To fasttravel

Post » Sun Jul 04, 2010 3:18 pm

I think a good solution that could please everyone or at least most people, would be to have a "hardcoe mode" similar Fallout: New Vegas that would take fast travel into account.

It might, though I am skeptical of hardcoe modes. How does one decide what is hardcoe and what isn't? Of course, it would give Bethesda a handy way of measuring who is or isn't a so-called hardcoe player, and if they want to start type-classifying their fans, then more power to them, but I think it would be a mistake. Types are going to overlap. Also, if developers put in the effort to make something worth playing, why should there be a separate mode for it?

I like Morrowind's fast travel options; they are interesting and fun. I appeciate Oblivion's fast travel method. It helps us avoid repetitious activitites that can detract from the fun, but I can't really call it fun in and of itself. There are many times and places when it is absolutely acceptable in an RPG to allow the player to fast-forward his game with no cost or charge to his character.
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Darlene Delk
 
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Post » Sun Jul 04, 2010 10:32 pm

Again, before even talking about fast travel we should know the scope of the game. TES2 (huge) or TES3-4(tiny). THAT answers the question wether we need fast travel or not. I might GUESS that they continue the "tiny" approach, and from experience, I can say TES3 style fast travel options are the best. BUT if the game world is "huge" or even "decent sized", we just might need more than that.

But. In TES2, it would STILL have been more immersive to BUY the services from real harbours, caravans, or what not, rahter than just deciding to fast travel and pointing where to go. Need to go to Wayrest from Daggerfall? Go to the harbour (which wasnt even there) find a boat with decent fares, and hop in.
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Kortknee Bell
 
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Post » Sun Jul 04, 2010 8:21 pm

In theory, a compromise is what is needed,

Exactly. I've posted many comprimises myself, and who want to have thier way or no way at all will always try to find the smallest most idiotic compaint ever.

For example, I suggested my spell fast travel system. But no, someone doesn't like to use magic. I've suggested adding DLC. But no, someone doesn't like to download DLC. It's always the same no matter what. :rolleyes:

I mean, seriously, upset a few people a little bit, or really upset half the fans? What's worse?
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IM NOT EASY
 
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Post » Sun Jul 04, 2010 4:34 pm

I can agree with your first point, and to a certain extent, your last point, but I can't bring myself to agree with your 'definition' of fast travel. In my humble opinion, fast travel could be classified as any game mechanic that allows the player to move his character from point A to point B without having to watch/experience the journey in real time.


But that's the thing though, when you use mark & recall, and the teleportation services, you are experiencing the journey in real time, this is why I see it as different.

Looked at from that perspective (which DOES make sense), the game could use BOTH systems, along the MW AND the OB lines. As long as there are "believable" modes of public/private transportation present, and the game doesn't RELY on using FT, I don't have a problem if someone else wants to "fast forward". It's when there are no reasonable alternatives (for the player character or the NPCs) besides either "hoofing it" across the entire island and "mouseclicking" anywhere instantly that it feels "fake".


I understand that completely, I would want a chance of encounters on the OB line of fast travel though, and then I also really want it to be fallout 3's (or shivering isles') fast travel system, the one where you can't travel to a location you haven't been.

This would mean that mages still have an advantage through spells (marking exactly where to go, no random encounter chance, possibly time advantage), but not necessarily a time advantage for the player, at least not one that's worth noting.
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Sanctum
 
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Post » Sun Jul 04, 2010 10:39 am

Again, before even talking about fast travel we should know the scope of the game. TES2 (huge) or TES3-4(tiny). THAT answers the question wether we need fast travel or not. I might GUESS that they continue the "tiny" approach, and from experience, I can say TES3 style fast travel options are the best. BUT if the game world is "huge" or even "decent sized", we just might need more than that.

It might also be worth waiting to see what happens with Red Dead Redemption, which comes out fairly soon, I believe. Finding any definite measurements of the game has been difficult, but everything I've seen is that its world map will be substantially larger than Oblivion's (some estimates are only 20 square miles, others are more than 50). Of course if it just uses the same system it won't be much help, but hopefully it'll give an idea of how to work with that world size. With any luck it'll also mean that TESV, which of course isn't going to be announced and then released within the next month, has the potential to be even larger.
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Farrah Barry
 
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Post » Sun Jul 04, 2010 10:30 am

I voted No. but. At least not like Oblivions I liked Morrowinds Silt striders but I dont think there should be You just click this location on your map and appear at it.If there has to be fast travel make it a Service that costs money. maybe make it expensive.100 gold. from this town to that maybe more depending on your disposition.Giving incentive to explore or pay a steep fine.
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Rudi Carter
 
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Post » Sun Jul 04, 2010 3:28 pm

But that's the thing though, when you use mark & recall, and the teleportation services, you are experiencing the journey in real time, this is why I see it as different.


