Fast Travellling?

Post » Sat Feb 19, 2011 10:20 am

Oblivion and Morrowind style so everybody's happy :)

EDIT: well...maybe not some Daggerfall fans except me.
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Sat Feb 19, 2011 6:46 am

Oblivion and Morrowind style so everybody's happy :)

EDIT: well...maybe not some Daggerfall fans except me.


I actually think that would make everybody unhappy ^^
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Sat Feb 19, 2011 7:13 am

I voted for Daggerfall style. At least that way it gives an idea of what you are doing on the journey. Personally i think the game by its very nature is immersion breaking anyway, for example in Oblivion it took 15 minutes to run across half a continent, i dont really see how fast travel is that game breaking in comparison, so might as well keep it simple, like Daggerfall. Morrowinds style was nice, but if they are going to do that approach, they need to add A LOT more travel locations. Morrowind was a tiny map, and im assuming Skyrim will be sizably larger then Oblivion was, so its gunna need a fast travel area in each city, major town, and large crossroads.
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Sat Feb 19, 2011 12:44 am

I chose:

"Daggerfall’s travel options, with Morrowind’s travel services, and Red Dead Redemption’s real time travel (No oblivion fast travel option)"

I would also like oblivion fast travel to be tied to mounts and have a chance of random encounters.

But really, they can make it togglable for all I care, I explored as much in Morrowind as in Oblivion, you don't have to force me to explore, I do it freely.
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Sat Feb 19, 2011 1:22 am

No freebies. Want travel services like in MW? Do quests to secure a route before you can utilize it. Keep in mind iirc there won't be same amount of scaled bad guys, some will be unscaled and impossible for us to get at in the beginning. Also, there might be lack of personnel forcing reduced operational time - also a source of quests. Have several types to create, like sea routes (not many), by caravan (slow but safer), by dilligence (fast and more dangerous). You want DF camping? Have the skills and items required if you want to travel/camp undisturbed. Skill determines how fast you rests, and how good a campsite you can locate. A bad site increase chance of getting disturbed sleep (have to fight wild animals).However the shorter distances may make it feel off for this to work. You want Oblivion fast travel, but animation showing the ride? Have a horse available, but you may have to go far away into dangerous territory to obtain your first one.

If quests haven't been done by chance, they could be optional branches as part of the main quest too. They could come back to bit you too. Done too early, someone you need to get a hold of may grab a travel service and get away, ruining you the possibility to obtain some piece of fine reward. Yeah, I'd like possibility for quests to fail too. Sometimes it's lost for good. Sometimes you get new opportunities later on.
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Fri Feb 18, 2011 10:12 pm

Morrowind's Inconvenient Transit System (MITS) was half the game!

Fast travel may be optional, but putting it out there essentially makes it mandatory. I can talk all I want about how I'm going to walk wherever I go, but at the end of the day, I'm using fast travel.
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Sat Feb 19, 2011 5:17 am

Morrowind's was the best, you could only fast travel from major cities and it made travel a more thing to do in the game. Morrowind FTW!
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Fri Feb 18, 2011 7:01 pm

I found Oblivions system useful and comfy, if movies can fade away travel to keep the pace of a story, why not games


plus you can only fast travel to places ya been to, so it′s not like you make normal travel in the world obsolete
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Fri Feb 18, 2011 10:08 pm

what I dont get is that people say that fast traveling prevents you from exploring, but you can only go to places you have already been, so its stops you from exploring old stuff you have already found when you were exploring
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Sat Feb 19, 2011 3:42 am

A mix of RDR and Morrowind.
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Sat Feb 19, 2011 9:05 am

what I dont get is that people say that fast traveling prevents you from exploring, but you can only go to places you have already been, so its stops you from exploring old stuff you have already found when you were exploring

Imagine traveling from Chorrol towards Skingrad, and finding a point of interest halfway.
Now imagine turning back, and taking the long and curved route from Chorrol to the Imperial City to Skingrad. And fast traveling from Skingrad to that halfway point of interest. Despite the fact that you never were guaranteed to walk the other half of the way from Skingrad to Chorrol, you can invisibly bypass it nonetheless.
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Sat Feb 19, 2011 3:23 am

