Fast travelling?

Post » Sat Oct 03, 2009 9:00 pm

Why are you walking the same path over and over again? Morrowind's transportation system was a game mechanic that forced you to think ahead and prepare for any lengthy journeys. You needed to stock up on feather potions, restore attribute potions, hammers, and other supplies to prepare yourself for the unforeseen (like heavy loot, poisons, lack of local resupply areas, etc.). Oblivion enabled us to loot and fast travel in repetition until we had more drakes than the Septims. So apart from Morrowind's travel system adding to immersion, it also prevented you from quickly amassing gold and penalized you for not adequately preparing for your journey.

1. Considering I have a pile of loot I've amassed and that I am just waiting for Creeper's inventory (specifically, his 5000 gold) to respawn, no, making gold is still as easy as ever.

2. I didn't know my various safehouses (home in Vivec, Indarys Manor, etc.) were reachable by immediate boat/silstrider travel. I still had to run (at an extremely slow pace) to those places or waste my one mark on one of several safehouses. The Ald'ruhn Fighter's Guild (one safehouse) may be near a siltstrider/teleporter, but my other safehouses, especially those not in cities, are a different matter, and I still have to run from a teleporter in one place (after teleporting) to the siltstrider in another, and then from the siltstrider to a boat, as well as back. Also, if I found two interesting dungeons at once, my character will not be able to loot both and carry the loot without overencumbrance, so I either need to take away my one mark from one of my safehouses, which I just cannot do, or I could use that mark to allow me to go back to the dungeons, but then getting to my safehouse is a pain. There's too much running around, on the same paths included (to my home, to that other fast-travel service, to that dungeon I saw earlier but couldn't loot, back to that Daedric shrine, etc.) that I (I, me, singular) just did not care for.

3. I (again, I, me, singular) do not consider it immersive. I consider it a nuisance, I consider it to be tedious, and I consider it a reason why I just end up getting bored and turning off the game.
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Samantha hulme
 
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Post » Sat Oct 03, 2009 3:49 pm

Morrowind's system was perfect.

It gets you pretty close to where you want to go, and somewhat quickly, without breaking immersion.
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Amiee Kent
 
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Post » Sat Oct 03, 2009 11:52 pm

I (again, I, me, singular) do not consider it immersive. I consider it a nuisance, I consider it to be tedious, and I consider it a reason why I just end up getting bored and turning off the game.


Which is why there should simply be an option to enable or disable fast travel at the start of a playthrough. I don't see why people are still arguing. Just give people the choice. "Do you want fast travel enabled? Select Yes or No" It's as simple as that. Taxi-like methods of travel from town to town would be a nice addition for those who disable fast travel. Yes it would be rendered useless if you enable fast travel, but its just for those that disable fast travel.

Personally I would still prefer having fast travel disabled even if there were no "silt strider-like" methods of traveling from town to town quickly.
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Janette Segura
 
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Post » Sat Oct 03, 2009 3:29 pm

Which is why there should simply be an option to enable or disable fast travel at the start of a playthrough. I don't see why people are still arguing. Just give people the choice. "Do you want fast travel enabled? Select Yes or No" It's as simple as that. Taxi-like methods of travel from town to town would be a nice addition for those who disable fast travel. Yes it would be rendered useless if you enable fast travel, but its just for those that disable fast travel.

Personally I would still prefer having fast travel disabled even if there were no "silt strider-like" methods of traveling from town to town quickly.

I agree that would be ideal, but I'm arguing against the obvious disagreement with the majority who voted "Morrowind's only". That signals unwillingness to compromise and I'm merely pleading the case as for why they should keep fast-travel as an option. I want both.
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Penny Courture
 
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Post » Sat Oct 03, 2009 7:18 pm

Which is why there should simply be an option to enable or disable fast travel at the start of a playthrough. I don't see why people are still arguing. Just give people the choice. "Do you want fast travel enabled? Select Yes or No" It's as simple as that. Taxi-like methods of travel from town to town would be a nice addition for those who disable fast travel. Yes it would be rendered useless if you enable fast travel, but its just for those that disable fast travel.

Personally I would still prefer having fast travel disabled even if there were no "silt strider-like" methods of traveling from town to town quickly.

I just don't think that Bethesda would consider putting both styles into the same game. Would it work? Sure it would. But there would be no cohesion in design mentality. The underpinning design principles of the game would be contradictory. And those underpinning principles do matter; it's what makes the game flow and have some sense of consistency.
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Rachel Tyson
 
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Post » Sat Oct 03, 2009 10:19 pm

I just don't think that Bethesda would consider putting both styles into the same game. Would it work? Sure it would. But there would be no cohesion in design mentality. The underpinning design principles of the game would be contradictory. And those underpinning principles do matter; it's what makes the game flow and have some sense of consistency.

