 2011 9:23 am

Yes, they could be bad, I thought my point was clear so that anologies was not even needed. Then decided to add some quickly.

The difference between the two is development time. Adding fast travel is as easy as going to a programmer last day and ask

- Map click instant poof?
- Okie dokie
(j/k)

Where Morrowind travel services is a huge development task involving dialog writers, environment designers, creature modelers, animators and so on. It has to be integrated to the game world. If I was a developer and I think I can get away with http://www.youtube.com/watch?v=Su_3bZnJhDw#t=9m02s no travel services, I would. It cuts down incredible resources. For quest designers, it also gives more freedom since fast travel is expected to be used, they can send you everywhere.

And why both can't be in the same game? They can. There is nothing logical preventing this, except Bethesda experimenting on players. They are experimenting on which things they can get away with. Level scaling, lack of travel services, lack of unique content... All because it helps cutting development time... Which is pretty understandable...

And thanks for the quote. That's exactly my thoughts on the matter. :D Vvardenfell was not that big anyway to miss Fast Travel. I will keep my hopes. :)

Your exception is the very reason I was getting at. My point was that they do have a lot to do with each other in the sense that, if you have one (map fast travel) then you don't "need" the other (travel services). From their design standpoint they feel they can get away with having only fast travel, that's their solution to the travel problem, and for them and the majority of players (seemingly) it works.

But that's entirely my speculation on what Bethesda thinks, it's not something I agree with concerning what I would want in the game.
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Jinx Sykes
 
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Post » Tue May 17, 2011 2:17 am

I'd prefer it to stay as a normal part of the game but making it a perk wouldn't ruin the experience. The perk system seems very out of place in an Elder Scrolls game but at least I get to say "Fallout with swords". :turned:


Same should be normal but optional with a travel network. But how are perks out of place in ES, I say they are a good addition. Might be bad, but Ill have to wait ten months to see.
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Brian LeHury
 
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Post » Tue May 17, 2011 12:44 am

How about it being a skill? Novice: You can fast travel 25 meters Apprentice: You can fast travel 50 meters Journey... You get the point.
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Carlos Vazquez
 
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Post » Tue May 17, 2011 2:10 am

I vote 'No'.

So called "Fast Travel" is a misnomer; Its only fast from the player's perspective (real time), but it still assumes gametime travel. IE. your character walks the distance, while you are not forced to suffer the tedium personally. The game resumes when they get there. The game Riven did this. If you had visited major location in the game previously, then it would allow you to click on that location off in the distance, and skip all the hassle in between (been there, done that, tired of it, zip me to the end of the bridge already). This is what Fast Travel represents in TES, and pretty much every other RPG that implements it. So I have no problem with an expected and necessary feature of any large scale RPG.

No need to penalize players by making it use up a perk. *What's wrong [IMO] with the TES implementation is that there is no accounting for ambush, (or pleasant discoveries) along the way, and it does not currently end drug and magic effects en-route; meaning the PC can buff their strength, load up with loot, and cross the continent without the buff wearing off. Bad oversight.
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Holli Dillon
 
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Post » Tue May 17, 2011 12:16 pm

How about it being a skill? Novice: You can fast travel 25 meters Apprentice: You can fast travel 50 meters Journey... You get the point.


So when I was 25 meters from my destination I could teleport there? That is a terrible idea, no offense.
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Kevan Olson
 
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Post » Tue May 17, 2011 11:48 am

Best Idea I've heard regarding FT system. The people who want it can choose it after their first level up and the people who don't will never choose it, thus locking it out.

