Fast travel

Post » Fri May 27, 2011 9:42 pm

That was one of the neat things with Morrowind: four bandits jump out at you along the road, and you're already maxed out on your carrying capacity or just not in the mood to slaughter any more bandits for the day. Blink, you're gone, right before their startled eyes. At the same moment, you appear either at the nearest town's religious center front doorway or safely back home. Granted, your magicka reserves (or your enchanted item) are now depleted, and now you've got to hike back to wherever you were originally headed, but it was a perfectly valid tactic.
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latrina
 
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Post » Fri May 27, 2011 11:18 pm

It depends on how large the next TES game is going to be. If it's as big as Daggerfall or Arena (doubt it) then automatic fast travel would make sense.

The reason why I didn't like fast travel in Oblivion because it lacked variety in the methods you could fast travel. What I mean is that you couldn't pick an option to fast travel by horse, wagon etc. and it seemed as if you had some automatic spell that didn't exist that allowed you travel anywhere from any place. It wasn't very realistic that you could automatically fast travel from a wayshrine in the middle of nowhere to the Imperial City without the assistance of a wagon etc.

Daggerfall's and Morrowind's traveling systems were much better because they offered much more variety and choices, and I hope we see this return in TES V.
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Anna Watts
 
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Post » Fri May 27, 2011 10:01 pm

I voted for Morrowind's method of FT, but with the addition of horses.
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Cedric Pearson
 
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Post » Sat May 28, 2011 5:49 am

I could agree to this with the caveat that they add some kind of tangible method for it in the game. (e.g. silt Strider or caravan)



They just need to get rid of the compass idea all around and go back to the minimap. It was a much more useful navigational solution in my opinion.


I would vote for a real compass in the game.

You know, one that you actualy have in your pocket and if you want to know the direction you are going just press a button and your character will look at it.
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lolli
 
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Post » Sat May 28, 2011 9:40 am

Morrowind with horses. The Silt Striders would be replaced with something else... preferably something less cruel and disgusting.
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Chica Cheve
 
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Post » Sat May 28, 2011 4:54 am

You know, one that you actualy have in your pocket and if you want to know the direction you are going just press a button and your character will look at it.


Yeah I had that idea too in the Ideas and Suggestions thread. And a map like in Farcry 2 that you actualy hold in your hadns and look at. But those ideas got chucked in with teh rest and forgotten about.
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Laura Simmonds
 
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Post » Fri May 27, 2011 7:09 pm

Keep fast travel.
Include some in-game paid for travel services for the role-players
Keep horses if it fits with the province/lore
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ImmaTakeYour
 
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Post » Sat May 28, 2011 9:04 am

mix Fallout 3 fast travel
and paid travel services together and everybody will be happy.
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Pants
 
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Post » Sat May 28, 2011 12:17 am

I think payed services should be offered, which gets you to your destination fast.
Fast travel should take 50% longer, in terms of ETA (or some other % if balance is an issue)
Horses, or some other mount, is always fine.
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priscillaaa
 
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Post » Fri May 27, 2011 9:28 pm

I want a Morrowind but expanded, with more recall/mark and riding as well as main roads.
And a very big optional on Fast Travels for those that wants it.
As in you cant use it unless you allow it, and then you can only fast travel once or twice and then you have to wait for your magicka to refill or something like that, and you can also only do it to Cities with Mages Guilds.
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Music Show
 
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Post » Sat May 28, 2011 4:15 am

Fallout 3 way with the Morrowind options, then everybody's happy :)
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Nick Jase Mason
 
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Post » Fri May 27, 2011 11:17 pm

Lets face it the only good thing about oblivions fast travel options was the mounts although very limited in a world of mythic creatures it was the only redeaming fast travel option. Morrowinds fast travel was grewat but still a little to easy technically you can basiclly beat the game without exploring more than 15% of the amazing environment. I think more limitation on how you can get to add each city to the fast travel service needs to be added, or at least make it so that scouts are not just standing around at a tavern or inn but maybe instead are out oh I dont know scouting ?
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Naazhe Perezz
 
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Post » Sat May 28, 2011 2:53 am

I think bottom line, the best way to handle fast travel, is to leave it the way it was in FO3 and Oblivion. But make the stuff in-between locations worth seeing/experiencing.

