Fast Travel System

Post » Sat Mar 13, 2010 1:02 pm

I liked having to wander and look around for a while in Morrowind, in Oblivion I knew where every key, corpse, npc, alter, shrine, etc. was just because the damn marker told me. It really kind of ticked me off when I'd go to a ruin I had never been to and instantly know what part of the ruin the mission objective was at.


Adventurer you must find the long lost ruins of *insert name* and search out the location of the mysterious *insert long forgotten neigh mythological race* artifact. Bring it back to me and I will reward you with riches beyond your wildest dreams.

Lucky for you your compass knows exactly where the long lost ruins of *insert name* are exactly where the *insert long forgotten neigh mythological race* artifact rests.

I hope that illustrates my point Bill
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RUby DIaz
 
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Post » Sat Mar 13, 2010 3:21 am

Adventurer you must find the long lost ruins of *insert name* and search out the location of the mysterious *insert long forgotten neigh mythological race* artifact. Bring it back to me and I will reward you with riches beyond your wildest dreams.

Lucky for you your compass knows exactly where the long lost ruins of *insert name* are exactly where the *insert long forgotten neigh mythological race* artifact rests.

I hope that illustrates my point Bill


It's a magical compass... Duh...
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Bethany Short
 
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Post » Sat Mar 13, 2010 3:41 am

Adventurer you must find the long lost ruins of *insert name* and search out the location of the mysterious *insert long forgotten neigh mythological race* artifact. Bring it back to me and I will reward you with riches beyond your wildest dreams.

Lucky for you your compass knows exactly where the long lost ruins of *insert name* are exactly where the *insert long forgotten neigh mythological race* artifact rests.

I hope that illustrates my point Bill


What point?

You where arguing about Fast Travel systems, then you bring this out suddenly.

I'm not following you, I'll be honest.
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alicia hillier
 
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Post » Sat Mar 13, 2010 3:33 pm

What point?

You where arguing about Fast Travel systems, then you bring this out suddenly.

I'm not following you, I'll be honest.

Edit: never mind, I have no clue what is going on here.
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HARDHEAD
 
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Post » Sat Mar 13, 2010 3:33 pm

What point?

You where arguing about Fast Travel systems, then you bring this out suddenly.

I'm not following you, I'll be honest.


Gah!

I messed up. I thought I, and you, were posting in a different thread.

In regard to Fast Travel...

I would rather use the one that makes sense and adds to the game than the one that makes no sense in the game world and adds nothing.
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Scott
 
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Post » Sat Mar 13, 2010 5:14 am

Mark/Recall... scroll. There you go, sword-swinger.

Edit: or amulet/ring.

It's still forcing a person to use magic, and it's still only one mark. If we're talking about the intervention spells, than they either force religious devotion in a character or they turn a god's blessing into a toy.
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Jessica White
 
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Post » Sat Mar 13, 2010 11:10 am

It's still forcing a person to use magic, and it's still only one mark. If we're talking about the intervention spells, than they either force religious devotion in a character or they turn a god's blessing into a toy.

To be quite honest I was partially joking about the whole mark/recall thing, but I would rather have Morrowind's fast travel system, I just think it was more involving and believable.
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Syaza Ramali
 
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Post » Sat Mar 13, 2010 6:14 pm

It's still forcing a person to use magic, and it's still only one mark. If we're talking about the intervention spells, than they either force religious devotion in a character or they turn a god's blessing into a toy.


That's an interesting point. I'd never really thought of the intervention scrolls as anything more than a magical scroll to be bought and sold, they are supposed to be tied to the temples though...

Evidently this(these) god(s) is not above selling his(their) services. I wonder how he/she/they would feel about making change in their temples.


Also, I really liked Mark/Recall.

It was a life saver and required some thought to be used well. Made fetch quests a lot less irritating too, and actually made sense in the game universe.
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Becky Cox
 
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Post » Sat Mar 13, 2010 2:59 am

That's an interesting point. I'd never really thought of the intervention scrolls as anything more than a magical scroll to be bought and sold, they are supposed to be tied to the temples though...

Evidently this(these) god(s) is not above selling his(their) services. I wonder how he/she/they would feel about making change in their temples.


Also, I really liked Mark/Recall.

