Friendly Fast Travel Thread #2

Post » Mon May 16, 2011 2:16 pm

Here is how FT should work:

A. There will be Transporters working at every Mage's Guild who will send you to any other Mage's Guild for a price.
B. There will be carriage/boat services at every main town and many small ones.
C. There will be a Teleportation Spell/Scroll/Enchantment that will warp you to the nearest Mage's Guild (just like the Intervention Spells from MW).
D. There will be a Mark/Recall Spell/Scroll/Enchantment which allows for up to 10 marks. For every active Mark the cost of casting recall increases. To offset this, the Enchantment will be very expensive to create and the scrolls will be uncommon.
E. There will be a horse/mount that you can buy that allows map travel while mounted. Chance of being interrupted while travel path is not on main roads.

This system will give everyone what they want.
They should also consider adding something akin to the Dunmer Strongholds in that there will be a super awesome teleportation system, but in order to use it you have to spend some time hunting down the keys.

This system is nice, but I just don't think it gives everyone what they want. Those who prefer Oblivion's concept want to get straight to the action, and cut out the middle man. Assuming they make it harder to get a horse (imo, they where far too easy to get in Oblivion), those who prefer Oblivion's method wont get what they want until higher levels.

-snip-

:facepalm:

I'm not even going to comment. Apparently, someone doesn't get what this thread is about.
User avatar
Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Mon May 16, 2011 9:43 pm

This system is nice, but I just don't think it gives everyone what they want. Those who prefer Oblivion's concept want to get straight to the action, and cut out the middle man. Assuming they make it harder to get a horse (imo, they where far too easy to get in Oblivion), those who prefer Oblivion's method wont get what they want until higher levels.


How about a "Summon Mount" spell/scroll/enchantment that you can get at most stores? That way people who want a horse can get one early on without the huge investment in buying one.
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Mon May 16, 2011 12:03 pm

How about a "Summon Mount" spell/scroll/enchantment that you can get at most stores? That way people who want a horse can get one early on without the huge investment in buying one.

Like bound armour/summons? That could work. ^_^
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Mon May 16, 2011 8:13 pm


:facepalm:

I'm not even going to comment. Apparently, someone doesn't get what this thread is about.


oh I'm sorry, was it about misrepresenting people and appeal fallacies? In that case you got your thread title wrong.

How about a "Summon Mount" spell/scroll/enchantment that you can get at most stores? That way people who want a horse can get one early on without the huge investment in buying one.


Sounds like a good idea, then there could also be some mysterious mounts involved. Wouldn't just be useful for early game, given high end mounts from other planes.

In general it would be nice to be able to "call" on your mount, whistling or something.
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Mon May 16, 2011 10:45 pm

Sounds like a good idea, then there could also be some mysterious mounts involved. Wouldn't just be useful for early game, given high end mounts from other planes.

In general it would be nice to be able to "call" on your mount, whistling or something.


Oh, there would absolutely be awesomeness involved for mid and late game users as well. I was commenting on how having such summoning items would make mounts accessible to early players who cannot yet afford to buy a "real" horse.
User avatar
Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am

Post » Mon May 16, 2011 9:13 pm

How about scout travel that effectively works like OB fast travel, but costs roughly a thousand septims. Popular way-mark travel in the 500's. City to city carriage travel in the hundreds. Automatic road travel that simulates the inn cost (depends on the distance and inns) with highwaymen random encounters. Then a free fast travel with heightened random encounters, fatigue, and disease possibilities.

And I still like the mark recall system from TES_Ronin.
And for more magicka you could open a portal to a mark or mages guild and transport allies as well, so the portal would function like a door.
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Tue May 17, 2011 1:29 am

When I was "new" to Morrowind, I'd have to look up directions to find out what transports/striders/boats to take to get to a quest location in cave X. When I was "old" to the game, it look like .01 seconds to figure out what transports I'd need to take, 'cause I knew everything.

Oblivion was an honest attempt by Bethesda to reach a compromise if you think about it. I say it was a very good line of thinking. It did make the world feel a touch smaller, even if it actually wasn't. Like linking up the world with travel jets. :)

Maybe a slight re-balance. Make it so one can only fast travel to friendly locations that are considered a "place to stay" like a town, settlement or a roadside inn. Dot the landscape with enough of these such locations that people who don't want to walk too much are not compromised.

So, if you just want to soultrap some undead thing, zip over to that inn that's close to that tomb. Otherwise, if you're wanting to explore that part of the land where no city is close to, zip over to the inn that's closest, giving you just enough walking that you see the countryside and feel just enough of the travel. That's what they tried to do with Oblivion. They just made it too easy since you can fast travel to anything at all on the map.