If you took the fast travel out of Oblivion, all you've done is annoy me. Wow, now I have to spend my time getting there, and all I get for the effort is a few bandits and/or [insert other unimportant encounters]

Sure, I found a few things to stick on my map, but unless exploring the countryside was my motivation in the first place, I'm just going to run right by them.

So congrats, a few no-name bandits and creatures are dead and I got nothing out of it, and the creatures and bandits will respawn anyway.

If there was worthwhile things to see or do, than I wouldn't be so annoyed.


Include mounts, payed-transport (caravan, escorts, boats, etc) and the FO3 fast travel system. But make the consequences of doing each alternative meaningful.
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pinar
 
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Post » Sat May 28, 2011 10:21 am

Fallout 3's version.
Discovering the location before you can go there makes the most sense to me.

I never got the fuzz about Oblivion's fast travel. Last time I checked, it was optional.
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Everardo Montano
 
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Post » Sat May 28, 2011 8:40 am

Fallout 3's version.
Discovering the location before you can go there makes the most sense to me.

I never got the fuzz about Oblivion's fast travel. Last time I checked, it was optional.



QFT

But the common response is, for the RP'ers, is that there is no alternative except hoofin it and horses (also hoofin it?).
They want things like mark/recall, divine intervention, and paid-transports.

I think (perhaps naively) that they can all be used together at the same time.

And besides the fact that you can FT to the major cities in Oblivion from the get-go, what is different about it and FO3?
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kevin ball
 
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Post » Sat May 28, 2011 9:49 am

But the common response is, for the RP'ers, is that there is no alternative except hoofin it and horses (also hoofin it?).

Yeah, that makes sense, in that case they should include some kind of transportation service.
I'm all for exploring the game world, but after a while it can become really really boring.

In Fallout 3, just the existence of the Metro Tunnels made me appreciate Fast Travel.
And as far as I remember, the only difference was that Oblivion had the major cities unlocked from the go.
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N3T4
 
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Post » Sat May 28, 2011 12:47 am

The Main Road idea is probably a good blend of immersion and streamline. Players can, at any time, fast travel to locations connected by the main road, it would be wise to scatter some inns along the main highway too, to use as staging points of sorts, for if you're traveling out into the wilderness. I'd like to see caves and the like still marked on the map, and if you want to fast travel to them, you click on it or whatever, and a helpful little window that pops up that says ( is the closest location to that can be safely reached along the Highway, would you like to travel there?) and go from there. It may seem counter-intuitive to demand travel, but if done properly, it can svck you into the world to the point where you forget about any inconveniences it brings, and revel in the glory of the game world. Instead of interacting with a menu every 20seconds.
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JESSE
 
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Post » Sat May 28, 2011 10:13 am

voted morrowind with horses.

by horses I think about any mounts available, guar carts,dragons or whatever, dragons are perhaps a tad over the top but it had been cool, that depends how and where if it fits with the settings.
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CArla HOlbert
 
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Post » Sat May 28, 2011 8:24 am

The Main Road idea is probably a good blend of immersion and streamline. Players can, at any time, fast travel to locations connected by the main road, it would be wise to scatter some inns along the main highway too, to use as staging points of sorts, for if you're traveling out into the wilderness. I'd like to see caves and the like still marked on the map, and if you want to fast travel to them, you click on it or whatever, and a helpful little window that pops up that says ( is the closest location to that can be safely reached along the Highway, would you like to travel there?) and go from there. It may seem counter-intuitive to demand travel, but if done properly, it can svck you into the world to the point where you forget about any inconveniences it brings, and revel in the glory of the game world. Instead of interacting with a menu every 20seconds.

