To fasttravel

Post » Sun Jul 04, 2010 5:14 pm

The oppinions are diverse and i am curious as to how many people would want fast travel and how many wouldn't. A simple answer is sufficient.


I wouldn't say the simple answer of 'Yes' or 'No' is really sufficient. I think it is safe to say, and the poll results back me in this, most people want SOME form of Fast Travel, so they voted 'Yes'. Really though, and the peoples' posts are backing me in this, most people DO NOT want Oblivion-style travel. They want either Morrowind or Daggerfall, depending on how big the worldmap will be. In my opinion, the poll doesn't really represent the different views people have and the different systems that could be used.

Anyway, I would like to go back to the Morrowind system, having different sysmtems of travel between every large city and small town, and have the cities and towns strategically placed so no spot in the wilderness is too far away from the nearest fast travel point, but we still get to keep our immersion and false confidence in our willpower. As has been stated a million times before, but it never hurts to emphasize a point.

EDIT: Also, I think the biggest problem with Oblivion was the Quest Arrow. I could have been fine with the fast travel if i still had to use my brain to figure out where to go. If I was given 'left/right/landmark' directions, I still might have had to walk, even if fast travel was in the game.

Take out the Quest Arrow, but leave in Insta-Fast Travel, and it's tolerable.
Take out the Quest Arrow AND Insta-Fast Travel, and it's fantastic.
Take out Insta-Fast Travel, but leave in the Quest Arrow, and you've accomplished absolutely nothing.
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Ryan Lutz
 
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Post » Sun Jul 04, 2010 6:21 pm

Fast travel is necessary, but I like how it was executed in Morrowind. Stilt-Striders, Ships, Teleportation Services, Etc.
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Marlo Stanfield
 
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Post » Sun Jul 04, 2010 12:07 pm

I vote yes for fast travel. Like the way it was in TES4. Except that at the start of the game, the only place you can fast-travel to is your home area. If you want to be able to get anywhere fast, you should have to get there the long way. I made a mod for personal use that accomplish this... I went to all the travel markers that were "found" by default and set made it so they wouldn't be... It made things really interesting the first time around, but didn't make me waste a whole bunch of time backtracking all the time later on...

I was going to adjust the Cloud Ruler Temple one so that it, too had to be traveled to first, so you actually have to ride with Martin and Jaufrey from Weynon Priory. I just never got around to it.

I've always felt that there's no point to having a massive game world to explore if you don't actually have to travel within it.
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Stephanie I
 
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Post » Sun Jul 04, 2010 6:24 am

If there is going to be a discussion about FT it should first be clear whether or not there should be any form of FT available. If the oppinions would lean to -no-, a discussion would have been useless.

Take out the Quest Arrow, but leave in Insta-Fast Travel, and it's tolerable.
Take out the Quest Arrow AND Insta-Fast Travel, and it's fantastic.
Take out Insta-Fast Travel, but leave in the Quest Arrow, and you've accomplished absolutely nothing.


If they delete the quest arrow they MUST also make conversations deeper and wider with more options. If i am on a quest from the mageguild to find UmptyDumpty and i know he is 'somewhere sitting on a wall near city LotsOfWalls' i am in for a hard time. So there should be npc's who can tell me what wall he particularly likes to spent his time. Also there's nothing wrong with having to comb through a dungeon to find my 'magical needle of enemies explode', it's fun. NPC's should also be able to pinpoint the location of dungeons/ruins, there's always bound to be someone around who's heard about it or who's been there. If this isn't available it gets a real pain in the ass without compass, like in Morrowind.
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Celestine Stardust
 
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Post » Sun Jul 04, 2010 5:18 pm

If there is going to be a discussion about FT it should first be clear whether or not there should be any form of FT available. If the oppinions would lean to -no-, a discussion would have been useless.


I don't think that there is any real dispute over whether or not fast travel should be implemented in the next ES. I think it is evident that the majority want some form of fast travel. The dispute is over how fast travel should be implemented. If, however, you are referencing Oblivion's system as THE definition of fast travel, then I think you would find that the poll would yield different results.