Then how about a fast-travel system that has a chance of stopping you along your destination for an encounter with enemies and the only way to avoid such a thing would be by using fast-travel services?
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Marina Leigh
 
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Post » Sat Oct 03, 2009 7:49 pm

Then how about a fast-travel system that has a chance of stopping you along your destination for an encounter with enemies and the only way to avoid such a thing would be by using fast-travel services?

It's an improvement... But depending on how populated with wildlife the Skyrim countryside is, that's a lot of stopping.
And even with a chance of interruption, it's still an insta-port from one spot to the other, regardless of how many creature clusters are encountered. And it's the insta-port that's the problem.

There are other issues with fast travel that would potentially complicate the encounter-chances as well; it assumes a straight line from current position to destination. It doesn't factor in other routes that might be taken, or more sensible routes that might be taken. For instance, fast traveling might take me over a mountain, or fast traveling might take me through a den of high-level creatures. Neither of which are very sensible, and both of which would be very possible.
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Connor Wing
 
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Post » Sat Oct 03, 2009 3:28 pm

1. Considering I have a pile of loot I've amassed and that I am just waiting for Creeper's inventory (specifically, his 5000 gold) to respawn, no, making gold is still as easy as ever.

It was only that easy BECAUSE of creeper and the mudcrap merchant.

3. I (again, I, me, singular) do not consider it immersive. I consider it a nuisance, I consider it to be tedious, and I consider it a reason why I just end up getting bored and turning off the game.

Actually, that's EXACTLY the same thing for me, but with Oblivion and how its world was crafted AROUND fast travel.
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Prohibited
 
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Post » Sat Oct 03, 2009 9:15 pm

Perhaps only have fast-travel available to and from certain locations depending on your destination. Let's say for instance that huge chunks of Skyrim's map are war-torn and incredibly dangerous. These regions would be marked on the player's map, perhaps in red. If a player wants to go to a destination that requires crossing one of theses zones, he has to hoof it. However, if the player is in a calm region with nothing serious going on, say, around a city, or in the woods (normal, wild enemies wouldn't count the area as dangerous enough to be a no- fast-travel zone), they can fast travel once they walk back to the road, or if the road is very nearby (30 meters or so). And, like Morrowind, there could be public transportation and Mages Guild teleporters for even faster travel, directly to and from cities, for a price.

Eventually, maybe the high level PC would be able to fight through the war-zones and find hidden paths that allow him fast-travel through.
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latrina
 
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Post » Sun Oct 04, 2009 12:09 am

It was only that easy BECAUSE of creeper and the mudcrap merchant.
Well, people use the creeper and the mudcrab merchant because the mercantile system wasn't great.
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Stacy Hope
 
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Post » Sat Oct 03, 2009 7:27 pm

Maybe you could just make a system identical to Morrowind, but can toggle on/off an option to be able to choose your journey on the map. Say you want to go to a certain city, you open your map, click on the city's type of transport you want and choose the destination, then go to your destination (well, not really "go", it's on the map) and since it's marked as in your travel, you can choose another method of transport you'll take once arriving there, ect. You'd still have the Morrowind travel system, but you can enable an option to remotely determine your journey and make it instantaneously as if you fast traveled in Oblivion, so you don't have to deal with all the walking in-betweens. Maybe you can even save some often used journey for future travels.
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Quick Draw III
 
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Post » Sun Oct 04, 2009 3:30 am

Maybe you could just make a system identical to Morrowind, but can toggle on/off an option to be able to choose your journey on the map. Say you want to go to a certain city, you open your map, click on the city's type of transport you want and choose the destination, then go to your destination (well, not really "go", it's on the map) and since it's marked as in your travel, you can choose another method of transport you'll take once arriving there, ect. You'd still have the Morrowind travel system, but you can enable an option to remotely determine your journey and make it instantaneously as if you fast traveled in Oblivion, so you don't have to deal with all the walking in-betweens. Maybe you can even save some often used journey for future travels.

So, Daggerfall's system it is.
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Jerry Jr. Ortiz
 
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Post » Sun Oct 04, 2009 2:55 am

Maybe you could just make a system identical to Morrowind, but can toggle on/off an option to be able to choose your journey on the map. Say you want to go to a certain city, you open your map, click on the city's type of transport you want and choose the destination, then go to your destination (well, not really "go", it's on the map) and since it's marked as in your travel, you can choose another method of transport you'll take once arriving there, ect. You'd still have the Morrowind travel system, but you can enable an option to remotely determine your journey and make it instantaneously as if you fast traveled in Oblivion, so you don't have to deal with all the walking in-betweens. Maybe you can even save some often used journey for future travels.


So, Daggerfall's system it is.

I would even prefer that so much over Oblivions.
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sally coker
 
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Post » Sat Oct 03, 2009 9:22 pm

I use Creeper because he buys anything, doesn't seem to care how much he pays, and has the most money of any merchant I can find. Why wouldn't I use him? Either way, I have a pile of glass/ebony items on the ground in the same building as him, and that stuff is worth a lot. :shrug: On that topic, I think Daggerfall hit the nail on the head in economic balance.
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Sophie Miller
 
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Post » Sat Oct 03, 2009 10:48 pm

So, Daggerfall's system it is.