That's quite a reasonable idea, actually. But I would like to have a travel system like Morrowind, although hopefully a not too inconvenient version of it.
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Siidney
 
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Post » Sat May 28, 2011 7:21 am

I like Oblivion's fast travel method. Sometimes, I just don't feel like running from Cheydinhal to Anvil.
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Justin
 
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Post » Sat May 28, 2011 10:41 am

Why do ya all hate Oblivions fast travel so much?Its OPTIONAL,you dont have to use it if you dont want to.The game actually encourages you not to use it,cause it forbids fast traveling to places marked on the map that have not yet been discovered.
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Oscar Vazquez
 
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Post » Fri May 27, 2011 9:03 pm

i would like for them to keep fast travel but only to major cities and settlements that every one the game world would know about and have on a map. but things like caves and dungeons ect would be manually traveled too.
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lucile
 
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Post » Sat May 28, 2011 3:27 am

Why do ya all hate Oblivions fast travel so much?Its OPTIONAL,you dont have to use it if you dont want to.The game actually encourages you not to use it,cause it forbids fast traveling to places marked on the map that have not yet been discovered.


Breathing is optional too....but you don't REALLY have a choice, do you? When the game world offers NO ALTERNATIVES to FT, then you more-or-less HAVE to use it, and it's NOT optional. In Oblivion the widely scattered nature of many quests all but forced you to use it, or else take an hour or so of boredom in real-time to hoof it all the way across Cyrodiil (and horses were even slower unless you galloped the whole way, which was harder to control), with nothing "interesting" along the way. No thanks.

Morrowind made FT fit in seamlessly with the game world, although your choice of destinations was more limited. Many of those hated low-level "fetch" quests were fairly near-by, or were close to transportation systems, so you didn't have to hoof it all the way across the map. There were a few exceptions to that in MW, but Oblivion seems to have gone out of its way to send you to the four corners of the map, and relied heavily on FT. Optional? Hardly.

Limiting the player in TES V to FT on the roads will cause a lot of complaints from "hack & slash" players who want to re-visit sites in the remote wilderness areas, and couldn't care less about "immersion", "lore accuracy" or anything else, aside from "I want to kill Ogres (or whatever) today". I don't think it's a bad idea, as long as it's supported with other choices. The inherent split between RP and FPS playing styles continues to haunt the discussions.
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Kelsey Hall
 
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Post » Sat May 28, 2011 8:30 am

Breathing is optional too....but you don't REALLY have a choice, do you? When the game world offers NO ALTERNATIVES to FT, then you more-or-less HAVE to use it, and it's NOT optional. In Oblivion the widely scattered nature of many quests all but forced you to use it, or else take an hour or so of boredom in real-time to hoof it all the way across Cyrodiil (and horses were even slower unless you galloped the whole way, which was harder to control), with nothing "interesting" along the way. No thanks.

Morrowind made FT fit in seamlessly with the game world, although your choice of destinations was more limited. Many of those hated low-level "fetch" quests were fairly near-by, or were close to transportation systems, so you didn't have to hoof it all the way across the map. There were a few exceptions to that in MW, but Oblivion seems to have gone out of its way to send you to the four corners of the map, and relied heavily on FT. Optional? Hardly.

Limiting the player in TES V to FT on the roads will cause a lot of complaints from "hack & slash" players who want to re-visit sites in the remote wilderness areas, and couldn't care less about "immersion", "lore accuracy" or anything else, aside from "I want to kill Ogres (or whatever) today". I don't think it's a bad idea, as long as it's supported with other choices. The inherent split between RP and FPS playing styles continues to haunt the discussions.


They should put FT back.

And make an option to enable fast-travel
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xx_Jess_xx
 
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Post » Fri May 27, 2011 11:13 pm

That's quite a reasonable idea, actually. But I would like to have a travel system like Morrowind, although hopefully a not too inconvenient version of it.

Lets just clarify that IF the map is freaking tiny again, as it is in TES3 and 4, then TES3 kind of travel options are enough. But as I'm really hoping TES5 to be decent sized, I'm also hoping for a fast travel system earlier described by me.
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Phillip Hamilton
 
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