Naturally, one would still need to find a lot of these locations first. Would make a replay more interesting since one might not remember every single place, unless you've played it a zillion times. You play the game like mad. Gets old like every game always does after a time. Bring it back up several months later and it's an adventure all over again. Before you know it, it's like 5 years later and you're playing it again, wondering if you can remember where all the places are. That was the Morrowind effect for me.

I too like TES_Ronin's idea for an expanded Recall/Teleport system. Might and Magic 6 from years ago used something very similar and I've always thought it was the best teleport system I've seen. That game even saved little screenshots in the 5 different "slots" that you'd anchor. The next TES might give a player the option to name each anchored slot like "my home" to give us a bit more of a personalized feel. Yet a non-mage character isn't really all that compromised with the still-friendly travel system mentioned above.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Mon May 16, 2011 8:29 pm

I'm not content with Oblivions fast travel either, but it not because of these reasons. I just want a traveling system that is more accounted for by the world. I want random encounters, so that the world recognize that you are traveling through it.

This is about where I am, but a little more contented. Oblivion's system can be made better.

Oblivion was an honest attempt by Bethesda to reach a compromise if you think about it. I say it was a very good line of thinking. It did make the world feel a touch smaller, even if it actually wasn't. Like linking up the world with travel jets. :)

I think "compromise" is sometimes proposed too hastily.

As far as I can see, there is only one problem with Oblivion's fast travel -- it inadequately covers all of the dynamics of travelling. It gives you an interruption-free trip to any known destination on the map (no beasties to inconvenience your travel). Also, it lets you cheat with some spell effects -- a single feather scroll will last your entire journey, letting you heft that extra load of loot all the way home). On the bright side, travel time takes into account how much weight you're carrying and whether or not you are riding a horse, or sneaking, or have a weapon drawn. Also, there is a tradeoff for guaranteed safety: your character advances neither in in power nor in wealth.

Travel can be made better too, and if travel is improved, and if fast travel better accounts for the variables of travel -- especially so that players do not feel as though they are cheating by using it -- then complaints about fast travel should dwindle. The problem with Morrowind's fast travel is that it does not accomodate travel by foot, making it much too restrictive for no real gain. Fast travel is a feature that allows the player to shorten the amount of time he spends waiting for his character to arrive at his destination. Proposed substitutes for foot travel, such as teleport scrolls, for the sake of allowing the player to use fast travel, ignore the difference between travel and fast travel, and thus build on problems rather than fixing them.
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Mon May 16, 2011 4:07 pm

Here's my travel idea.

Travel Convoys. Offered by the Imperial Legion.

Basically, they are hired to escort you to your destination. The fee would be like 100G per soldier. Maybe up to 4 soldiers. The travel goes fast, with a marker showing your course on a map. If you cross an relatively strong/fast enemy's/ambushers path, you pause your travel, and face the enemy. Your escorts join the battle. If you win, you talk to the lead escort, saying "let's move". If you want, however, you can choose to just wander off from there. To do this, you would tell him, "I'll just stay here".

Also, you could become an escort for merchants! :D

I got the idea from Dragon Age.
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Mon May 16, 2011 1:56 pm

Here is what I like about each:

Morrowind:
1. Mark/Recall allowed quick drop off of loot at house/return to quest giver
2. Striders/boats allowed fast travel, at a minor cost

Oblivion:
1. Horses allowed for exploration, while moving quickly
2. Fast travel is more useful than Mark/Recall in some ways, but not in others (no direct returns, only to nearby places)

In my opinion, the easy solution would be to have Mark/Recall to return to an area not easily accessed by Fast Travel (such as inside of houses, dungeons) and Fast Travel for landmarks (cities, towns, dungeons, castles). Keep Horses for exploration, and maybe add Jump/Levitate back for those who wish to travel fast, but not use Fast Travel.
User avatar
Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Mon May 16, 2011 11:49 pm

Here is what I like about each:

Morrowind:
1. Mark/Recall allowed quick drop off of loot at house/return to quest giver
2. Striders/boats allowed fast travel, at a minor cost

Oblivion:
1. Horses allowed for exploration, while moving quickly
2. Fast travel is more useful than Mark/Recall in some ways, but not in others (no direct returns, only to nearby places)

In my opinion, the easy solution would be to have Mark/Recall to return to an area not easily accessed by Fast Travel (such as inside of houses, dungeons) and Fast Travel for landmarks (cities, towns, dungeons, castles). Keep Horses for exploration, and maybe add Jump/Levitate back for those who wish to travel fast, but not use Fast Travel.