It was a life saver and required some thought to be used well. Made fetch quests a lot less irritating too, and actually made sense in the game universe.

Aye, but if we are to have mark and recall, could it not at least allow several marks? My mark was always placed near my home. There aren't travel services to get to Indarys Manor.
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Chase McAbee
 
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Post » Sat Mar 13, 2010 5:01 pm

That's an interesting point. I'd never really thought of the intervention scrolls as anything more than a magical scroll to be bought and sold, they are supposed to be tied to the temples though...

Evidently this(these) god(s) is not above selling his(their) services. I wonder how he/she/they would feel about making change in their temples.
Though in Daggerfall, Stendarr would only divine intervention you if you were one of his followers. Religion was different in that game though, you were only allowed to join the temple of one divine.
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Stay-C
 
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Post » Sat Mar 13, 2010 3:32 am

Mark and recall is bad we should just have Accelerated Fast Travel. Its basically the same as walking instead it cuts down on real time travel. It only takes 15 seconds max to get to a far away cave when that same trip could take 40 minutes just to reach the cave.
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Tom
 
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Post » Sat Mar 13, 2010 2:07 pm

Mark and recall is bad we should just have Accelerated Fast Travel. Its basically the same as walking instead it cuts down on real time travel. It only takes 15 seconds max to get to a far away cave when that same trip could take 40 minutes just to reach the cave.

Don't know about that, buddy.
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Louise Lowe
 
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Post » Sat Mar 13, 2010 8:39 am

Though in Daggerfall, Stendarr would only divine intervention you if you were one of his followers. Religion was different in that game though, you were only allowed to join the temple of one divine.

I always thought that was fun. It was a bit too copy and paste, but it was cool. I felt special for actually rising through a faction's ranks and devoting my blade to Akatosh gave me a bit of a unique bonus. The Mages Guild restricted teleporter use and library use for certain ranks. I'd get a house for reaching a high enough rank in a knightly faction. I'd get some cool armor from the Fighters Guild. Anyway, I'm rambling about my desire for more importance being placed on faction rank, but my bottom line is I want the return of ownable ships. There's my fast-travel.
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Taylor Tifany
 
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Post » Sat Mar 13, 2010 5:22 am

Don't know about that, buddy.


Do you really want to walk 40 minutes just to get to a cave that you've already visited in the past.
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Eric Hayes
 
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Post » Sat Mar 13, 2010 2:09 pm

Do you really want to walk 40 minutes just to get to a cave that you've already visited in the past.

Yes.

Edit: re-ad the Scroll of Windwalker, and the time spent walking, would be drastically reduced.
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Jennifer Rose
 
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Post » Sat Mar 13, 2010 3:15 am

Do you really want to walk 40 minutes just to get to a cave that you've already visited in the past.

This is one of my top complaints with Morrowind's system, and something I see no reason to argue against. Personally, I don't see why we should have to, and some caves really are that far out into Morrowind's wilderness, or at least finding them without a map marker for them made it seem that far away.
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Nikki Lawrence
 
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Post » Sat Mar 13, 2010 3:53 pm

if they have every major city already on the map and able to fast travel to them from level 1...i'm gonna be kinda sad. super-easy mode again?
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WTW
 
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Post » Sat Mar 13, 2010 3:37 am

if they have every major city already on the map and able to fast travel to them from level 1...i'm gonna be kinda sad. super-easy mode again?


I agree thats the one problem that I have with Oblivions Fast Travel System is having all the cities unlocked at the beginning. The only one that should be unlocked at the beginning is the Imperial City and even thats a stretch.
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Rachael
 
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Post » Sat Mar 13, 2010 9:39 am

This is one of my top complaints with Morrowind's system, and something I see no reason to argue against. Personally, I don't see why we should have to, and some caves really are that far out into Morrowind's wilderness, or at least finding them without a map marker for them made it seem that far away.

I don't know man, I slaved for hours looking for the Cavern of the Incarnate or whatever it was called, and was super stoked when I finally found it. If I remember correctly I literally gave myself a pat on the back.
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DarkGypsy
 
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Post » Sat Mar 13, 2010 2:16 am

Yes.

