Fast travelling?

Post » Sat Oct 03, 2009 4:12 pm

K, so I've stayed pretty quiet on this issue, reading everyone's thoughts on the issue.


I had a few issues with Morrowind, (apart from it being my first RPG, probably not a good choice) one of which being the lack of any clearly defined main quest. (Which oblivion fixed nicely) The other being that if I was out in the middle of nowhere, I had to hoof it back to a city, draining my health potions and dieing about 70% of the time since I just went through a dungeon. Whereas, with Oblivion, after I powered through a dungeon, emerging with only two health potions left, I could just go right to the city I needed to go to and not worry about rationing my health potions. Which meant I could more quickly move to the next quest and get further immersed into the characters and world.

That being said, I WAS kind of saddened by the fact that I couldn't rent a carriage in oblivion, and being more accustomed to RPG's at present time, I would likely opt to use the more "Realistic" way of fast traveling, but at the same time, dieing only because I needed to go through the dungeon and use my health potions, felt like a kick in the balls. So I'd like the option of some kind of fast travel after clearing out a massive dungeon.

As well as the ability to have different kinds of fantasy mounts. Fantasy mounts are fun. Like Horses, some kind of dragon, some water creature. Or even the ability to own and drive a carriage or boat.
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Rachel Briere
 
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Post » Sun Oct 04, 2009 12:40 am

I think the reason Bethesda added fast travel was that they didn't want to make players frustrated with having to run all over creation just to complete one quest. But, I think the solution to this isn't fast travel, but adequate quest design. I think that a run-of-the-mill quest should be sort of localized, so that you are in the general vicinity of where it is given, OR will at some point be led to it's location in the course of the main quest. Furthermore, the main quest should proceed in such a way as to lead you from one region to another in somewhat of a sequential manner with the end game progressing toward previously unexplored geographies. This method allows the player to track progress not only by journal entries, and their current level and gear, but also by what regions they have EXPLORED (much as in Morrowind). I mean really, who wasn't thrilled to finally be sent to the Sheogorath region only to find it an archipelago covered with daedric and ancestral ruins. AWESOME!
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Bambi
 
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Post » Sat Oct 03, 2009 10:57 pm

I want to walk everywhere. They should make the world interesting and immersive enough that you don't want to miss a single bit of it.
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D IV
 
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Post » Sat Oct 03, 2009 11:01 pm

Yes, as well as a more immersive Morrowind style travel option (i.e. mages guild telportation etc)

Now, if I chose this option, I would expect there to be penalties to fast-traveling other than not experiencing the entire world. I think TES could do without fast-traveling, but I want my first run-through of the game to be quick and merciless so I can slow down on my second play through and roleplay without doing the main quest at all. :shrug: Maybe draining fatigue, having a random chance of being stopped by an enemy along the way, having random encounters, etc. could keep people from fast traveling for too long of a distance and therefore preserving the feel of a large world.
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Jessica Phoenix
 
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Post » Sun Oct 04, 2009 4:32 am

I like how fast travel was in Oblivion minus all the cities being unlocked at the beginning. We do not need to go to the failed system that was used for Morrowind. What we need to do is tweak the level scaling so that you won't go out into the middle of a forest anymore because you might fight a Minotaur at Level 3.
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[ becca ]
 
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Post » Sat Oct 03, 2009 6:08 pm

Laziness? Oh yes, how dare I not want to walk the same, tedious, repetitive paths over and over again.


I don't agree with the laziness comment, but then again, I think fast travel is a way of circumventing careful quest design that doesn't make you trek back and forth back and forth along the same paths.
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Danger Mouse
 
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Post » Sun Oct 04, 2009 4:47 am

I'd like to have both. Oblivion's fast travel system and Morrowind's fast travel system.

Morrowind's fast travel system was much more immersive imho. You could imagine NPC's using it (and it would be preferable if they could actually use it). Oblivion's fast travel system is also nice to have if you're fed up with traveling along the same path for the umpteenth time.

In Oblivion I used both anyhow. There were some pretty decent mods that added a Morrowind style system.
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Nadia Nad
 
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Post » Sat Oct 03, 2009 10:29 pm

I voted: Yes, with a more immerisive Morrowind option as well. Only because it's very unlikely that they'll take out fast travel altogether, so I suggest this: I don't want fast travel to work everywhere. It should only work with major settlements, and/or major MQ related locations. I DO NOT want fast travel to work for every single cave, ruin, camp, etc. That lessens the need for horses or other modes of transportation if you can fast travel every. So make fast travel only to major towns.

Limited fast travel, would please most. Also it would give Beth a chance to bring back mark and recall for the places that can't be fast traveled to.
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GEo LIme
 
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Post » Sat Oct 03, 2009 7:32 pm

I voted both.
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Spaceman
 
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Post » Sat Oct 03, 2009 3:15 pm

snip

I think you might be overreacting to Johnny's post.
Tremendously.


And I have to say in MW is was a grouping of broken things, as it is with OB. In MW the fatigue, speed, and economy all contributed. In OB the quest layout, scenery (personally, I know you think otherwise), not so random encounters, and level scaling played their parts.

When I say economy with morrowind, I mean that it costs 1-2 gold to eat for a day from a poor Slit Stryder perspective. Boats that could have been a bit more suggestive with it, but probably doubled for fishing.
And then the Mages who just have no sense behind their practice.


