Fast Travel System

Post » Sat Mar 13, 2010 2:00 pm

It would be great to ride on a gryphon or something and see the landscape from the air as well.

No it wouldnt.. thats for wow
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Gill Mackin
 
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Post » Sat Mar 13, 2010 9:23 pm

It would be great to ride on a gryphon or something and see the landscape from the air as well.


Gryphon!?!?! Make it DRAGONS ;)
Like some part of the main-quest... hehe
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Symone Velez
 
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Post » Sat Mar 13, 2010 11:42 am

Gryphon!?!?! Make it DRAGONS ;)
Like some part of the main-quest... hehe

That would pussify dragons... pardon my language.
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Rachel Hall
 
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Post » Sat Mar 13, 2010 7:47 pm

That would pussify dragons... pardon my language.


Hmm yeah, perhaps. But if it's implemented well by having a nicely done quest related to it; a quest that would explain why a dragon would like to be your mount; it would be awesome... I think :)
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Vahpie
 
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Post » Sat Mar 13, 2010 10:16 pm

That Morrowind anology was quite apt.
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lucile
 
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Post » Sat Mar 13, 2010 8:41 pm

I'm not sure what has been said, because I really don't want to read this entire thread right now, but here's what I think:

Fast travel is indeed useful, and I admit to using it quite a bit, mostly because the scenery between point A and point B isn't going to change, and there is no reason to spend 5 minutes walking back through it 3 times for a quest when I can be there instantly. So, a potential fix for this is pretty simple: prettier landscapes that don't get boring easily. I didn't get bored with Morrowind because it was always so interesting to look at, plus the paid-for transportation was expensive as a low-level character.

Another potential fix (which I think should be added on to the previous one) is roaming wildlife. Currently, you'll see a wolf or two (not even a pack) walking back and forth in the same area- it doesn't really go anywhere. If modders can make NPCs in Oblivion walk between towns, then developers could add a dynamic for roaming wildlife. What I mean by that, just in case it isn't as obvious as I think it is and for some reason you can't read my mind, is that, say, the pack of wolves moves around in a larger area, so your first stroll through the woods to access the cave where the messenger left the letter may be fairly care free, perhaps a rat or two comes in to give you a bad time. But on your way back? Suddenly a pack of wolves have wandered through your path, see you, and now you have to fight, or run.

So yeah. Wandering, roaming wildlife that patrols a 1-2 mile area (or more) as opposed to a 10-20 square foot area.

Additionally, as has been said, Mark and Recall. Make it a more strategic option, something you want to use sparingly.

Another way to do it is similar to Dragon Age: Origins and even, IRCC, Daggerfall. On long fast travel trips there is always a chance of being attacked. Hell, I'm pretty sure in Daggerfall you could set certain things pertaining to how you want to travel, such as how fast you want to go, whether or not you rest on the way, if you're on the defensive during your trip, or being reckless.... Things like that don't seem very difficult to add. If you're going to fast travel, there should be consequences. If you decide to be defensive on your trip, you get a bonus to defense, but subsequently you arrive at your destination a bit later. You get the idea.

It would be great to ride on a gryphon or something and see the landscape from the air as well.

One problem: Gryphons don't exist in Tamriel.
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Jessica Nash
 
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Post » Sat Mar 13, 2010 8:14 am

I do love exploring really, I think once you find the place you should be able to fast travel to it but I wouldn't like It if everywhere were open to fast travel. Also make travel more fun and not a chore would help I think...
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Kelvin Diaz
 
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Post » Sat Mar 13, 2010 7:52 pm

OK, so I posted way back when before there was a skyrim discussion and we were talking about ESV being announced at QuakeCon, in a fast travel thread that went down in flames :pun:. Since I am a pretty avid gamer, I decided to get a casual gamer's point of view on the topic. He has played both MW and OB, so he's not exactly new to the series, but he doesn't have much time to play the game each day. Here's how it went.

Q: How would you feel about FT ala OB being replaced by the MW system (boats, striders, etc.)?