Edit: re-ad the Scroll of Windwalker, and the time spent walking, would be drastically reduced.
I'm really against having spell scrolls. They're a cheap way of letting every character have easy instant access to magic no matter what, and it breaks the role playing by doing that.
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Trent Theriot
 
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Post » Sat Mar 13, 2010 8:00 am

I agree thats the one problem that I have with Oblivions Fast Travel System is having all the cities unlocked at the beginning. The only one that should be unlocked at the beginning is the Imperial City and even thats a stretch.

you should have to work your way there, like FO:NV.
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Nicole Kraus
 
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Post » Sat Mar 13, 2010 11:44 am

I don't know man, I slaved for hours looking for the Cavern of the Incarnate or whatever it was called, and was super stoked when I finally found it. If I remember correctly I literally gave myself a pat on the back.

I gave up halfway through and checked the UESP out of frustration. What a waste of my afternoon...

When I boot up a game, I really want to utilize my limited time to have fun, not playing hide and seek... and I believe we're specifically referring to finding a place we've already been to, anyway, no?
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Gisela Amaya
 
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Post » Sat Mar 13, 2010 6:44 am

I'm really against having spell scrolls. They're a cheap way of letting every character have easy instant access to magic no matter what, and it breaks the role playing by doing that.

Well maybe they could make some Boots of Windwalker or something, you know what I meant. If we had a super-speed levitate spell/item/scroll it could help ease the fury induced by having to walk everywhere. I also, don't really like spell scrolls.
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Kristian Perez
 
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Post » Sat Mar 13, 2010 11:12 am

Fast travel is DAMN useful, and can save you hours of real time, but...
Transitioning from Morrowind, with its siltstriders, gondolas, and mark/recall spells (which were really an inventive way around the world travel problem),
to Oblivion, where you suddenly can teleport without magic-- but only to certain locations,
broke the sense of immersion. I'm really hoping Skyrim changes this into a more involved system, if only to help players see more of a (hopefully) well-crafted world than one does when going between fast travel locations.
You don't 'suddenly teleport' without magic (or even with it) :shrug:.
The premise of fast travel is that the player decides where the PC needs to be, and the PC sets out on the long walk towards the destination... Play resumes after they get there. Ideally the clock should advance the number of hours , days, or weeks it took to arrive. Its broken in Oblivion because you can buff the PC's strength, and set out carrying the max load, and it doesn't wear off until you get there :brokencomputer:. It should also have hard stops that resume play at any location in between A & B where it has become impassible, or in cases of ambush.

Obviously making things as easy as pulling out your map will be a must for casual players, but a system as simple planning your route on the map, and possibly integrating travel networks like river rafts or roads/trails that you've discovered, could change the game, and in a good way. Random events on the road, like bandits or meeting a trader, would be cool to see, and based on in-game tips (or your intelligence stats, or how much exploring you've done) you can deliberately avoid or run into these situations.

I'm still going to get the game, fast travel or not,but this is something I've thought about while playing Morrowind/Oblivion/Fallout.
What would you like to see changed for Skyrim's travel??
I like your suggestions and I'd like an improved system that takes time and terrain into account ~but Fast Travel as it was in Oblivion and Fallout 3 (but not FO:NV) was ok IMO (broken, but tolerable ~worse in NV though, as for some silly reason the PC can't travel with crippled limbs; possibly only in HC mode... but it still doesn't make sense that he can walk 10 miles in real time with a crippled leg, but not fast travel there; the whole point of fast travel is to skip the interim between points A & B. If the PC has crippled limbs it should just take longer in 'game time' ~though still instant to the player).

Honestly, I really wish they had (and can't figure out in the least, why they didn't) made the fast travel system in FO3 identical to the one in Fallout 2 ~and really wish they'd do that for Fast Travel in the TES series as well.
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Tanya
 
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Post » Sat Mar 13, 2010 6:23 pm

I gave up halfway through and checked the UESP out of frustration. What a waste of my afternoon...

When I boot up a game, I really want to utilize my limited time to have fun, not playing hide and seek... and I believe we're specifically referring to finding a place we've already been to, anyway, no?

Yes, I suppose you are specifically referring to places you've been to before, but still, I'd rather have to work a bit to get to where I'm going.
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Beast Attire
 
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