Just my 2 septims. :shrug:
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Multi Multi
 
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Post » Sun Jul 04, 2010 2:38 am

I don't think that there is any real dispute over whether or not fast travel should be implemented in the next ES. I think it is evident that the majority want some form of fast travel. The dispute is over how fast travel should be implemented. If, however, you are referencing Oblivion's system as THE definition of fast travel, then I think you would find that the poll would yield different results.

Just my 2 septims. :shrug:


Ok, to define fast travel:

- Any means of shortening spent in game time travelling from A to B.

English isn't my first language so i hope it is clear that 'in game time spent travelling' means less time behind my pc playing the game.
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Juan Suarez
 
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Post » Sun Jul 04, 2010 11:54 am

I don't know why, but for some reason when I picture Skyrim, I don't really see horses..


Probably because the Vikings, whom the Nords are largely based on (whatever some people say about the TES world not being influenced by history) rarely used cavalry. Either because 1) they were raiding from ships or 2) when they were fighting land battles, they used their horses to ride into battle, then dismounted. Perhaps they were too expensive to risk. But they did have their own breed, often called fjord ponies.

http://cowboyfrank.net/fortvalley/breeds/Graphics/FjordPony.jpg
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Nicole Mark
 
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Post » Sun Jul 04, 2010 2:55 am

Probably because the Vikings, whom the Nords are largely based on (whatever some people say about the TES world not being influenced by history) rarely used cavalry. Either because 1) they were raiding from ships or 2) when they were fighting land battles, they used their horses to ride into battle, then dismounted. Perhaps they were too expensive to risk. But they did have their own breed, often called fjord ponies.

http://cowboyfrank.net/fortvalley/breeds/Graphics/FjordPony.jpg

Why do I get the feeling that when I click that link, I'm going to be going to some sort of bestiality pormographic website?
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Kanaoka
 
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Post » Sun Jul 04, 2010 8:29 am

Why do I get the feeling that when I click that link, I'm going to be going to some sort of bestiality pormographic website?

It's actually an affiliate with some Gay Rancher/Rodeo Association. What's worse, however, is that the site was designed like something from 1997.
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Sierra Ritsuka
 
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Post » Sun Jul 04, 2010 3:04 am

If they delete the quest arrow they MUST also make conversations deeper and wider with more options.


I truly hope they do.

NPC's should also be able to pinpoint the location of dungeons/ruins, there's always bound to be someone around who's heard about it or who's been there. If this isn't available it gets a real pain in the ass without compass, like in Morrowind.


Well, can you pinpoint an exact location on a map? Probably not, but you draw in a general area on the map, or you could give near-perfect step-by-step directions. They used the latter in Morrowind, and I think it is more effective and less 'weird' (for lack of a better word; what do you call something halfway between realistic, and a sort of Quest Arrow, but now it would be a Quest Reticle, something that I think ruins the game) than the former. As long as the directions are exact and detailed, using plenty of landmarks, you will be able to find your location without too much frustration. I admit that a few sets of directions in Morrowind were vague at best, and to this day I have never found what they were supposed to lead me to. As long as this is rectified, there would be no need for a Quest Arrow, or a Quest Reticle.
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mollypop
 
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Post » Sun Jul 04, 2010 2:50 am

I had no problem's with Morrowind's system, but I see what people mean. If there's a Morrowind system, with more landmarks, everyone would be happy.

It took me forever to figure out what a "Cairn" was during the Urkulashu (If I spelled that right, I'm awesome... Or a nerd) Burial Caverns quest.
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Jade Muggeridge
 
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Post » Sun Jul 04, 2010 3:35 pm

i think there should be fast travel like they had in Fallout 3. I didnt mind oblivions simply because i hate taking a long time to go to somewhere, i like to get things done fast. Fallout was the most reasonable to me though, because you had to find everything before you could get to it. maybe if they integrated a morrowind stilt strider like system and allowed for regular fast travel in TES: V it would suit everybody.
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Tyrel
 
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Post » Sun Jul 04, 2010 7:29 am

i like to get things done fast.