Voted MW, but DF or both would be fine.
Just not the OB style alone.
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Cheville Thompson
 
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Post » Sat Oct 03, 2009 1:17 pm

I like having to catch a boat, or carriage to fast travel, but don't take out the Oblivion fast travel, my opinion should not take away from other playing preference.
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Rachel Hall
 
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Post » Sun Oct 04, 2009 1:35 am

I think you might be overreacting to Johnny's post.
Tremendously.


And I have to say in MW is was a grouping of broken things, as it is with OB. In MW the fatigue, speed, and economy all contributed. In OB the quest layout, scenery (personally, I know you think otherwise), not so random encounters, and level scaling played their parts.

When I say economy with morrowind, I mean that it costs 1-2 gold to eat for a day from a poor Slit Stryder perspective. Boats that could have been a bit more suggestive with it, but probably doubled for fishing.
And then the Mages who just have no sense behind their practice.


Voted MW, but DF or both would be fine.
Just not the OB style alone.

Yes, I did vastly overreact. Sorry about that. It's been a rough day.
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Imy Davies
 
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Post » Sat Oct 03, 2009 10:30 pm

The main thing I didn't like with Oblivions FT method was that it was free. In the previous games the user paid a price in order to save time. In Daggerfall it was money and health, In Morrowind it was just money, in Oblivion is was absolutely nothing. You may as well have been typing a spawn command into the console.
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Milagros Osorio
 
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Post » Sat Oct 03, 2009 4:00 pm

The main thing I didn't like with Oblivions FT method was that it was free. In the previous games the user paid a price in order to save time. In Daggerfall it was money and health, In Morrowind it was just money, in Oblivion is was absolutely nothing. You may as well have been typing a spawn command into the console.

Morrowind's was cheap enough that it practically was free.
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Michelle Serenity Boss
 
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Post » Sun Oct 04, 2009 2:23 am

I think fast travel like in Oblivion should be unlocked after you finish the main quest. But before that you either have to walk, ride a horse, or use a mage guild to teleport you.
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Rob Smith
 
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Post » Sat Oct 03, 2009 3:40 pm

Morrowind's was cheap enough that it practically was free.

It still cost something. I guarantee you slap a price on the fast travel system and plenty of people will have a reason to stop complaining. I also remember when I started playing Morrowind that fast travel price was the bane of my financial existence, sure later on it was cheap as chips but the image of it stuck with me.
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Lance Vannortwick
 
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Post » Sat Oct 03, 2009 8:47 pm

Morrowind's was cheap enough that it practically was free.


Yeah, I wouldn't go so far as to say that Morrowind was too cheap though. It was just expensive enough to restrict your options at the beginning of the game, but who would want to have all their money drained from the boat ride from Sheogorath to Vivec late in the game? We all know making that journey on foot would svck.
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dean Cutler
 
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Post » Sat Oct 03, 2009 8:24 pm

maybe an option to disable fast travel?
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Reanan-Marie Olsen
 
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Post » Sat Oct 03, 2009 6:10 pm

It still cost something. I guarantee you slap a price on the fast travel system and plenty of people will have a reason to stop complaining. I also remember when I started playing Morrowind that fast travel price was the bane of my financial existence, sure later on it was cheap as chips but the image of it stuck with me.

no

If you add a price and show me a reasonable mode of transit, regardless of whether I see it move, I will stop complaining.
unless thats already what you are saying
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Matt Terry
 
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Post » Sun Oct 04, 2009 2:03 am

no

If you add a price and show me a reasonable mode of transit, regardless of whether I see it move, I will stop complaining.
unless thats already what you are saying

Of course they will need a logical excuse for you to paying something to someone for fast travel.
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{Richies Mommy}
 
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Post » Sat Oct 03, 2009 2:23 pm

okay

I thought you were suggesting a magic price tag for the magic fast-travel.
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Kate Schofield
 
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Post » Sun Oct 04, 2009 4:27 am

okay

I thought you were suggesting a magic price tag for the magic fast-travel.

That wouldn't sit well with me, although that magic price tag could be attributed to the cost of inns and travel method ala Daggerfall, but that would depend entirely on how big Skyrim is going to be.
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Sanctum
 
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Post » Sat Oct 03, 2009 9:55 pm

I don't think the Mage's guild teleporters is a logic flaw. I mean, why wouldn't the Mages guild not want to make money out of this? You can just make it free for members or give a discount to members and make it free for high ranked ones. But I do agree transport was a bit cheap, still, the Morrowind system worked fine. Cities were connected according to logic, boats would take you across the whole district when there's several docks between the destination for example.
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ladyflames
 
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Post » Sat Oct 03, 2009 11:26 pm

Point being with the mages that an exclusive, suggestively extensive, and instant form of travel, could and should cost more than 50 gp
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Curveballs On Phoenix
 
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Post » Sat Oct 03, 2009 7:57 pm

Probably already stated, but i think both is really the best option. But instead of being to go anywhere at the start make it so you at least have to travel to the place once and then you can fast travel there. I for one, and i know there are others, dont have tons and tons of time for games and to spend walking from one place to another and back again is a complete waste of valuable time. This in combination with Morrowinds fatigue while running and sylt striders were much to cheap to be realistic is why i dislike Morrowinds travel system. Oblivions system isnt perfect by anymeans either! Its just much of a give me to have free fast travel to everywhere at the start. However if they made so you had to go places before you could go to them, then it would have been much better. If correctly implemented, having both systems will appeal to a much larger group of people and keep both groups happy.
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Michael Russ
 
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