Fast-travel

Post » Thu Jan 13, 2011 1:51 am

Don't like fast travel, don't use fast travel. You wouldn't be able to use it when enemies are nearby so it's hardly cheating.

Also I find your experience with Morrowind night funny. Lightning is a joke in Morrowind, everything is extremely bright. The only thing that obstructs your view is the sand/ash storm at most...

First of all this thread is not about graphic and lighting and field of view.

Second, anyone who has not gone in depth into Morrowind's environment, richness of culture and lore and has not tasted the rpg game-play and role playing opportunities, is really missing a lot.

Thirdly, the Oblivion's fast travel is convenient, but if combined with map compass GPS markers, converts a deep role-playing opportunity to live in a world and experience its depth into a fast action game, that plays like this: Click on the map, jump here and kill the lot and jump there and give the item, and get the reward, click on the map and jump there and follow the compass carrot, til you reach the target and speak with the man, and click on the map and jump there and so on...

If you were denied those two fast action tools, you would have to get deep into the game and look around you for a way to reach the next target, and keep looking until you find a tall cliff that is your mark, given by the quest giver.

Turn left and follow the road to reach the tavern, and ask the barman if there is a traveling service around that you could use to reach the next town and so on...

Much more immersive and natural, and in my own experience, entertaining and rewarding when you could finally do the job.
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Michelle davies
 
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Post » Thu Jan 13, 2011 11:48 am

I was just wondering what people thought about this. I know this got a lot of controversy in Oblivion, and I wonder what people think now that they have played through it. By all means, discuss here!

My personal opinion is Oblivion's fast-travel was too much. I just felt like I lost much of the immersion. I mean, in Morrowind I would prepare when I would go out, leaving at the morning. I would always carry a lamp with me or a torch so that if I stayed past nightfall I would be able to see (and at night I was always scared [censored]less when monsters attacked me... i need my light!!!). I was afraid of night in Morrowind... afraid of the unknown. When I left town I actually felt like I was leaving the town, where there is no quick escape. It just makes everything feel more epic to me. When I would return to a town I would feel relieved and safe!

Now, when I played Oblivion I did not feel those emotional changes or any of the fear. I knew if I ever was in trouble I could just fast-travel back and get supplies, and then fast-travel back. I did not really care if I left a town or anything, I just felt like it was nothing to be afraid of. I would go out at any time of day, even night, because really you would probably only spend a minute or two outside until you get to the dungeon (if it was the first time going there) or just a few seconds (if you fast-traveled there).

In essence, the Oblivion-styled fast-travel made the world not seem real... it was just a map in a game in... Morrowind felt more like a real place to me.

Now, many people say "Well, if you don't like fast-travel, don't use it!" This argument is easily countered by this in my view: It is like cheating. If you get cheats in a game, you either use them or you don't. But if you ever get in a hard spot, your willpower is tried, and sometimes it breaks and you just use the cheat. But after that it is not easy to stop cheating, it is like an addiction! And although it makes it easier and funner for a time, it very quickly dulls down the game and makes it quite boring, as there is then not much of a challenge, or at least the challenge is lightened.

That is my humble opinion.


Carriage system as well as magic map confirmed. /thread
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Daniel Holgate
 
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Post » Thu Jan 13, 2011 3:57 am

Carriage system as well as magic map confirmed. /thread

Like I said earlier:

It sounds like the carriages are not meant to appeal to Morrowind travel fans, but rather Oblivion travel fans. Fast travel will work like fallout 3, where you can only fast travel to places you've visited before. In Oblivion you could go to every single major city without ever visiting any of them. Some people liked being able to instantly fast travel to cities - so they put in a carriage system that lets them quickly discover the major cities for a few coins.

Besides, this doesn't come near the amount of options we had for fast travel in Morrowind.
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Maeva
 
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Post » Thu Jan 13, 2011 2:58 am

SNIP
Much more immersive and natural, and in my own experience, entertaining and rewarding when you could finally do the job.

Indeed. I never even thought of Morrowind as even having a fast travel system - it had a travel network in the game, but it wasn't a "system" if you get what I'm saying...

There were caravaners taking you to nearby cities (granted, maybe it would be enough to plan your journey from the first city instead of having to talk to several people and loading screens if you wish to travel 3 cities away or something), there were scrolls of intervention taking you to the nearest temple, that seemed pretty natural in the setting. And powerful mages could mark a spot and teleport back again with a spell.