Really? I thought it was identical to Oblivion except you could choose a bunch of options (like times resting) and maybe getting attacked or something.
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maddison
 
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Post » Sat Oct 03, 2009 6:12 pm

Daggerfall's system was not instant. It required that you choose to either stay in an inn, camp out yourself, or rest as little as possible (or something like that). You could travel by foot, by horse (if available), by carriage, or by boat (if available). This all cost gold.

So it was a mix of Morrowind and Oblivion's systems, as it was available anywhere yet it still cost some amount of gold, at least if you wanted to get to your destination and not collapse from exhaustion.
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suzan
 
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Post » Sat Oct 03, 2009 7:34 pm

Really? I thought it was identical to Oblivion except you could choose a bunch of options (like times resting) and maybe getting attacked or something.

Daggerfall's style has a variety of options that affect travel speed, travel cost, and the condition one arrives at their destination in. You can choose to travel by foot/horse/carriage (yours) or by ship (either your own, or by a travel service that charges money for the trip). You can also choose to rest at inns or in the wilderness as well as choose if you wish to proceed cautiously or recklessly. Money was factored into it and was affected by the travel distance. Teleportation was available to high-ranking Mages' Guild members, and only high-ranking Mages' Guild members, while mark and recall were also an option. I miss ships, now that I started thinking about Daggerfall, again.

I'm not sure if you're interested, but Bethesda released Daggerfall as a free download on their official website. You would have to mess with DOSBox a bit, however the directions were easy enough for a technologically illiterate person like me to follow. For some reason, I can't find the downloads since they updated the site for Skyrim, though. Does anyone know what happened to them (also had Arena's available)?
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Adam Kriner
 
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Post » Sun Oct 04, 2009 6:33 am

Daggerfall's system was not instant. It required that you choose to either stay in an inn, camp out yourself, or rest as little as possible (or something like that). You could travel by foot, by horse (if available), by carriage, or by boat (if available). This all cost gold.

So it was a mix of Morrowind and Oblivion's systems, as it was available anywhere yet it still cost some amount of gold, at least if you wanted to get to your destination and not collapse from exhaustion.


Well that's neat. You could "manually" take a boat I guess? Like Morrowind? If so, I definitely am for Daggerfall's system, it would pleases both Morrowind and Oblivion travel system fans.
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Catharine Krupinski
 
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Post » Sun Oct 04, 2009 5:46 am

Well that's neat. You could "manually" take a boat I guess? Like Morrowind? If so, I definitely am for Daggerfall's system, it would pleases both Morrowind and Oblivion travel system fans.

You couldn't do it manually, but you could buy a boat in Daggerfall. :deal:
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Dorian Cozens
 
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Post » Sat Oct 03, 2009 8:53 pm

Don't like fast travel? Then don't use it or whine about it.
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Michelle Serenity Boss
 
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Post » Sat Oct 03, 2009 3:52 pm

Don't like fast travel? Then don't use it or whine about it.

Please read the thread before you comment, sir. We have plenty of good examples of why that's not true.
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The Time Car
 
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Post » Sat Oct 03, 2009 6:23 pm

Don't like fast travel? Then don't use it or whine about it.

I consider that as right as trying to force everyone not to have some form of fast-travel.

Daggerfall's, anyone? I could very easily agree to that.

Edit: I agree with Orzorn on your statement.
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Pat RiMsey
 
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Post » Sat Oct 03, 2009 11:44 pm

Don't like fast travel? Then don't use it or whine about it.

Yeah same with Morrowinds combat system right? Don't like it, oh well you don't have to use it. Heck you don't even have to play the game if you don't want to. On top of that don't even think about making suggestion to improve mechanics in games you aren't even playing because said mechanic is what is stopping you from playing the game.

:rolleyes:

I consider that as right as trying to force everyone not to have some form of fast-travel.

Daggerfall's, anyone? I could very easily agree to that.

I would be fine with that. At least it will be emulating your character traveling with some form of realism.
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Jade Payton
 
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Post » Sat Oct 03, 2009 6:52 pm

Yeah same with Morrowinds combat system right? Don't like it, oh well you don't have to use it. Heck you don't even have to play the game if you don't want to. On top of that don't even think about making suggestion to improve mechanics in games you aren't even playing because said mechanic is what is stopping you from playing the game.






:rolleyes:

How could you avoid using Morrowind's combat system?
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Harinder Ghag
 
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Post » Sat Oct 03, 2009 3:49 pm

How could you avoid using Morrowind's combat system?

Ask yourself. What is the point of making a suggestion to have something changed? Because you don't feel it suits the game right, and you are not happy with it.

Most people who have a problem with fast travel don't just want it removed and have to run everywhere. They want it changed to a fast travel system that is more suitable to their liking.
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Nauty
 
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