Fair point. I get what you're saying, and your logic is sound, though I think that is really just arguing over semantics. The point of fast travel is to get your character from one point to another fast, and without having to watch the travel process happen. This is why I still consider teleportation systems a part of the fast travel network. Yes, you could say that your are watching it in 'real time', so to speak, but you are also traveling from one point to another fast. I can't say that either of our viewpoints are right or wrong. Just different. :foodndrink:
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SEXY QUEEN
 
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Post » Sun Jul 04, 2010 4:45 pm

Scout service for fast traveling to a specific location - costs XXXX gold. More costly for further and more dangerous places. Possible random encounter chance, but decreases with added guards

caravans for city / landmark travel - costs XXX gold. No random encounter, caravans would have guards

Silt Strider for city travel - costs XXX gold. Faster than caravans.
(or equivalent)

Mages guild for cities and highly valued meeting areas (like a shrine) - costs XXXX gold. Practically instant.
(or with the dissolvement of the mages guild just some magic instaport)

Regular (OB) fast travel + hired gaurds - XX gold. Reduced random encounters.

Regular fast travel - 0 cost. Much higher random encounter chance.

Mounted fast travel - 0 cost. Slower than mages guild and possibly Silt Strider transport. Lower random encounter chance than regular, but still 2nd highest.

Standard highway fast travel - cost of inns along the way. Random encounter chance depends on time and general highway security. Slowest of them all.
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Cat Haines
 
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Post » Sun Jul 04, 2010 1:51 pm

Definitely should have fast travel, the only question is how it is implemented. I personally want more options to fast travel, in morrowind non mages didn't really have a lot of options, I'm jumping over Oblivion here because it was a solution to a problem but it wasn't the best solution.



Actually, in Morrowind, they did. My enterprising thieves got their hands on clothing/scrolls enchanted with the different teleport spells, not to mention there was also the propylon network. I'd like to see the next ES return to that.
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Brandi Norton
 
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Post » Sun Jul 04, 2010 2:34 pm

Yes, but absolutely nothing like Oblivion or Fallout 3's, even though Fallout's was slightly better I still wished it where like Morrowind's travel system. If they are making the next game take place in skyrim then maybe instead of silt striders there could be giant woolly mammoths with a big structure on top of them. Also I hope that they make fast travel a bit different than Morrowind I always thought it would be great if they gave you the option to see your character traveling instead of it being just a black screen. For those who would want it to be the black screen they could just choose something like rest till destination is reached.
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Sxc-Mary
 
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Post » Sun Jul 04, 2010 6:23 pm

Yes, but absolutely nothing like Oblivion or Fallout 3's, even though Fallout's was slightly better I still wished it where like Morrowind's travel system. If they are making the next game take place in skyrim then maybe instead of silt striders there could be giant woolly mammoths with a big structure on top of them. Also I hope that they make fast travel a bit different than Morrowind I always thought it would be great if they gave you the option to see your character traveling instead of it being just a black screen. For those who would want it to be the black screen they could just choose something like rest till destination is reached.


I'm not saying that it wouldn't be cool to watch your character travel from one place to another, but wouldn't that kind of defeat the whole point of fast travel?
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Charlie Ramsden
 
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Post » Sun Jul 04, 2010 4:25 pm

I'm not saying that it wouldn't be cool to watch your character travel from one place to another, but wouldn't that kind of defeat the whole point of fast travel?

It would presumably still be faster than walking if you chose that option, otherwise the service wouldn't exist in the first place.
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Dorian Cozens
 
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Post » Mon Jul 05, 2010 12:50 am

It would presumably still be faster than walking if you chose that option, otherwise the service wouldn't exist in the first place.


Assuming that were true, I don't see it being too much faster than if you had the Boots of Blinding Speed. And, even if it were that fast, I doubt you would be able to really enjoy much of the scenery. But, that's nothing more than speculation at best. Anyway, I thought one of the ideas behind fast travel was to skip the repetitive and tedious traveling bit.
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Cat Haines
 
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Post » Sun Jul 04, 2010 6:08 pm

Anyway, I thought one of the ideas behind fast travel was to skip the repetitive and tedious traveling bit.

Sure, but that's why the option to take the scenic route would in no way remove the instant version. The point of swords is that they're better at killing people than our fists, but the player can still fight with fists if they want to.
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Gill Mackin
 
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Post » Sun Jul 04, 2010 12:26 pm

Sure, but that's why the option to take the scenic route would in no way remove the instant version. The point of swords is that they're better at killing people than our fists, but the player can still fight with fists if they want to.