That's not a fast travel system, that's just lore, the world, whatever you want to call it... I had no problem ignoring the fast travel option in Oblivion, but a caravan, some intervention scrolls or recall spells would just be so much nicer...
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Len swann
 
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Post » Thu Jan 13, 2011 8:11 am

Thirdly, the Oblivion's fast travel is convenient, but if combined with map compass GPS markers, converts a deep role-playing opportunity to live in a world and experience its depth into a fast action game, that plays like this: Click on the map, jump here and kill the lot and jump there and give the item, and get the reward, click on the map and jump there and follow the compass carrot, til you reach the target and speak with the man, and click on the map and jump there and so on...

Hmm... it never felt that way for me... why is that?

oh yeah...

I HAVEN'T USED FAST TRAVEL EVERYWHERE!!

So why do I still want it in? Because it has its uses. I use it to go to different districts in Imperial City because I don't want to wait trough all the loading screens. I use it when there's a lot of backtracking, because walking trough the place I've already went is boring. I never used it to travel to other cities, unless it was right next to me.
This is a thing called SELF CONTROL!
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Rachel Tyson
 
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Post » Thu Jan 13, 2011 10:46 am

Just another reason for a hardcoe mode imo.
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April
 
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Post » Thu Jan 13, 2011 10:12 am

I never used FT in OB, and I rarely used it in Morrowind. So I couldn't care either way (I checked "no" anyway, because I'm hardcoe like that).
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c.o.s.m.o
 
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Post » Wed Jan 12, 2011 9:37 pm

I used fast travel extensively in both Oblivion and Fallout 3 but still explored and discovered nearly every location on the map. I'll argue that by having fast travel I could explore much more than I could have otherwise. I could hop from place to place, exploring the map as I went but not going over the same landscape many times over.

I had no problem getting lost in the beauty (it was quite stunning in 2006) and fantasy of Cyrodiil while taking full advantage of the fast travel system. I'm not opposed to having a Silt Strider system as long as there are many many "stations", having to pay each time you fast-travel (similar to a Silt Strider fee) along with Silt Striders, or other similar proposed ideas out there. But effective fast travel I feel is a must for a game of this scale and depth.

Also on your 2nd or 3rd playthrough, you've already explored. Do you really want to have those same long walks when you know exactly what's around the next corner? If you're a completionist like I am, this makes for a very monotonous 3rd or 4th journey.

There's a lot a valid points out there concerning fast travel, but take a minute to weigh the pros and the cons.


A good point, for doing many run throughs. I myself did not really mine it in Morrowind, though I only did two characters but nonetheless i spent well over 200 hours on it (god that sounds terrible...)

Mayperhaps, if it detects you beat the game one time, or got to a certain point in the game it will allow fast travel as wished on future characters? Just a random thought!


Don't like fast travel, don't use fast travel. You wouldn't be able to use it when enemies are nearby so it's hardly cheating.

Also I find your experience with Morrowind night funny. Lightning is a joke in Morrowind, everything is extremely bright. The only thing that obstructs your view is the sand/ash storm at most...


I think it was my TV that made it so scary, my TV i think was set pretty dark and I did not know. And besides, it was how many years ago? I was probably like 13 or 14 when i played it!

About cheating, again, I feel it is cheating if you can use it when you are in a troublesome situation, such as lets say you ran out of health potions. If fast-travel was not in place, and was instead that like Morrowind, you would probably have to run back to a town to get to safety, risking though that you may run into more enemies. But, with fast-travel in place, the player becomes less caring of preparing for such things, because they won't incounter it if they can just fast-travel to safety and back to danger. It makes the game easier, and promotes laziness!

A new idea in my head that I have seen in previous games: Perhaps when we fast travel through contested lands we should have a chance to encounter an enemy or two, to make it seem like you actually traveled through the danger instead of bypassing it completely? Then you would still get the risk and the realism, but still have much of the time saved over traveling?


Indeed. I never even thought of Morrowind as even having a fast travel system - it had a travel network in the game, but it wasn't a "system" if you get what I'm saying...

There were caravaners taking you to nearby cities (granted, maybe it would be enough to plan your journey from the first city instead of having to talk to several people and loading screens if you wish to travel 3 cities away or something), there were scrolls of intervention taking you to the nearest temple, that seemed pretty natural in the setting. And powerful mages could mark a spot and teleport back again with a spell.

That's not a fast travel system, that's just lore, the world, whatever you want to call it... I had no problem ignoring the fast travel option in Oblivion, but a caravan, some intervention scrolls or recall spells would just be so much nicer...


Exactly what I want to say, though my mind had trouble doing it! Thank you! For me the lore part of it is the biggest thing


Hmm... it never felt that way for me... why is that?

oh yeah...