Please Bethesda, this is the answer (+ travel services ;) )
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Tracey Duncan
 
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Post » Tue May 17, 2011 6:29 am

I never played Morrowind (fell through the cracks for me) so I’m not sure how travel services worked but I like the way Oblivion did fast travel. Find the city or place of interest first, then it is available to fast travel there, and when it was used it used in game time without any kind of hassle, which is the whole point of using it. If I wanted to possibly find loot or get held up by bandits I would have walked or rode a horse to my destination but I didn't feel like trekking across the entire map on a chance encounter (that hasn't been and probably would be no different this time than the last 10 times I traveled between these two cities) so I used fast travel and skipped all of the tediousness. Skyrim will be helping with this by adding a larger variety of chance encounters like Fallout did and then Red Dead Redemption expanded on, but eventually it will probably get old as well as it did in both of those games (you can only save people from a pack of wolves so many times) in which case Fast Travel is needed again.

Adding it as a perk is ridiculous because perks don’t grant you super powered abilities right off the bat (like instant travel) they add extra bonuses to the skills you already have (like pack rat in Fallout NV it makes items weighing 2lbs or less weigh half as much (because that is the only way they can give you more capacity) because you learned how to pack your smaller supplies more efficiently to make room for more equipment, it doesn't automatically make you carry the whole world on your back. Plus how is traveling the same distance in the same amount of time a perk? If you want to make it a perk then make it a good memory perk so that on people who take it can remember all the places they have been and the places show up on the map and then you can now travel to them with fast travel, people that don't take it don’t have places marked on their map they have to manually mark them on their map but they don't remember exactly how to get their even with the map so no fast travel. Honestly I love what they did with Fallout NV hardcoe mode, all the whiners complained about this and that so they said if yall (the minority) don't like it here you go, you have to drink water or you die, you have to eat or you die, you have to sleep or you die, no fast travel oh and just to really f*** with yall ammo now has weight, HOW YOU LIKE ME NOW!!!


The only way I can see how to cease this argument is to implement Red Dead Redemptions travel system. Have carriages and maybe boats or whatever to ride on in all major cities and in other believable locations, pick your destination (length from point A to B = cost amount), choose to ride and view the scenery or choose sleep (skip the ride), and also have the option to build a campfire anywhere out of harm’s way (away from enemies) to fast travel to a known location, sleep, save the game, and whatever else they want to add for us to do (alchemy, enchantment, repair items, etc.). Of course someone will find a flaw or reason to b**** about it.

Oh and I believe the system constantly moves around weather you are riding on it or not, meaning the coaches weren’t always at the same city all the time but would be on a schedule.
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Vickey Martinez
 
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Post » Tue May 17, 2011 10:23 am

I dont like the OB fast traveling system so I rarely ever used it(though it kinda made me feel dumb not using a game mechanic just for the game to be more realistic, rather the option wasnt even there). I liked MWs though. I wouldnt mind walking everywhere, even back and forth on the same path, if things (random encounters) happened to change the experience a little. I think RDR did very well the way they handled it, a bit too many (of the same) random encounters though.
I wouldnt mind OBs fast travel system if it showed it happen, just sped up, and then if you got jumped otw to destination it would go to realtime again for the fight. Same for sleeping, they could show your character sleeping, and just show the enviroments time pass by faster. Anything except that damn loading bar lol. Maybe it is just lazy game making, they dont want to make graphics for every lil thing, but loading bars are immersion-breakers. I loved MW and OB both dispite any flaws either game had, TY Bethesda!!
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KRistina Karlsson
 
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Post » Tue May 17, 2011 12:33 pm

Let those who want to use Fast Travel use it and the rest won't, simple as that. I think Oblivion did a good job with it. Sure, you could fast travel just about everywhere you needed to go, but if you did then you could potentially miss out on encounters/chances to improve your skills, not to mention it's less immersive. Game time still continued (which makes me wonder if travel time decreases as your character speed/athletics increases, hmmm...), so there wasn't an exploit to make it to a town to say, I don't know, sell some items before the shops close up.
If you add it as a perk then it would just take a perk away from those who see the potential use out of a game mechanic. Basically, it isn't broken, so why attempt to "fix" it?
Although I'm loving the idea of a travel system like Morrowind's. :happy:
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Chelsea Head
 
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