Then why are you playing a massively open ended RPG, like TES?
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Kate Schofield
 
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Post » Sun Jul 04, 2010 2:59 am

i meant not taking a long time to walk from like chorrol to leyawiin to do a quest, i like to start my quests and finish them without having to take a long time to do it.
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Andrea Pratt
 
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Post » Sun Jul 04, 2010 6:15 pm

Not OB's fast travel. How Morrowind's system works would be better.
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Robert DeLarosa
 
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Post » Sun Jul 04, 2010 11:04 am

i meant not taking a long time to walk from like chorrol to leyawiin to do a quest, i like to start my quests and finish them without having to take a long time to do it.
for me is for looting ,i don't want to walk miles to go to a dungeon and then if im close to being encumbrance back to my house and then back to the dungeon i was looting.

i want OB style of quick travel back,if you don't like it don't use it.

like M'aiq said "So much easier to get around these days. Not like the old days. Too much walking. Of course, nothing stops M'aiq from walking when he wants."

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Elisha KIng
 
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Post » Sun Jul 04, 2010 2:17 pm

for me is for looting ,i don't want to walk miles to go to a dungeon and then if im close to being encumbrance back to my house and then back to the dungeon i was looting.
This is where intervention scrolls/spells or mark/recall come into play.

i want OB style of quick travel back,if you don't like it don't use it.

Not a valid argument, as been explained so many times I lose count.
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Chase McAbee
 
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Post » Sun Jul 04, 2010 7:04 pm

for me is for looting ,i don't want to walk miles to go to a dungeon and then if im close to being encumbrance back to my house and then back to the dungeon i was looting.

i want OB style of quick travel back,if you don't like it don't use it.

like M'aiq said "So much easier to get around these days. Not like the old days. Too much walking. Of course, nothing stops M'aiq from walking when he wants."



They fixed the loot transport issue, a bit, with FO3, over encumbered people can walk, but not run or fast travel.
Someone else mentioned having fast travel (fine, with random travel events) avalible from horseback, or another mount. And I think the mount could have its own encumburance, like 1000, so it could fast travel you and your loot. But you would be forced to physically walk your plunder to another port if you went over the encumbrance amounts. Mm, and 1000 does not mean 1000 lbs or Kg, it means 1000 MTU's (Magic Tes Units).

Is that something you could agree to?
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x_JeNnY_x
 
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Post » Sun Jul 04, 2010 8:09 am

Provided it be more like Daggerfall where it takes a certain period of time, and you can choose whether to travel by foot/horse, and whether to stay in inns over night or camp out.
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rae.x
 
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Post » Sun Jul 04, 2010 6:04 am

Not a valid argument, as been explained so many times I lose count.


What kind is that? Just asking because some of you claim everyone must use or use OB's fast travel, when I clearly don't.

If it's not that, then ignore me.
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Rachel Tyson
 
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Post » Sun Jul 04, 2010 12:16 pm

Perhaps a lot of the way the game can be configured, including fast travel, can be set by answering questions, much like how in TES1-3 we answered questions to determine our class.

One of the questions might be something like:

"When facing a long land journey, you prefer to travel:

1 - on foot. Taking several days to get somewhere, and camping beneath the stars really helps take your mind off thinghs"
2 - on horseback. You like to travel, but walking is out of the question."
3 - by carriage. Traveling isn't your favorite activity, so you prefer to leave it to others and not be disturbed until you reach your destination."
4 - by teleportation. The mages might charge a bit much for their services, but when you need to travel, you want to get there now rather than later."

This way, #1 and #2 will have fast travel disabled by default, and #3 and #4 will have it enabled... Furthermore, there could be some bonus XP given if you travel from town to town by the method you say you prefer, and if the destination is equal to or greater than a certain distance from the starting point.