I voted for the Oblivion style fast travel, because it is the simplest means to implement thus enabling the developers to spend more time on more important things. But I do hope at the beginning of the game that the major cities are not already marked as you have already been there, so at least this way you still have to travel to them by foot first.
User avatar
Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Post » Sat Feb 19, 2011 12:38 am

if movies can fade away travel to keep the pace of a story, why not games

Because movies are linear, unchanging stories. Games (at least those like Skyrim) are interactive non-linear experiences. The pace of the story is the pace at which you play. What happens in the story is what happens to your character. Obliivon-style non-interruptable Cheat Travel does not befit it, as it changes the pace and skips what would happen to your character.
User avatar
Charles Mckinna
 
Posts: 3511
Joined: Mon Nov 12, 2007 6:51 am

Post » Sat Feb 19, 2011 6:35 am

Alright, so here's what I'm thinking, and I could be and probably am) dead wrong.

I haven't been able to decipher the article, but the "look and go" dragon ability looks like a great possibility for fast travel.

1) It's loreish in that it's not an artificial mechanic, but it's something that is part of the story: an ability

2) I don't know how early one gets it, therefore is there a period of walking or other transport available

3) IF I can look at a spot, and go there, I can be off target and still need to hoof it. Going long distance could be hazardous. Or, I might impale myself, target a cliff side and slide to my doom, etc.

4) OK, now my imagination's really going here....I'm picutring some sort of "warp speed" blurred ground effect as you "fly". Now, do all dragons have this? While at warp speed, can I get knocked out of the sky by a dragon or something else? There could be a risk to using that mode of travel where one could get injured, lost (by missing the destination or knocked down), or ...eaten...or shot down because Look! up in the sky! Its a bird, it's a plane....It's a FAST TRAVELER!!!!!

Sure, the ability might only be short distances, but if it's LOS, in a mountainous region, one will need to make various stops to get to the back side of a mountain or hill...and be exposed instaid of just popping up at the marker sight.

But surly, why not put in random encounters in fast travel at the minimum?
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Sat Feb 19, 2011 1:57 am

The fact that "only Morrowind style" is winning is pathetic.

"Daggerfall’s travel options, with Morrowind’s travel services, and Red Dead Redemption’s real time travel with Oblivion fast travel (15 votes [10.20%]) "

The more options the better. Everyone wins.
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Sat Feb 19, 2011 9:08 am

Fast traveling ruined my experience in Oblivion, I'd rather have Morrowind style traveling. A fast traveling option in the gameplay menu might be a good idea for those who want it.

It just got too easy to travel in Cyrodiil, I got both lazy and bored, the excitement of traveling from one place to another was seldom there :shrug:
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Sat Feb 19, 2011 8:52 am

Because movies are linear, unchanging stories. Games (at least those like Skyrim) are interactive non-linear experiences. The pace of the story is the pace at which you play. What happens in the story is what happens to your character. Obliivon-style non-interruptable Cheat Travel does not befit it, as it changes the pace and skips what would happen to your character.


and what it skips is the same thing movies skip, boring travel time, since it can only be used on places you visit, your only cutting of travelling the parts you already walked on.

Plus if you have such love for having a random bear chew your ass, then just walk or get a horse.
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Sat Feb 19, 2011 6:52 am

The more options the better. Everyone wins.

In terms of a player-centric view, of course it sounds better. But it's unrealistic in terms of development expectations. Bethesda strives to make extremely cohesive games, and it hardly makes sense from a stylistic standpoint to add 3 completely disjoint forms of travel that undercut one-another's mechanical dependencies.

Not saying I prefer one over the other, but I'd rather have the one I prefer least on its own, rather than all of them at once.


and what it skips is the same thing movies skip, boring travel time, since it can only be used on places you visit, your only cutting of travelling the parts you already walked on.