I HAVEN'T USED FAST TRAVEL EVERYWHERE!!

So why do I still want it in? Because it has its uses. I use it to go to different districts in Imperial City because I don't want to wait trough all the loading screens. I use it when there's a lot of backtracking, because walking trough the place I've already went is boring. I never used it to travel to other cities, unless it was right next to me.
This is a thing called SELF CONTROL!



This problem with the city though is quite new, as I don't remember cities in Morrowind being like that, all layered between walls and requiring loading screens. I don't know if Skyrim will have cities like that, the kind that require multiple zones. I didn't really like that about Oblivion actually, it made the city feel like a building!
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Monika
 
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Post » Thu Jan 13, 2011 5:51 am

I did like how Fallout 3 forced you to at least get to a location yourself before you could fast travel to it - major settlements included. I would rather have that than Morrowind's system where you had the network of fast travel between major settlements that had the same negative effect on initial exploration of the routes to each of them that having them start as unlocked did in Oblivion AND you had the tedium of trecking back through places you had walked 5 times before after the fun of initially exploring those routes had been had. Yes there was the cumbersome pylon system that was patched to be less tedious eventually but if you had the misfortune of not being able to mod away the incessant and annoying cliff racer attacks (alas alack and woe for those who played Morrowind on the over-sized bread warmer that was the original X-Box) it was still a chore once you had the joys of going where no... um you... had gone before.

So I would say neither. I would prefer either Fallout's "No fast travel until you've been there" system of fast travel notes like those in Morrowind only less cumbersome and a little more comprehensive and only if there were horses. Given that they have stated there will be no levitation and the lack of a speed attribute means you won't be able abuse spell creation and enchantment to turn yourself into a human cruise missle - something fast with a comfortable seat would be a much needed way to prevent repeated treks off the Morrowind style fast travel network a must have.

Also - unless we're saying that sadistic torture of console games is a winning sales strategy a Morrowind style fast travel network would require Todd Howard promise that the only cliff racer that might possibly be in the game would have to be stuffed and mounted over a fireplace somewhere as an inside joke to people who played Morrowind. Seriously, first time I hear a cliff racer screech I'm firing up the mod tools, searching for all references to them and purging them from the game.

but a caravan, some intervention scrolls or recall spells would just be so much nicer...


Oh yeah - even if you could use the world map to fast travel to previously visited markers I still think those things should be in there. Having them actually be encounterable on the roads would be a nice way of making the world feel alive ragardless of whether you needed to use them if you wanted to fast travel. Caravans or the occaisional messenger on horseback sound like something that could be used for some of those flexible Radiant Story events too. If we do have the Morrowind style fast travel node network ONLY that would also be alright but see my above rant about cliff racers and cumbersome nature of the 6 or 7 methods of fast travel in Morrowind which could often result in time wasted because your divine intervention spell took you to a shrine in the complete opposite direction of where geometry and convenience would seem to have suggested it would. And yes I made the mistake of getting Morrowind for the X-Box and playing it for all of 5 hours before I broke down and bought a new graphics card and a PC version of it - first thing I did with the PC version was exterminate the cliff racers.)

You are right though - the presence of that mish mash of transportation did add a good deal of flavor to the setting - particularly those silt strikers. If they can do a kind of fast travel system that gave some nice Skyrim flavor with a little bit of Nordic practicality thrown in.
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Mrs shelly Sugarplum
 
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Post » Thu Jan 13, 2011 9:21 am

I get sick of the argument "Some people aren't able to dedicate the amount of time the game would require of them if there was no fast travel. Price of real life responsibilities.", its [censored]e, its an RPG ffs! RPG's require lots of time and work to be put in to them, if you cant do that then maybe go a find a nice FPS.


That is complete bull crap. Just because people have a life doesn't mean they don't have a right to play the kind of game that they enjoy the most. Why should people be forced to spend 20 minutes in a game holding down their walk/run key for absolutely no reason except to waste time going from point A to point B. I don't have a lot of obligations myself, yet I still don't want to play that way. It's boring, tedious and adds nothing to my game.
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David Chambers
 
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Post » Thu Jan 13, 2011 7:37 am

i would like both and it seems we are getting it
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Teghan Harris
 
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Post » Thu Jan 13, 2011 8:26 am

i would like both and it seems we are getting it


Yup. With carriages confirmed, we've got at least one in-game non-walking-on-autopilot method.
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Christine
 
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Post » Thu Jan 13, 2011 11:19 am

The problem with silt striders IMO, in morrowind was that it's exactly the same thing as fast traveling in oblivion, as long as you are in a city. The instant second you get out of a city, it changes completely.