I agree. That's what they did with Daggerfall.
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Mon May 16, 2011 2:00 pm

I think "compromise" is sometimes proposed too hastily.


I could not agree more. It's the over compromising that Bethesda seems to do sometimes that makes me wonder. I think they worry so much about compromising that they forget what their gut feelings might tell them. Still doesn't mean compromose and discussion are bad things, though. :)

As far as I can see, there is only one problem with Oblivion's fast travel -- it inadequately covers all of the dynamics of travelling.


I believe they did it this way on purpose, and I'm personally glad they did. I'll explain below...

It gives you an interruption-free trip to any known destination on the map (no beasties to inconvenience your travel).


This line scared me a little. :blush: Let me explain..

When I'm done with exploring, I'm usually through with the endless wolf/bear encounters for the moment, too. I honestly would rather not face even a few wolves in rapid succession because I'm fast traveling... even if it did make sense. Lot of fast traveling to do in TES games and we might wind up with something worse than Morrowind's "cliff racer effect" since fast travel would put it unavoidably in your face in rapid succession.

I think that's why Oblivion's fast travel system is the way it is. It's done on purposes with good reasons in mind. Such things were even left out of 1996's Daggerfall, which was back when RPGs were made more hardcoe than today.

Also, it lets you cheat with some spell effects -- a single feather scroll will last your entire journey, letting you heft that extra load of loot all the way home).


I know what you're talking about and I very much agree.

Other games would remove temporary effects before any "fast trip" started. I think even Daggerfall did it pretty well. Not the first basic thing of RPG/adventure design they forgot about with Oblivion. Things like that are why I griped in other posts that it seemed Bethesda just threw common sense out the window.

On the bright side, travel time takes into account how much weight you're carrying and whether or not you are riding a horse, or sneaking, or have a weapon drawn. Also, there is a tradeoff for guaranteed safety: your character advances neither in in power nor in wealth.


Heh. I didn't even notice or think about those things now that you mention them (except that fast travel was always safe- can't miss that).

I probably didn't notice because I always had the habit of putting the sword away or getting out of stealth before zipping back to town. Not 100% sure why, but it seemed sensible to do so. Nice to know that everything wasn't missed.

At any rate, I'll be among the first to say that your ideas have merit. Would indeed be so nice to see such sensible and rational things in any RPG of today. It's the one thing I've been asking for the entire time. Move more in the direction of rationality/believablility and less in the direction of legend of zelda.

I think we should be careful to avoid making any particular thing tedious, though. If an aspect of any particular game is very tedious, then yes, even I would rather sacrifice some believability for the sake of ending tedium.
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Tue May 17, 2011 3:45 am

The way I see it, this debate was planned to find a middle ground. Maybe unintentionally, but it is targeted for players prefer Oblivion's fast travel.

1. This debate is between "traveling vs. no traveling." The first word of "fast travel" is giving Oblivion an unnecessary head start.

2. Exploration on foot. I think adding this, like markers, will destroy the debate.

3. Counting walking as traveling, there is no need of mentioning this. It is too basic anyway and it is not a "fast travel."

4. Now, one can ask "what about horses?". But horses are actually very fast creatures. Their representation in Oblivion is next to useless. I am undecided if it should been included. It doesn't seem to me as "fast travel". As it doesn't cause a loading screen.

(but why should it? It is actually better than "fast travel" or can be named as real "fast travel". Maybe if their speed was fixed.)
http://en.wikipedia.org/wiki/Horse_gait

Pages for information
http://www.uesp.net/wiki/Oblivion:Getting_Around
http://www.uesp.net/wiki/Morrowind:Travel
http://www.uesp.net/wiki/Daggerfall:Traveling#Travelling_Guide

Now, I have only one question:
How many travel options are you willing to see in the end of the debate?

a-) 3
b-) 4-5
c-) 6-9
d-) 10-20
e-) 2, I see nothing wrong with Oblivion's system.
(excluding "walking, running, sneaking, swimming")

Note, a,b and c will be a compromise for those who prefer Morrowind's travel options as there are already 9 different options in Morrowind. I for one picked (d) because TESV must be improved. :) I won't object if it includes "fast travel" from Oblivion and off course horses in that case. (And many more. Have multiple mounts, for each of sea, air, land, in the end it can even exceed 20.)

Can't... get... enough... traveling options.....

Maybe Hircine can add this as a poll.
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Mon May 16, 2011 4:34 pm

I prefer the instant travel to anywhere you've been approach, available from the map. And I don't care if I get flamed for it. People talk about how great Morrowind's travel was. Well I disliked it. People seem to forget that there were two Elder Scrolls games that came before Morrowind, and that they both had fast travel from the map as an option. In fact, with them, you could fast travel anywhere, whether you had been there previously or not. But they had mechanisms built in for stopping at inns and how you would be traveling to calculate time passage and other factors. I'd like to see those factors added back into TES5.