Like I said, it would be cool if they added that feature. I would even probably use it from time to time. However, I don't think you could consider it "fast travel" if you are watching your character travel in real time. At that point, it would only be "travel". :P

Then again, I guess it all boils down to what you define as fast travel. Seems we all have various takes on the matter. :shrug:
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M!KkI
 
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Post » Sun Jul 04, 2010 3:33 pm

I don't see a problem with being able to see yourself travelling, as long as it's optional. :shrug:
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Kayleigh Williams
 
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Post » Sun Jul 04, 2010 10:19 am

Fair point. I get what you're saying, and your logic is sound, though I think that is really just arguing over semantics. The point of fast travel is to get your character from one point to another fast, and without having to watch the travel process happen. This is why I still consider teleportation systems a part of the fast travel network. Yes, you could say that your are watching it in 'real time', so to speak, but you are also traveling from one point to another fast. I can't say that either of our viewpoints are right or wrong. Just different. :foodndrink:


Although I see a different definition of fast travel, I can understand why you don't, the player experience of silt strider travel, and mark & recall, are the same, so naturally they start to serve the same function for the player (saving time), I don't want the spells and such to change.

On a more general note, since there's a discussion of scenic travel, which kind of reminds me of GTA IV taxi travel, where you can actually stay in the car the whole way, or press to skip it completely, I actually think that would be a great idea, it might not be fast travel, but it would still be faster than normal travel, and it would be a wonderful system for roleplaying "fast travel", getting fast around while containing immersion.
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Austin Suggs
 
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Post » Sun Jul 04, 2010 9:10 pm

Although I see a different definition of fast travel, I can understand why you don't, the player experience of silt strider travel, and mark & recall, are the same, so naturally they start to serve the same function for the player (saving time), I don't want the spells and such to change.

What you need to remember is the the game isn't going to revolve around you, and Bethesda needs to please others aswell. Just because you have a slight problem with a system, does that mean that they should fix it to your standards and make a lot of us as angry as when we played Oblivion after watching the demo? No. We all should have an enjoyable experience. I mean, what you're talking about is such a minor complaint, it could easily be modded in by one person, and it would...

A comprimise is what's needed. You shouldn't just say how you don't like a comprimise, because it's not to your style of play. You should give us an example of a comprimise, and we can tell you what we think of it. Keeping in mind that the main problem with fast travel, in my mind, is how certain aspects are ruined due to not having to see the landscape often.
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Tyler F
 
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Post » Sun Jul 04, 2010 2:18 pm

Mark and recall spells (also aviable as potions and echanted jewellry), magic transportation (mages guild and other, native spellcaster guild/house), and boat, caravan (chance for fight). But no mapclicking fasttravel.
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Mimi BC
 
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Post » Sun Jul 04, 2010 2:10 pm

What you need to remember is the the game isn't going to revolve around you, and Bethesda needs to please others aswell. Just because you have a slight problem with a system, does that mean that they should fix it to your standards and make a lot of us as angry as when we played Oblivion after watching the demo? No. We all should have an enjoyable experience. I mean, what you're talking about is such a minor complaint, it could easily be modded in by one person, and it would...



And what stops me from throwing that argument right back at you, but from my position?

I disagree, I can't play a warrior who hates mages, because if I'm not going to be insane from walking around real time, I'll have to compromise on his personality and characteristics, for reason totally unrelated to the characters experience of the game world.

A comprimise is what's needed. You shouldn't just say how you don't like a comprimise, because it's not to your style of play. You should give us an example of a comprimise, and we can tell you what we think of it. Keeping in mind that the main problem with fast travel, in my mind, is how certain aspects are ruined due to not having to see the landscape often.


I have given a compromise, several in fact, in the suggestions thread. I see the landscape all the time in Oblivion, so I can't see it from your perspective, I think the problem of fast travel is in oblivion is that there's no random encounters, and it should be like the system of fallout 3. I think the problem with fast travel in morrowind is that it isn't convenient enough, but really the problem of fast travel in morrowind is a side effect of problems in other areas, which makes it a heavier burden. Like I've said, I'm okay with mages having more adaptive ways of fast travel, I just wish non mages had a mobile form of fast travel as well.
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yessenia hermosillo
 
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Post » Sun Jul 04, 2010 8:15 pm

And what stops me from throwing that argument right back at you, but from my position?

