» Sat Oct 03, 2009 3:23 pm
I think this polling is missing one or more options.
My personal take on it is something along the lines of fast travel + MW style travel facilities and spells, BUT, the fast travel should be limited. I don't think it's necessary to completely remove fast travel, but the problem with Oblivion was that you could fast travel almost everywhere at any time. Additionally, fast travel was always guaranteed to get you someplace safely, and ignored spells effects.
What I mean about that last bit is, let's say you have a feather potion, which allows you to move (e.g. you are over-encumbered when the feather effect is not active). You could travel from Leyawin to Bruma, or Cheydinhal to Anvil with that single feather potion - even though, if you weren't using fast travel, it would wear off long before the journey was over. In some ways this was good - Elder Scrolls games generally provide too-little means other than magic/potions to be able to carry a reasonable amount of loot in a single trip - although if you had teleportation magic, as in Morrowind, you can travel back and forth to a Merchant pretty quickly, so it's not so frustrating).
As others have said many times over the years, fast travel 'across the map' (e.g. where you are notionally running or riding your horse), should present random encounters. Various things could effect the chances of getting an encounter - if you are on a 'safe' road which is well-patrolled by the local militia(s) (I'd say the Imperial Legion, but as well all know, the Empire has fallen), perhaps the chance is very low. If you are on a little goat-path in the back country, or simply travelling cross-country on no road, the chance would be very high. If you're on a fast horse, the chance would be lower (e.g. you'd notionally outrun most enemies). Perhaps the player, through their actions, can make a dangerous road safer throughout gameplay (for example, perhaps the player completes some quest to, I dunno, guard a caravan of supplies to militia outposts along a particular road, and once those outposts are properly supplied, the roads become safer; or, perhaps the player defeats a faction of highwaymen which have been ambushing travelers on that road (maybe not just a single encampment, but perhaps a quest-arc which leads to killing off the leadership and a good chunk of the faction, leading to the remaining bandits becoming disorganized and ineffective).
There's all sorts of things which can be done to mix fast travel, and a travel system, in a way which remains immersive, and presents some reasonable challenge to players.
If they do bring back player teleportation magic, I do hope, however, they allow players to 'mark' more than a single destination. I always found that to be just a bit too limiting in Morrowind. I wouldn't want the other extreme, however, where players can mark unlimited locations. Maybe a limit, which might even increase with player skill in, e.g. alteration magic, or whatever school teleportation ends up in. So, perhaps the player can mark one location at a time in early levels, but could eventually mark 5 or 10 locations. Maybe instead of skill-based, the number of markable locations could be limited by a rare object - e.g. to 'mark' a location, you have to drop an 'anchor' object at the destination, then cast mark on the 'anchor'. You could then pick up that anchor in the future to drop it at a different location. When you cast "Recall", you could be presented a list of currently marked/anchored locations. Or, perhaps do like the old Ultima-Online from like 1995 did - they had a 'runebook', with runes. You marked the runes at a location, then later, to recall to that location, you cast the teleportation spell on the rune which was 'storing' the location to recall too (the one risk I see with that particular idea is that it might invite a lawsuit from EA, who bought up Origin back in the late 90s, so I think I'd not *too* closely imitate their game mechanic, unless maybe gamesas can get them to 'license' the idea for not too much money).