Fast travel

Post » Sat May 28, 2011 4:10 am

The Tamriel Rebuilt team added a flying "Wasp" mount to the Telvanni expansion map for MW (it appears in Port Telvannis near the slave pens), but it's not player-usable. Interesting, but it probably wouldn't fit in well with the other provinces. Whatever system Bethesda includes in their next game needs, first and foremost, to fit seamlessly into the game world. If horses and carriages work better than giant insects under those circumstances, then putting in silt striders would be as annoying as the unrestricted FT in OB.
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nath
 
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Post » Sat May 28, 2011 2:04 am

The Tamriel Rebuilt team added a flying "Wasp" mount to the Telvanni expansion map for MW (it appears in Port Telvannis near the slave pens), but it's not player-usable. Interesting, but it probably wouldn't fit in well with the other provinces. Whatever system Bethesda includes in their next game needs, first and foremost, to fit seamlessly into the game world. If horses and carriages work better than giant insects under those circumstances, then putting in silt striders would be as annoying as the unrestricted FT in OB.
The Elves used those insect mounts in the Redguard comic book.
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Roisan Sweeney
 
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Post » Sat May 28, 2011 4:22 am

I chose the Morrowind with horses idea, because having a netwrk of travel systems works better then having everyone slowly walking around Cyrodiil. Horses are also a nice touch because that way, I don't have to pay toll.
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phil walsh
 
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Post » Sat May 28, 2011 6:22 am

I don't like Oblivion or Morrowind's Fast Travel options... when I need to get somewhere, I'd rather deal with a box that tells me how long it will take to get there... When I want to explore, I will. But Morrowind was hell when it came to getting from Point A to Point B.

City/Milestone travel Travel with Time-elapsed Feedback would be nice. And an over-map showing progress with a "Stop here" ability.

Off-the-road locations should require walking, but not far. And no fast-travel between intercity districts. Or even within cities. Fast-travel to Nearest City Gate only. Milestones should serve as reference points along the main roads for fast-travel options.

And don't treat it as a retarded "Teleport" spell, contrary to what some of the people here seem to think it is... Fast-travel still takes time. It's essentially having your character ride/run/walk somewhere without forcing you to sit through the same tedious scenery for the next couple odd hours just to turn in the plot coupon...

"Paid" travel systems are also unneccessary. I found the Silt Striders of Morrowind particularly absurd/ludicrous/stupid/immersion-breaking/bat[censored]-insane. What Mass Transit system only serves a single person? Overmap would be nice kthxplz.
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Alister Scott
 
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Post » Fri May 27, 2011 7:03 pm

Carriages that you can actually ride (no instant transportation) and only come on certain days of the week.

Anyone? Anyone? (no seriously, I would love that)

I say, keep fast travel for those who will fund Bethesda more by running through the game in 5 days and be done with it.

That way, we can get more official DLC, more Expansions, and we can still not use Fast Travel if we want to roleplay. :D

Besides, the first time playing the game sometimes to do the main quest you just want to say "Let me run through the game once, really fast."

And THEN you go through the detailed roleplaying/dilly-dallying.

P.S. Dilly-Dallying isn't meant to be offensive, I've dilly-dallied around Anvil for 20 in-game days now with one of my favorite characters.
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Chloe Mayo
 
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Post » Fri May 27, 2011 11:04 pm

If there's a viable "alternative" to FT, and actual directions are provided instead of only a FT marker and a quest arrow, then at least the RP players can use it, and FT and the quest compass would truly be "optional". To make things more difficult in OB, not only were Mark and Recall and the Intervention spells removed, but the absence of Levitation and Waterwalk made it difficult or impossible to cross other "natural" boundaries that were no problem to the "capable" character in MW.

Horses were a good addition to the game series, but their implementation in OB was "so-so". You couldn't fight from horseback, but could still be attacked. They walked at about the same speed as the character, and were considerably more difficult to "aim" at a run. In short, I found them to be an amusing "visual distraction", but effectively useless in the game. When I came across an Imperial soldier calmly "sitting sideways" on a dead horse, the awkwardness of the implementation hit home in full force. Immersion was effectively shattered into little pieces.

Perhaps, if the next installment is indeed placed in Skyrim, we'll see reigndeer-drawn sleds, tamed polar bear mounts, small boats and "kyaks"(sp?) and other "fitting" modes of transportation, with a "less consequence-free" form of FT for those who choose to "fast forward" through most of the game.
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Emmi Coolahan
 
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Post » Sat May 28, 2011 5:24 am

If there's a viable "alternative" to FT, and actual directions are provided instead of only a FT marker and a quest arrow, then at least the RP players can use it, and FT and the quest compass would truly be "optional". To make things more difficult in OB, not only were Mark and Recall and the Intervention spells removed, but the absence of Levitation and Waterwalk made it difficult or impossible to cross other "natural" boundaries that were no problem to the "capable" character in MW.