We do need other fast travel ways, which are not magical map clicking. And only if there is enough of them (which there was not in MW) then it wouldn't be a pain in the ass, which it was in morrowind.
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sam
 
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Post » Thu Jan 13, 2011 7:24 am

i had written this in another topic but i shall leave it here also.


i can't say i am a fan of how fast travel worked in oblivion and fallout 3. it allowed you to travel EVERYWHERE and i felt that limited the satisfaction of exploring. but at the same time, there are times when i want to fast travel. lets say i get to a cave way out in the middle of nowhere and realize i forgot to grab some lock picks. i don't want to have to walk all the way back to town to pick up some lock picks just to have to walk all the way back to the cave again. thats realistic and all, but this is a game and that is a little to frustrating to be an accepted gameplay mechanic. i also, after many hours of playing, started to get annoyed at how imprecise the fast travel system was. i would be transported to the edge of town and have to run all the way to my house. and when i grabbed what i needed from home, i would have to step back outside just to be able to fast travel again. i got sick of having to wait to load a city that i was only going to stand in for 1 second.

so i think these issues could be addressed by taming down the fast travel system. one way of doing this thought of would be to take the mark and recall system of morrowind, and then expand upon it. in morrowind, other then boats, mages guild, and silt striders, spells were needed to fast travel, but it was very limited on where you could fast to. in the case of getting to a cave and realizing you had no lock picks, i would just cast a mark spell... then a divine intervention spell to take me to the closest town... from there grab what i needed or use the traveling services to travel to where i needed to go to get what i needed... then i would just cast recall and be back at the cave with my lock picks.

i feel that if they expanded this system to allow you to have multiple "marked" locations, then we could retain the good aspects of fast travel oblivion had while at the same time limiting the negative side effects of it. in morrowind, mark and recall where in mysticism, which was cut cut, so you could attach this.... mark and recall fast travel system... to a perk tree. have perks that increase the number of marked locations you can have.... maybe go as high as 10 different locations.

i feel this mark and recall fast travel system, when mixed with the confirmed carriage system, would be a good fix the old system. as long as you where smart about it, you could have your home marked, your local guild hall, your favorite tradesmen, and still have mark location available to throw down in the middle of nowhere to save you from an hour long hike back to town for some lock picks. this system is also tamed down enough so you can't just travel anywhere at the press of a button. i feel that would increase the satisfaction of exploring, but at the same time limiting the annoyance of it. this system would also allow you to be precessional on where you get to teleport to. instead of having to run through town and suffer all those load screens, you could just pop right into your house and back out again.

so what do you guys think? does this sound like a good idea? are there any suggestions that you have to add to this idea?
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Mackenzie
 
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Post » Thu Jan 13, 2011 12:50 pm

Some people aren't able to dedicate the amount of time the game would require of them if there was no fast travel. Price of real life responsibilities.


I spend all my time working and studying, every single day for the last 2 years where I′ve not had to attend college I′ve attended 6 - 8 hours of work EXCEPT that during summer and winter vacations from college my workplace has had to give me a day off once a week since they are bound by law not to have someone work 7 days in a row, but that′s one day in a week only over the summers and winter and considering those vacations are only about 1/3rd the time spent in college you probably don′t get much more than 30 weeks where I have to have a day off in those two years (or 104 weeks), so that′s at least 730-30=700 days of working in the last 2 years while keeping a social life but admittedly I do not have a house to run (gotta love hotel mama) and I don′t have to take care of a child. But in this economy how many young individuals can buy a house while they′re attending college anyway.

So I may only be a child in the eyes of someone so hardcoe as to have real life responsibilities but I′d still say I had more than enough free time for a game like Morrowind where there is not fast travel. We only get a new TES game every 5 years so it′s not like you′re in a rush when you have the time and longing to play a TES game to finish it (I was such a fool with Oblivion I actually looked up where to find all the quests where I could not find more, I should just have taken the time and searched for them).

But I think this whole "oh I have a life unlike you children here so I need the game to be designed to my needs, rather than have it designed to be as much of a masterpiece as it can be", rather silly. If you don′t have time for games at all then why are you playing games in the first place, it seems obvious your hardcoe lifestyle offers you no time for gaming so why beat down those that want games to be as artistic and beautiful as possible for something you just want to get over with as if it was a chore ?