I also really don't understand why such a heated debate has to rage about fast travel. TES has been and hopefully always shall be a single-player game. It should make no difference whether or not I choose to walk all the way to where I want to go or just fast travel there. How I get where I wish to go affects nobody's gameplay but my own. So it seems to me that the best thing that Bethesda can do is give us the option.

I am The Opinionated One, and that is my opinion...
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Mon May 16, 2011 11:43 pm

How about scout travel that effectively works like OB fast travel, but costs roughly a thousand septims. Popular way-mark travel in the 500's. City to city carriage travel in the hundreds. Automatic road travel that simulates the inn cost (depends on the distance and inns) with highwaymen random encounters. Then a free fast travel with heightened random encounters, fatigue, and disease possibilities.

This "scout" part seems fine to me, but I don't think it's a very good settle for those who prefer Oblivion's system. I doubt there'll be random scouts just hanging about outside necromancer hideouts. While it would be fine for me to have guys in towns taking me to caves, it would be faster, yet balanced. I can't actually speak for those in favour of Oblivion, what do you guys think?

Just having a free fast travel definatly wouldn't make the Morrowind crowd happy.

People seem to forget that there were two Elder Scrolls games that came before Morrowind, and that they both had fast travel from the map as an option. In fact, with them, you could fast travel anywhere, whether you had been there previously or not.

Incase you hadn't noticed, they where a tad larger than Morrowind/Oblivion. Daggerfall was ridiculously huge, and a transportation network would just get silly and messy. Arena covered the whole of Tamriel. A transportation network would be riduculously unrealistc, as it would likely take weeks to organise travelling from High Rock to Black Marsh. That's like travelling from France to eastern Russia.

In a small map like we've seen in the past games, being able to transport anywhere at any time is just unesseccary. I could go more in depth, but what we're talking about is something that will make everyone happy. Arguing that one fast travel system is better than another will just make the thread turn into a standard hate thread, and it'll go nowhere, like they always do. Trying to keep peace here.

PS. I don't believe there's anything wrong with Morrowind's system, and I think the arguments against it are pretty invalid. Yet, I've been trying to come up with a comprimise that works for everyone. Selfish arguments that we should only have the form of fast travel you enjoyed do not help.
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Mon May 16, 2011 5:25 pm

too much spellcasting-ith involved in thy system for my taste, lord of the hunt

Hear ye all, ye olde Daggerfall system involves ships, inn, and possible danger along the way, which is also connected to a system of payment in the form of ye olde gold. What doth thou thinkst of having a system similar to that, but with whatever the land of the Nords hast for travelling involved, instead-ith? Thy gold still flows from thy pocket for thy trip and danger is what you face, lest you not be reckless in thy travels, yet-ith, I don't feel as if people are waiting-ith hand and foot on me and taking me where I want to go when I want to go there for cheap-ith. Of course-ith, this may require-ith a slightly larger map-ith of, say, at least 30 square miles-ith.

Spoiler
...but the funny accent can stay back in Arena

User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Tue May 17, 2011 12:15 am

I like your idea hircine, but i am one who feels morrowind got it right.

I dont think there will ever reach a compromise between those that prefer morrowinds fast travel and those who prefer oblivions. I know i personally will not be happy with anything even remotely resembling oblivions system, i just dont like opening my map up, clicking a location and appearing there, whether there are random encounters or gold costs makes no difference, it is just something i do not like. Thats just me.

The only thing i can see that would please both crowds is if bethesda returned morrowinds system, designing quests around it, then when the game is basically completed add the ability to fast travel from any location to any discovered location like in oblivion, perhaps making it something you can turn on when starting a new game.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Mon May 16, 2011 12:30 pm

This "scout" part seems fine to me, but I don't think it's a very good settle for those who prefer Oblivion's system. I doubt there'll be random scouts just hanging about outside necromancer hideouts. While it would be fine for me to have guys in towns taking me to caves, it would be faster, yet balanced. I can't actually speak for those in favour of Oblivion, what do you guys think?

Just having a free fast travel definatly wouldn't make the Morrowind crowd happy.

I was thinking scouts and foresters would stay near or in cities. Then take you to a location (one that the scout knows of) and camp a little distance away, not get involved in your business or try to defend you, all in all just 'hide' for a day or two. Then if your finished before the scout decides to leave you get safe fast travel back.