Horses were a good addition to the game series, but their implementation in OB was "so-so". You couldn't fight from horseback, but could still be attacked. They walked at about the same speed as the character, and were considerably more difficult to "aim" at a run. In short, I found them to be an amusing "visual distraction", but effectively useless in the game. When I came across an Imperial soldier calmly "sitting sideways" on a dead horse, the awkwardness of the implementation hit home in full force. Immersion was effectively shattered into little pieces.

Perhaps, if the next installment is indeed placed in Skyrim, we'll see reigndeer-drawn sleds, tamed polar bear mounts, small boats and "kyaks"(sp?) and other "fitting" modes of transportation, with a "less consequence-free" form of FT for those who choose to "fast forward" through most of the game.


Waterwalk? I'm pretty sure you can waterwalk in oblivion. Might be I'm just interpreting it wrong, and it's purely the name of the spell, and not the function.
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Marcia Renton
 
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Post » Sat May 28, 2011 9:21 am

I always thought it would be cool to other characters using the fast travel. . . Like in Morrowind, you never see silt striders carrying people from place to place; they're always parked at the city.

Same with Oblivion if it had paid travel options), it's be cool to see a boat float by, or pass a carraige on the road. It's one of the minor things which makes the world feel static. Sure when you're in the city and people are walking around it seems like stuff is happening; but what about when you leave the city? Where are the travelling merchants? The pilgrims? Fisherman? Aside from the odd guard and bandit camps the roads are deserted.

The guards have no reason to guard the roads, because the bandits have no one to steal from.
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Melis Hristina
 
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Post » Fri May 27, 2011 9:54 pm

In the christmas holiday I was with mey german half family, and I was a lot together with my cousin(who has far too many xbox games), so when we played once, I had the idea to try out Oblivion again, so I tried getting some points out subtly.

About fast travel:
When he was doing a fighter's guild quest, and "teleported"(that's EXACTLY the way it works) to a cave nearby his destination, I asked him "It's nice to just be able to teleport around like that, isn't it?", getting the ansver that mirrored my thought's exactly "I think it kind of svcks, too, I mean when you can do things that way you are never forced to explore. I remember back in Morrowind, there was fast travel too, but in a way that made the world seem huge, and made you cover up hidden, cool locations, that was THE fun thing about it. I even got LOST some times". And that's what I also loved about the game, when I stopped exploring in ablivion after a couple of weeks having the game, I still haven't in Morrowind, vastly thanks to the fast travel system.
Later I asked him if he eremebered that there were teleportation spells in Morrowind, giving an ansver along the lines of "I think so, those that transported you to temples? I liked that system of "teleportation" better, as it was more limited".
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Andrew
 
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Post » Fri May 27, 2011 11:43 pm

Public transportation, a way and means of getting around, can often tell a lot about the culture that is supported by it. I mean, look at Japan. Need I say more?

That's why I'm sticking with Morrowind. You learn a lot when you realize that an entire society's public transportation system is dependent on gigantic fleas. :thumbsup:
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Robyn Howlett
 
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Post » Sat May 28, 2011 1:45 am

I have to say that I found Morrowind's system far more immersive than Oblivion's or Fallout's. That also made it more enjoyable, and believable. I would like a few more options though. Travelling to every City/Town should be possible by commissioning private coaches (or whatever region specific method there is). Of course the pre-determined, cheap routes would still be available.

As a mage I would like a lot more ability to teleport. The ability to put down multiple Marks shouldn't even be under discussion, it should just be available.
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Michelle davies
 
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Post » Fri May 27, 2011 11:19 pm

From an "immersion" point of view, teleport/mark would be great to replace FT. But if you (I don't mean anyone specifically) were to argue that Oblivion's FT was 'broken' or was a problem from a "gameplay" point of view, than you're sadly mistaken.
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Sudah mati ini Keparat
 
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Post » Fri May 27, 2011 8:04 pm

Teleportation types, including Mark and Recall, Divine Intervention spells, and Guild Guides, are all just "FT", dressed up to fit more naturally into the game world. FT isn't "broken" from a gameplay perspective, but it blows big, gaping holes in a Roleplayer's world. Adding other "fitting" forms of transport for the particular province, such as carriages, ships (they included ships in OB, they just couldn't take you anywhere like in MW), or armadillo-drawn pumpkins on skis (sorry, I can't even picture the privince where they'd use this), would merely give "limited access and destination FT" an "excuse" for existing in the game. And it should REALLY be "optional".
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Victoria Vasileva
 
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Post » Sat May 28, 2011 4:00 am

main roads are nice but but maybe it could be similar to morrowind but with maybe mages learing to make portals like how the mages guild does(they can do it why not us, we can surpass them in every other way).... but in total honesty i depends where the naxt game takes place that will decide how the transit works, right??
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Sabrina garzotto
 
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Post » Sat May 28, 2011 10:04 am

Waterwalk? I'm pretty sure you can waterwalk in oblivion. Might be I'm just interpreting it wrong, and it's purely the name of the spell, and not the function.

No you're right, Oblivion has water walk.