A: I like the idea behind the MW FT option, however I probably would not like just that in the new game. I don't have a whole lot of time to play the game, so spending half my time travelling, or buying scrolls (not a magic guy), etc., is taxing and, at least for me, not the most fun part of the game. I liked OB FT because I was able to quickly get back to a city/town to return quests and sell loot. I didn't like that I could go to any city immediately from the beginning of the game, it kinda took out the fun of discovering the place, but once I discover a place, I don't want to REdiscover it. OB FT let me get straight to the action (if I had already found the place), which is always a plus if you have a small time budget.


Q: How would you like random encounters/perils while you fast travel, so it isn't just a straight shot to wherever, click and poof style?

A: It's not quite click-and-poof, time goes by. But, it would really turn me away from the game. Chances are, I would be stopped by some mountain lion or something that I have already fought and killed a million times. Even if it was a new monster, it still wouldn't be that great. The point of FT is to get straight to the point, no wasted time. For me, that encounter is just wasted time. I'm probably going to kill the thing, and after the 20th time I got stopped for a random encounter when I really had to go somewhere, it would annoy the hell outta me.


Q: Would you pay for FT?

A: Why? I already proved I could make it there just fine, why waste money just to retrace my steps?


Q: If there was an extensive system for in-game fast travel (teleporters, mark/recall, etc.), which did not more than 10 minutes (real time) to get anywhere on the map?

A: Sounds great for the guys who want MW style travel, but that's still 10 minutes (if I already found the location) that I could use having fun doing quests instead of getting on a boat. It's realistic, but I can just use my imagination if I really need to feel like I made the journey in the game world. I just assume my character makes the trip the way I did when I first discovered the location.


Someone came up with a solution earlier to just disable OB FT when you start a game (granted a well-implemented in-game system is available). I think this would be a good solution ONLY if the following were true:
1. There are interesting, unique landscapes to be seen on foot.
2. There is UNSCALED, fantastic armor/weapons/etc. in places the the player would not necessarily travel to for a quest. You don't have to be able to get them right away, however I at least know some powerful stuff is in some dungeon.
3. Quests/loot only to be heard about from passengers/drivers of the in-game system.
4. Most quests do not require a character to travel to the other side of the province.

Neither side should be punished for wanting what they want. Instead, reward both sides for playing the way they want: FT people get instant, unimpeded travel, MW people get the bonuses you would expect to get if you were an adventurer: information from fellow travelers, appreciable views, and occasional spelunking for treasure :).
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rolanda h
 
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Post » Sat Mar 13, 2010 3:27 pm

The complaints about fast travel seem to be of a more personal nature. If you don't like Oblivion's style of fast travel, then get a horse or walk. Don't demand that fast travel be changed just because you think it's too convenient.

Wait so now your telling me what to do? I would like fast travel to be changed and added as a travel feature into the game. More like Morrowinds, but even that has to be worked on. It's a suggestion. You don't get to tell me what to say and what not to say. That's the nature of personal opinions.
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Rachyroo
 
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Post » Sat Mar 13, 2010 1:12 pm

If fast travel remains in the form of clicking where you go, I want "a few" changes to it:

1) How Option box, determining *how* you want to fast travel, but new ones since DF ones doesn't "work" anymore (too small area):
* Walking (affects stamina, more stealthy)
* Jogging (affects stamina, more noisy)
* Horse Riding Fast (may bump deeper into trouble, and affects stamina).
* Horse Riding Slow (much more safe since you're able to stay unseen, less chance of ambush, but some stealth is sacrificed).
* Available services (ends up at nearest "hub", but is super safe). Need to make a new travel when you get there.
+ By boat checkbox (expensive and slow, but super safe, and only service that allows horse and cart).

2) Reaction Option box
* Avoid Combat (will attempt to avoid combat, but is affected by your speed if on a horse).
* Stop To Fight (always stop to perform any combat needed to get through an area).
* Ask (stops animation and asks you what to do, but you may get information about foes).

3) Time Option box
* Day and Night (more useful for higher level characters, or when you've gone godlike).
* Day Only (considered much safer to travel by day, due beastiary and bandits).
* Night Only (suitable option for a few selected characters I guess, so should be there).

4) Camping Option box (hidden when using services).
* Inns and safe havens (costs money, but is super safe and non interruptible).
* Outside (use own camping gear to setup a camp, but always suspectable to interruptions).
* Existing camps (pretty much guaranties a fight unless recently cleared).
* No camping (faster, but affects stamina and probably health as well in a bad way).