Boring is subjective and hardly has to be constant.
Who's to say that absolutely nothing has changed since you last walked on that path?
Who's to say the creatures are all still dead, or that there are the very same creatures at all?
Who's to say you won't take path B this time instead of path A, and not necessarily by pure player-driven choice?
Who's to say in-game events or random-driven encounters won't be there, when they weren't there last time?

If skipping is what people prefer, then so be it. But it's hard to justify a skip mechanic due to the boring nature of the path already traversed.
User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Sat Feb 19, 2011 12:32 am

Look at all the people voting for Morrowind's style alone. Hmm... forgive my assumption, but that comes off as completely inconsiderate and selfish, to me, and I desperately hope those who voted for that do not get what they are asking for. A both option seems like an agreeable compromise, to me, but I guess some people don't agree there should be a compromise. :shrug:
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Fri Feb 18, 2011 7:37 pm

Look at all the people voting for Morrowind's style alone. Hmm... forgive my assumption, but that comes off as completely inconsiderate and selfish, to me, and I desperately hope those who voted for that do not get what they are asking for. A both option seems like an agreeable compromise, to me, but I guess some people don't agree there should be a compromise. :shrug:

In terms of a player-centric view, of course it sounds better. But it's unrealistic in terms of development expectations. Bethesda strives to make extremely cohesive games, and it hardly makes sense from a stylistic standpoint to add 3 completely disjoint forms of travel that undercut one-another's mechanical dependencies.


Once again, from a stylistic development standpoint, 'both' is not a feasible compromise. Finding a way to redesign a single system to fit the most needs, sure. But simply tossing in duplicate forms of the exact same mechanics? I think we all know Bethesda's not going for that.
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Sat Feb 19, 2011 6:09 am


Boring is subjective and hardly has to be constant.
Who's to say that absolutely nothing has changed since you last walked on that path?
Who's to say the creatures are all still dead, or that there are the very same creatures at all?
Who's to say you won't take path B this time instead of path A, and not necessarily by pure player-driven choice?
Who's to say in-game events or random-driven encounters won't be there, when they weren't there last time?



then I have the option to choose, take the fast travel and avoid it, or walk normal and be exposed to the above.
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Sat Feb 19, 2011 4:33 am

Once again, from a stylistic development standpoint, 'both' is not a feasible compromise. Finding a way to redesign a single system to fit the most needs, sure. But simply tossing in duplicate forms of the exact same mechanics? I think we all know Bethesda's not going for that.

That's great, but this is a "what you want" thread and this is hardly the first of any type of thread in which I notice a general lack of consideration from those who seem to support whatever Morrowind did over anything else. I want Bethesda to have a little checkbox at the beginning of the game to allow one's own choice.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Sat Feb 19, 2011 4:52 am

I voted for the carriage option, because what I'd really like to see are multiple variations of the visual/in-world fast travel that Morrowind's silt striders only partially gave us.

1. Take your gameworld map. Cover it in a spiderweb of routes (taking care to stay clear of intentionally hard-to-reach areas). Connect any given route with two points that represent an in-world travel service. Repeat until all are connected... except one, which triggers a special quest involving the would-be fast-traveler being dumped in the middle of nowhere as the result of a bandit raid, broken wheel, dead mule, or whatever (ding! unique sidequest).

2. Implement the above travel service routes as dialogue-triggered cutscenes showing rolling scenery beyond the carriage's window; the steady plod of the mammoth towards its destination; the rushing wind past the rusted windows of the Dwemer steamtrain(!); whatever. Hit space, or a button on the consoles to skip the cutscene.

3. Write a value into the SkyrimConfig.ini file called "TravelServiceCutSceneFirstTimeOnly==1".

4. Sit back in your game developer's chair in satisfaction.

5. Bask in the adoration of your hardcoe forum fans.
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Fri Feb 18, 2011 8:10 pm

What about a mix of dragon age and oblivion. You could fast travel like oblivion but with a chance of being attacked and having to deal with some bandits or something.
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Sat Feb 19, 2011 9:10 am

-> Only Morrowind style (silt strider's etc.) :happy:
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

PreviousNext

Return to V - Skyrim