I think what he meant that there were more occasions where it was useful in Morrowind.
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kasia
 
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Post » Sat May 28, 2011 9:36 am

Definitely Morrowind's fast travel. It felt much more realistic, and lore-acceptable. I would like to see limited horse fast travel, and less limited boat fast travel. :)
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Mrs Pooh
 
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Post » Sat May 28, 2011 6:13 am

Morrowind with mounts.


I hated the way fast travel worked in Oblivion. It was one of my primary gripes about the game. No teleportation at all, other than mark/recall please.
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Floor Punch
 
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Post » Fri May 27, 2011 7:16 pm

Teleportation types, including Mark and Recall, Divine Intervention spells, and Guild Guides, are all just "FT", dressed up to fit more naturally into the game world. FT isn't "broken" from a gameplay perspective, but it blows big, gaping holes in a Roleplayer's world. Adding other "fitting" forms of transport for the particular province, such as carriages, ships (they included ships in OB, they just couldn't take you anywhere like in MW), or armadillo-drawn pumpkins on skis (sorry, I can't even picture the privince where they'd use this), would merely give "limited access and destination FT" an "excuse" for existing in the game. And it should REALLY be "optional".

I agree with this. I liked morrowinds system of travel.There could ba coachs along the main roads but it should be a pay service.There should be something similar to the silt striders,they should add the mark recall spells.They should also add the intervention scrolls something like that anyway.The mage guild teleportation could also be another means of fast travel.
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Chris Johnston
 
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Post » Fri May 27, 2011 9:02 pm

Morrowind way with horses.
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Wane Peters
 
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Post » Sat May 28, 2011 6:51 am

Recently I have been trying to roleplay in Oblivion(No FT etc) And with the option being there I kept using it anyway.

So I want either Morrowind's system or FT being able to be turned off on the Main menu, that's right not options, as you'd probably still use it anyway.
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Jordan Moreno
 
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Post » Fri May 27, 2011 7:01 pm

i liked the Daggerfall system i didn't mind the oblivion one through
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Tiffany Carter
 
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Post » Sat May 28, 2011 6:51 am

I think an inclusion of both systems would be best. If you don't want to use fast travel, then don't. You can use the buggies, big creatures, and boats until your heart bleeds. I think that now, it would be a little bit bad to remove one aspect of the game.
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Ashley Campos
 
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Post » Fri May 27, 2011 7:59 pm

Waterwalk? I'm pretty sure you can waterwalk in oblivion. Might be I'm just interpreting it wrong, and it's purely the name of the spell, and not the function.


Yes, you're right, I forgot about Waterwalk in OB. None of my OB characters ever got far enough into Alteration to make decent use of it, though.

Levitation was a big part of the Morrowind experience, especially in some of the ruins and in Telvanni towers. It also made those confusing mazes of hills and valleys navigable with relative ease: just go topside and soar from one ridge to the next. Meanwhile, the poor Nord and Orc footsloggers had to wind their way through the hard way.


As for casting multiple "Marks" for an instant Recall spell, the number of available Marked locations could be dependent on your Mysticism skill. A skill below 10 and you can't teleport; 10-19 and you can cast a single Mark; 20 gives you the ability to add a second; and so on, with another Marked location possible for each full 10 points of Mysticism skill. At high skill levels, you'd be able to teleport around the map almost as easily as with OB's FT, but you'd need to EARN that ability.
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Kat Stewart
 
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Post » Sat May 28, 2011 7:45 am

Teleportation types, including Mark and Recall, Divine Intervention spells, and Guild Guides, are all just "FT", dressed up to fit more naturally into the game world. FT isn't "broken" from a gameplay perspective, but it blows big, gaping holes in a Roleplayer's world. Adding other "fitting" forms of transport for the particular province, such as carriages, ships (they included ships in OB, they just couldn't take you anywhere like in MW), or armadillo-drawn pumpkins on skis (sorry, I can't even picture the privince where they'd use this), would merely give "limited access and destination FT" an "excuse" for existing in the game. And it should REALLY be "optional".



I don't mind the removal of fast travel, but I don't see how it ties to roleplaying in the slightest. And calling things like boats an "excuse" to have in the game during a roleplaying argument makes even less sense to me. When you "roleplay" in the world do they have any trade at all between towns, do they only travel on foot, are those pretty boats in the docks just for show?

Outside of cities you had to discover a location in Oblivion before you could fast travel to it. So its not like it removes exploration and discovery. Do random encounters really add much to your role playing experience, is it somehow a fake world that can't be role played in if you can't travel to a known location without being attacked. If a world is so dangerous the average person can't travel in it, how does that help your roleplaying?

I can see lots of reasons to get rid of fast travel, but roleplaying isn't one of them.
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Matthew Aaron Evans
 
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Post » Fri May 27, 2011 7:47 pm

There were boats you could use yourself, heck, even a friggin balloon you could fly around in Battlespire. At least give us boats. My other 2 cents are on the first page.
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Elena Alina
 
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