Umm... did you not see the fact that I have actually posted comprimises, I don't blatantly dislike every other one I see because of miniscule problems, and I actually look at the big picture.

I disagree, I can't play a warrior who hates mages, because if I'm not going to be insane from walking around real time, I'll have to compromise on his personality and characteristics, for reason totally unrelated to the characters experience of the game world.

You see? Exactly my point. You have the slightest problem, from you view, on a form of fast travel, so because it doesn't fit your tiny bit of gaming needs, it isn't allowed in. No other reason other than the small details you don't like. When you're not willing to comprimise a small gameplay disadvantage, you can't debate properly.

I have given a compromise, several in fact, in the suggestions thread. I see the landscape all the time in Oblivion, so I can't see it from your perspective,

You may see landscape. But do you see good landscape? All the other-worldly feeling from Oblivion was non existant, because the devs had no reason to create a unique landscape, because there was no need to see it. Every part of Cyrodiil was exactly the same. The apparent swamps where just the forests seen everywhere else. And don't try the "Cyrodiil wasn't other-worldy, it was just forest" argument. Cyrodiil was supposed to be a vast jungle.

And I haven't seen any of your comprimises?
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Lizs
 
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Post » Sun Jul 04, 2010 11:42 pm

And don't try the "Cyrodiil wasn't other-worldy, it was just forest" argument. Cyrodiil was supposed to be a vast jungle.


OT: I have seen pictures of jungles that look like regular forest.
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Jennifer Rose
 
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Post » Sun Jul 04, 2010 11:59 pm

OT: I have seen pictures of jungles that look like regular forest.

not "vast" jungles. Besides, when you heard jungle, I know you thought typical jungles. No one thinks the deserts of Elsweyr are going to be snow deserts.
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Unstoppable Judge
 
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Post » Sun Jul 04, 2010 12:15 pm

Umm... did you not see the fact that I have actually posted comprimises, I don't blatantly dislike every other one I see because of miniscule problems, and I actually look at the big picture.


miniscule problems to you perhaps.

You see? Exactly my point. You have the slightest problem, from you view, on a form of fast travel, so because it doesn't fit your tiny bit of gaming needs, it isn't allowed in. No other reason other than the small details you don't like. When you're not willing to comprimise a small gameplay disadvantage, you can't debate properly.


You aren't looking out for my interests and demand that I compromise?

You may see landscape. But do you see good landscape? All the other-worldly feeling from Oblivion was non existant, because the devs had no reason to create a unique landscape, because there was no need to see it. Every part of Cyrodiil was exactly the same. The apparent swamps where just the forests seen everywhere else. And don't try the "Cyrodiil wasn't other-worldy, it was just forest" argument. Cyrodiil was supposed to be a vast jungle.


yes I see good landscape, every part of cyrodiil was not the same, have you even played the game? the swamps are not the same as what you see everywhere else, the golden fields to the west aren't the same as everywhere else, the snowy landscape of the north aren't the same environment as everywhere else, even the type of tree change depending on where you are. excuse the language, but WTF are you talking about? Cyrodiil was jungle but got changed by god.

And I haven't seen any of your comprimises?


fast travel like fallout 3 with random encounters? wagons driving around, fast travel like in daggerfall via inns, tie fast travel to a mounts. mix them all if you want.
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Maria Leon
 
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Post » Sun Jul 04, 2010 9:20 pm

miniscule problems to you perhaps.

You seriously find the fact that your rp is slightly "ruined", to be a huge problem?

You aren't looking out for my interests and demand that I compromise?

What? I suggest there be a fast travel system that utilises magic, and allows fallout 3 style fast travel.

yes I see good landscape, every part of cyrodiil was not the same, have you even played the game? the swamps are not the same as what you see everywhere else, the golden fields to the west aren't the same as everywhere else, the snowy landscape of the north aren't the same environment as everywhere else, even the type of tree change depending on where you are.

No. The snow was the only real difference I saw. There where slight retextures, but nothing more. I didn't realise that blackwood was a swamp until I read it up. Compare it to the difference between the Bitter Coast and the Grazelands, and You'll know what I mean.

excuse the language, but WTF are you talking about? Cyrodiil was jungle but got changed by god.

What?

fast travel like fallout 3 with random encounters? wagons driving around, fast travel like in daggerfall via inns, tie fast travel to a mounts. mix them all if you want.

:rolleyes: The same as always... this hardly gives a reason to actually see the landscape.


What annoys me most is the fact that Oblivion/Fallouts fast travel system is so easy to mod in, and there would be nothing detracted from the game, whereas Morrowind's system would be harder to mod in, and we would still the what fast travel detracts from.
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Anne marie
 
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