5) Exploration Option box (hidden when using services).
* None (no exploration is done during detours).
* Auto (marks any found location on the map, but that's it).
* Stop (stops the travel so you can investigate).
* Ask (stops animation and asks you want to do).

6) Estimations Info box
* TOT - Time Of Travel (how many days, hours, and minutes the trip is estimated to take).
* ETA - Estimated Time of Arrival (when you think you will arrive - double to ease off mental calculations).
* Cost - How much gold the trip will cost you.
* Risk - Chance of interruptions along the route.

7) Command buttons
* Set Default (makes current selections the default mode of fast travel).
* Continue (if you had an active travel that was interrupted).
* Go (will be hidden if you've made bad settings, such as camping outside if you have no gear).
* Cancel (guess :P)

Travel will be shown as an animated dotted line, complete with sun/stars (time of day, roughly).
As you sleep (if needed), you'll see your health and stamina bars animate to show progress, based on some survival skill.
Travel will stop if you're on foot and you become over encumbered. Fix problem, open dialog, and choose continue travel.

So instead of the timed teleport with builtin cheats, you setup your fast travel with a bunch of options on how *you* would do it if you did it manually. Some ideas only work well if they have need to sleep and fatigue that depletes slowly over time if you don't eat etc. Using services will be safe, cost more, and can take a considerable amount of time depending on the travel service situation; are you ranked high enough to use mages guild teleportation, when does the caravan (upgraded silt strider service), dilligence, or boat, operate etc. If you chose avoid contact and are on foot or horse, you try to circumnavigate the enemy contact (also animated), and you may find new locations in the process.

Each time you click an option, a green circle will highlight around all legal destinations (or red for illegal), shrink and fade away, and leave the location icon in the highlighted color - it focuses you attention, and keeps it for reference, without getting in your way.

This is with fast travel option activated. For hard core fans, when this is turned off, we have to take notes on when the services operate etc and do everything manually. Fast travel will take a few seconds from hub to hub, but it will still be the ease of use interface wise. Best of all, the current exploits/bugs are removed (probably some new ones though, lol). The actual traveling still takes place, only at a much faster rate.

Well, those are my thoughts on an updated fast travel system from what I consider a faulty one (which is just a timed teleportation with builtin overencumbrance exploit). I'm slightly drunk too, so don't consider this *properly* brainstormed :P
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lacy lake
 
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Post » Sat Mar 13, 2010 11:01 pm

Im not sure if it completely breaks your gaming experience.. but I don't recall having any problems doing the occasional walk back from Seyda neen to Balmora on a new character in Morrowind.

Thus I don't mind if they'd choose to entirely remove or replace the fast travel system. But then they should give us back stuff like recall and maybe some teleport scrolls you could buy from somewhere, if it's removed. Also some option to leave dungeon instantly if youre not in combat, ty. :P
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Minako
 
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Post » Sat Mar 13, 2010 1:10 pm

Fast travel takes out the feeling of the game.
I liked GTA:IV taxi idea. You have the opinion to fast travel there but you have to pay extra cash, or just sit back and see the environment which I did.
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des lynam
 
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Post » Sat Mar 13, 2010 10:11 am

I don't ever use fast-travel. The few times I did I was stuck on something and the only solution was to fast travel to the nearest location.
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Sun of Sammy
 
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Post » Sat Mar 13, 2010 3:36 pm

Oblivion's fast travel system could coexist with Morrowind's transport services/spells if it had these limitations:

- Only usable on locations that were recently visited within several hours of game time.
- Using transport service or teleporting by any means(magic, quest event) would reset the status of visited locations(the player has to revisit them for fast travel).
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I’m my own
 
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Post » Sat Mar 13, 2010 10:42 pm

I voted for the last option. I think there shouldn't be any gamified fast travelling at all, because fast travelling kills a part of the game experience while people don't realize it themselves!

An anology:

Think of a beautiful piece of music, one that begins very calmly, and that slowly builds up to the climix, the core of the music, and after that it slowly gets calmer again and fades away. The climix of the track is extremely amazing to hear. Now because the climix is so amazing, you cut off the calm beginning and calm ending of the track, just leaving the climix in place. You put the climix on a loop, and initially it is pleasant to continually get the thrill. However, after listening to this for 20 minutes long, you start realizing that it doesn't sound so great anymore. Something is missing, the climix doesn't touch you like it did initially. This is because you cut off the parts that you thought were boring, while those parts made the music complete, and turned out for a large part to be the source of power for the climix.