Of course, fast travel could be an option that can be turned on or off within the game menu. It could have three settings:

1 - Off - No fast travel from anywhere to anywhere
3 - Light - Fast Travel only to places you've been from any exterior area if not in combat
2 - Medium - Fast Travel to anywhere from any exterior area if not in combat
4 - Full - Fast Travel to anywhere from anywhere if not in combat.

Nothing wrong with giving the player a choice.
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M!KkI
 
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Post » Sun Jul 04, 2010 5:57 pm

I think the real issue with the fast travel situation isn't that fast travel cannot in any way be implemented in the next TES, but rather if they do, there needs to be some sort of fast way to travel in-game that is immersive and rewarding. Morrowind had its silt striders and boats, which allowed to player to fairly quickly reach their destinations, while also maintaining the feel of being in the game world. If the next TES featured similar types of modes of travel, which brought you to all major cities and some outposts in between, and had a mark/recall type spell to bring you back to a city or outpost, then OB's fast travel system wouldn't cause so much grief. Thus, the fast travel system could still be retained and fast travel people would be happy (although I think that the player should still at the very least have to walk to their destination at least once, to prove that they can make it without being killed, before they can fast travel there) and so would the immersion people.
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sally R
 
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Post » Sun Jul 04, 2010 5:52 am

for me is for looting ,i don't want to walk miles to go to a dungeon and then if im close to being encumbrance back to my house and then back to the dungeon i was looting.

Isn't that what strength and feather spells are for? If you can't handle carrying an item, don't carry it. Not getting extra loot only helps with your eceonomy, anyway.

if you don't like it don't use it.

Shut Up.

I have an idea! If you don't like a realistic, sensical way of fast travel, mod instant poofing in! It wont take long, even Morrowind had a fast travel mod.

like M'aiq said "So much easier to get around these days. Not like the old days. Too much walking. Of course, nothing stops M'aiq from walking when he wants."


Don't quote M'Aiq. He was just an NPC added to the game to insult past TES game fans.



The reason why fast travel can't be toggled, is because the quests would still be based around fast travel, and there would still be a bland scenery, due to not needing to see it. If Oblivion's fast travel isn't included, we'll get the decent world we like, and fast travel can be modded in. If we have Oblivion's fast travel, there would be no need to focus on quests not based on fast travel, or a decent scenery. Even if it's an option, this is how it would go, and you know it.

If you mod it in, however, you'll still be happy, and not have to walk ALL THE WAY OVER TO AN NPC!! :ooo: to get from A to B. Whereas, if we have to mod fast travel out, we'll have to have the stupid quests on the other side of the world, and bland scenery.

For console users (why are you using them anyway?), a fast travel mod could be released as DLC.

This way, no one looses, and we're all happy. The way the instant poof fans suggest, is always in thier favour only, and always makes us comprimise.


There's also the spell system I've suggested a million times over. A recall level mysticism spell could be sold that allows the user to travel to any known location on the map. The spell would also be sold by most general merchants, in a decent supply for those who aren't magic users. Although, it would cost considerably more than taking the old fashioned route. How's that for helping everyone?
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CArlos BArrera
 
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Post » Sun Jul 04, 2010 5:12 pm

Probably because the Vikings, whom the Nords are largely based on (whatever some people say about the TES world not being influenced by history) rarely used cavalry. Either because 1) they were raiding from ships or 2) when they were fighting land battles, they used their horses to ride into battle, then dismounted. Perhaps they were too expensive to risk. But they did have their own breed, often called fjord ponies.

http://cowboyfrank.net/fortvalley/breeds/Graphics/FjordPony.jpg


Cool, what were the fjord ponies like? Were they bread or be more muscular or faster? Or were they just an aesthetically different bread? Also were they purposefully bread like that or was it a natural bread?

Sorry anything that involves vikings usually sparks some interest with me :)
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Rodney C
 
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Post » Sun Jul 04, 2010 6:04 pm

Cool, what were the fjord ponies like? Were they bread or be more muscular or faster? Or were they just an aesthetically different bread? Also were they purposefully bread like that or was it a natural bread?

Sorry anything that involves vikings usually sparks some interest with me :)

I like bread :drool:
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lilmissparty
 
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