Not saying we can′t have fast travel, but to assume there should only be fast travel because of the needs of people who don′t have time for games, is very wrong. What I want to see is a system where there is fast travel but you can lock out fast travel at the start, and still have traveling services and spells like Morrowind did. And of course quests should be designed around people NOT using fast travel, but not around them using fast travel.

/end rant
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Sunnii Bebiieh
 
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Post » Thu Jan 13, 2011 2:05 am

Ive Not played morrowind so I cant make any comparison, it would be cool to Not have fast travel if bethesda decide on adding horses, though if not i think wed need it.
Though there is one thing that i think they could do... In Oblivion There were All of the cities unlocked to fast travel right from the start, In Skyrim they could have it so that Not any one place is unlocked for fast travelling until you have actually been there, including key plot places and cities, it would make the player at least explore the beauty of the landscapes that link places once. I also think it would be a good compromise for people that are on both sides of the fence on this matter.
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K J S
 
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Post » Thu Jan 13, 2011 7:57 am

Oblivion's fast travel system is just a simplified version of the Arena and Daggerfall systems. They simply removed the little pop-up window that described how long it would take your character to get to the new location (and in Daggerfall they made you choose whether you would walk or ride). I suspect that those of you finding it "immersion breaking" would like it much better if you could get that little bit of feedback that you were about to take a long journey which helps the load screen feel more like the "time has elapsed" transition it represents.
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David Chambers
 
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Post » Thu Jan 13, 2011 4:56 am

Got to be Morrowind style of fast travel for me. The Oblivion fast travel system made the game cheap and tacky, it seemed like Bethesda were trying to appeal to a wider audience, ie those that couldn't be bothered to spend a little time preparing for a quest, which is what made Morrowind so special.

I don't buy the, 'You don't have to use it" arguement at all. The fast travel system in Oblivion was built into the game along with many other features, like level scaling, evil character spawning and so on. In Morrowind, if I had to spend 10 minutes walking somehwere, once I'd done it, I 'owned' the area and it was generally rid of evil characters. In Oblivion if I wanted to walk somewhere I'd just find a new troll around every corner, even if I walked back to where I'd started and where I'd just slaughtered loads of them, there'd be new ones all of the time. Nowhere had any relevance, any depth.

The Oblivion fast travel system ripped the soul out of Morrowind, I hope they get it right with Skyrim.
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Janine Rose
 
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Post » Thu Jan 13, 2011 9:11 am

If there is both carriages and fast travel in Skyrim then people can just choose. If you don't want to fast travel everywhere, then don't. If you don't feel like walking everywhere, then just use the fast travel system. It's as simple as that.
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Amanda savory
 
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Post » Thu Jan 13, 2011 11:50 am

Daggerfall had the best fast travel of all the other games. But that wouldn't work because Skyrim won't be as ridiculously huge as Daggerfall was..
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Valerie Marie
 
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Post » Thu Jan 13, 2011 12:23 pm

I always loved travelling on boats, would be pretty cool to actually see yourself travelling on the boat or rowing it (:
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Rach B
 
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Post » Thu Jan 13, 2011 1:56 am

I would like Oblivion-style fast traveling, in addition to Morrowind's. Because, on my first play-through, I would use MW-Style, but later, on my other play-throughs, I would like to be able to breeze over the roads that I have already seen in my first play-through.

Did that make any sense? :frog:
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james kite
 
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Post » Thu Jan 13, 2011 1:22 pm

I would like Oblivion-style fast traveling, in addition to Morrowind's. Because, on my first play-through, I would use MW-Style, but later, on my other play-throughs, I would like to be able to breeze over the roads that I have already seen in my first play-through.

Did that make any sense? :frog:


Yep. Perfect sense. :thumbsup:
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stevie trent
 
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Post » Thu Jan 13, 2011 4:26 am

Some people aren't able to dedicate the amount of time the game would require of them if there was no fast travel. Price of real life responsibilities.

So true, although i did prefer morrowinds fast travel setup, i wouldn't have finished oblivion without fast traveling working 13 - 14 hours 5 days a week(with morrowind i was blessed to still be in high school and be skipping most days anyway), the weekend being my only time to play a videogame, spend real time with my girl (more than just sleeping next to her), and spend time with the guys.
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Vivien
 
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Post » Thu Jan 13, 2011 7:50 am

I'd like to be in the carriage and having it go at fast speed, but not instantaneous. Use the carriage and trod quickly down the path unless it encounters something. You could use the vantage point to scape out locales and meet people whilst in the carriage. Would be mighty interesting, I think.
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Emily Graham
 
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