The same is true with travelling in RPG's. Many don't like it, and want to skip those parts, craving the constant thrill of the climix of the adventures and battles. They do not fully realize that those adventures and battles feel really great because of the game setting as a whole: The immersion factor of the game. Travelling is a large part of this. Because you travel, you feel like you are part of the world, and the adventures become so much more meaningful.

Due to impatience, people want to fast travel. They think it will enhance their gaming experience, but on a whole, for most people it does not. They just don't realize they kill a part of the experience by doing so.
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luis dejesus
 
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Post » Sat Mar 13, 2010 4:22 pm

I really think they need to get rid of it altogether, but its fine if they don't I just won't use it. That being said, It would be nice if there were distinct rewards or alterations in game for players who elected not to use fast travel, aside from those that come naturally just to encourage more players to get into the spirit of the game. However, if they don't oh well.. I've seen all the suggestions I was going to give, given already in this forum, though scattered about and not in the particular configuration I'd have had them, needless to say it all feels kind of pointless, as no perks are going to be given for players who don't fast travel, a hardcoe mode may be included, but it offers no perks either, merely personal accomplishment, there will be no advanced mode of fast travel, there will be very little in game methods of transportation, and the fast travel system will be as its been since Oblivion...

Why? Because its what the casual gamer wants, and the hardcoe gamers can select there mode, but they don't need to reward them because they will keep coming back as their the oldest fans to begin with. There is no loyalty in the market, only profit.
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Nathan Risch
 
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Post » Sat Mar 13, 2010 11:09 pm

I voted for the last option. I think there shouldn't be any gamified fast travelling at all, because fast travelling kills a part of the game experience while people don't realize it themselves!

An anology:

Think of a beautiful piece of music, one that begins very calmly, and that slowly builds up to the climix, the core of the music, and after that it slowly gets calmer again and fades away. The climix of the track is extremely amazing to hear. Now because the climix is so amazing, you cut off the calm beginning and calm ending of the track, just leaving the climix in place. You put the climix on a loop, and initially it is pleasant to continually get the thrill. However, after listening to this for 20 minutes long, you start realizing that it doesn't sound so great anymore. Something is missing, the climix doesn't touch you like it did initially. This is because you cut off the parts that you thought were boring, while those parts made the music complete, and turned out for a large part to be the source of power for the climix.


The same is true with travelling in RPG's. Many don't like it, and want to skip those parts, craving the constant thrill of the climix of the adventures and battles. They do not fully realize that those adventures and battles feel really great because of the game setting as a whole: The immersion factor of the game. Travelling is a large part of this. Because you travel, you feel like you are part of the world, and the adventures become so much more meaningful.

Due to impatience, people want to fast travel. They think it will enhance their gaming experience, but on a whole, for most people it does not. They just don't realize they kill a part of the experience by doing so.

Well said and that's an amazing anology. You put me in the mood to listen to Mozart's Requiem >_>


Someone came up with a solution earlier to just disable OB FT when you start a game (granted a well-implemented in-game system is available). I think this would be a good solution ONLY if the following were true:

Assuming you're talking about my suggestion then yeah I think an alternative would have to be implemented for it to be viable but as the most recent poster said above me, they probably aren't and I think they will just put in a hardcoe mode with it's main draw being starvation and dehydration or something not noteworthy.
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Monique Cameron
 
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Post » Sat Mar 13, 2010 11:16 am

I
Due to impatience, people want to fast travel. They think it will enhance their gaming experience, but on a whole, for most people it does not. They just don't realize they kill a part of the experience by doing so.

Some people do not have the luxury of time. To make the game completely without fast travel messes with their experience and may never finish the game. some people have to work long hours and take care of kids and many other duties. I like the idea of having a small system of FT check points like coaches/boats/'slit striders'/ teleport spells. I would like the option of having fast travel.

I agree it adds to the experience to travel the roads and having many side ventures on the way. But don't be so one sided of a feature. It should be an option and decided by the player wether they will use FT or not wether their playing casually or for more convenience of time.

I hope for a toggle option like many others do.
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Heather M
 
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Post » Sat Mar 13, 2010 7:17 am

in morrowind, i felt kind of proud when i had reached a remote destination by stringing together different methods of fast travel.
suffice to say, i received no such joy when travelling in oblivion


[...Some people do not have the luxury of time...]


if you dont have any spare time, wtf are you doing playing video games??
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Jessica Nash
 
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Post » Sat Mar 13, 2010 12:48 pm

Some people do not have the luxury of time. To make the game completely without fast travel messes with their experience and may never finish the game. some people have to work long hours and take care of kids and many other duties. I like the idea of having a small system of FT check points like coaches/boats/'slit striders'/ teleport spells. I would like the option of having fast travel.

I agree it adds to the experience to travel the roads and having many side ventures on the way. But don't be so one sided of a feature. It should be an option and decided by the player wether they will use FT or not wether their playing casually or for more convenience of time.

I hope for a toggle option like many others do.


Because walking or riding somewhere which takes 10 minutes at most is oh so time consuming. :sadvaultboy:
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OJY
 
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Post » Sat Mar 13, 2010 9:00 pm

Because walking or riding somewhere which takes 10 minutes at most is oh so time consuming. :sadvaultboy:

Yes it can.

Not sure if your being sarcastic but I still agree. Some quests can be rather repetitive with fetching.
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Eileen Müller
 
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Post » Sat Mar 13, 2010 4:49 pm

Yes it can.

Not sure if your being sarcastic but I still agree. Some quests can be rather repetitive with fetching.


I'm fine with it being optional so long as it is actually optional. Being able to not use something doesn't mean it's optional. If the game is designed around people using Fast Travel to cut down on absurd travel times it quite quickly becomes mandatory.

Imagine deciding never to use Mark/Recall any of the Scrolls or the Mages Guild or Silt Striders in Morrowind. Is that form of Fast Travel optional in that game? Yes....but not really.
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Prisca Lacour
 
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Post » Sat Mar 13, 2010 10:07 am

I'm fine with it being optional so long as it is actually optional. Being able to not use something doesn't mean it's optional. If the game is designed around people using Fast Travel to cut down on absurd travel times it quite quickly becomes mandatory.

Imagine deciding never to use Mark/Recall any of the Scrolls or the Mages Guild or Silt Striders in Morrowind. Is that form of Fast Travel optional in that game? Yes....but not really.

I actually plan on not using FT, But others who have duties or others outside of gaming might get the short end of the stick. I like exploring for an hour or two in a single quest or what not, but it shouldn't interfere with people who want to play the game now and get to the fights faster. Nor should their fast paced experience hinder my enjoyment.


Toggle seems the only fair deal in this. We can only hope.
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Connie Thomas
 
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Post » Sat Mar 13, 2010 7:08 pm

I'm fine with it being optional so long as it is actually optional. Being able to not use something doesn't mean it's optional. If the game is designed around people using Fast Travel to cut down on absurd travel times it quite quickly becomes mandatory.
Imagine deciding never to use Mark/Recall any of the Scrolls or the Mages Guild or Silt Striders in Morrowind. Is that form of Fast Travel optional in that game? Yes....but not really.

I liked fast travel... I wouldnt want the game built around it though. I didnt ever feel enough incentive to actually go through the same area more than once though as the enemies took a while to repopulate the area after being killed and there wasnt really much going on from point a to b. However if they added random events/more npcs/substance in the dull or barren areas I wouldnt use it.
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Laurenn Doylee
 
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Post » Sat Mar 13, 2010 8:27 pm

I actually plan on not using FT, But others who have duties or others outside of gaming might get the short end of the stick. I like exploring for an hour or two in a single quest or what not, but it shouldn't interfere with people who want to play the game now and get to the fights faster. Nor should their fast paced experience hinder my enjoyment.


Toggle seems the only fair deal in this. We can only hope.


I concur, so long as alternative methods are created for those who wish to toggle FT off. Caravans or marked trails or Mage's Guild teleporting or some such.

Part of what will help make FT less all consuming is when (and if) Bethesda return to hand placing weapons and creatures instead of just making everything magically get better as the player does.
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DarkGypsy
 
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