And random scouts would work too. Didn't even think about that.
User avatar
DeeD
 
Posts: 3439
Joined: Sat Jul 14, 2007 6:50 pm

Post » Tue May 17, 2011 1:19 am

This line scared me a little. :blush: Let me explain..

When I'm done with exploring, I'm usually through with the endless wolf/bear encounters for the moment, too. I honestly would rather not face even a few wolves in rapid succession because I'm fast traveling... even if it did make sense. Lot of fast traveling to do in TES games and we might wind up with something worse than Morrowind's "cliff racer effect" since fast travel would put it unavoidably in your face in rapid succession.

I think that's why Oblivion's fast travel system is the way it is. It's done on purposes with good reasons in mind. Such things were even left out of 1996's Daggerfall, which was back when RPGs were made more hardcoe than today.

If I read you correctly, I feel the same way. Fast travel is usually not about cheating or avoiding challenges; it's about taking a break from unchallenging, repetitive hack 'n' slash. In Oblivion, I have no problem taking it for granted that my character safely reaches his destination. Nevertheless, there are players who never want free handouts but who still want to get to places fast. Now, I can throw some facts at them and try to convince them that their characters really do earn the benefits gained from Oblivion's fast travel -- and good luck with that! -- or I can look for creative ways to get what I want without compromising what they want.


PS. I don't believe there's anything wrong with Morrowind's system, and I think the arguments against it are pretty invalid. Yet, I've been trying to come up with a comprimise that works for everyone. Selfish arguments that we should only have the form of fast travel you enjoyed do not help.

No one is arguing against having Morrowind's system, they are only arguing against having Morrowind's system alone -- there is a huge difference between those two points. Everyone who appreciates Oblivion's fast travel would welcome Morrowind's as well. You want everything of Morrowind's fast travel, but Oblivion's either has to go altogether or be replaced by something Morrowind-style. That doesn't sound much like compromise to me.
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Mon May 16, 2011 2:12 pm

I would like to see Fast Travel based on location like Morrowind's Striders. Something like the underground tunnels in Black Marsh and the moving trees in Valenwood. If they go for the payed for Fast Travel route. Just saying.
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Mon May 16, 2011 10:27 pm

No one is arguing against having Morrowind's system, they are only arguing against having Morrowind's system alone -- there is a huge difference between those two points. Everyone who appreciates Oblivion's fast travel would welcome Morrowind's as well. You want everything of Morrowind's fast travel, but Oblivion's either has to go altogether or be replaced by something Morrowind-style. That doesn't sound much like compromise to me.

And "Add in Oblivion's method, even though tonnes of players will dispise it and be left majorly disappointed by Bethedsa and TES" is a fair comprimse? :rolleyes:

Unlike Oblivion's method, a transportation network, alongside something else causes no harm. Oblivion's method does cause harm alongside another method, because it still adds the various problems I've pointed out.


Anyway. Are people having trouble reading the op? Obnoxious "my way or nothing" posts aren't welcome here.
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Mon May 16, 2011 6:18 pm

If I read you correctly, I feel the same way. Fast travel is usually not about cheating or avoiding challenges; it's about taking a break from unchallenging, repetitive hack 'n' slash. In Oblivion, I have no problem taking it for granted that my character safely reaches his destination. Nevertheless, there are players who never want free handouts but who still want to get to places fast. Now, I can throw some facts at them and try to convince them that their characters really do earn the benefits gained from Oblivion's fast travel -- and good luck with that! -- or I can look for creative ways to get what I want without compromising what they want.



No one is arguing against having Morrowind's system, they are only arguing against having Morrowind's system alone -- there is a huge difference between those two points. Everyone who appreciates Oblivion's fast travel would welcome Morrowind's as well. You want everything of Morrowind's fast travel, but Oblivion's either has to go altogether or be replaced by something Morrowind-style. That doesn't sound much like compromise to me.


This. You don't compromise with people who liked Oblivion's system by saying "Get rid of the Oblivion system, we'll give you something that better resembles Morrowind."

Don't get me wrong. I loved Morrowind and I liked the fact that there were in-game, sensical travel systems that one could use to get around the map. But the Oblivion system and Morrowind system do not have to be mutually exclusive.


Here's my idea: You can travel (using the game's land, sea, and air in-game transportation) to go from a major city to any other major city. From these cities, there are various quick transportation methods to get to smaller settlements, then from there you can walk or ride your horse (should be a reward for higher levels, and there should be a scroll/low cost spell for calling it anywhere on the map) to whatever ruin or place you are travelling to. ALL points on the map should be within 5 minutes of a major city (if you have a horse and use the in-game fast travel options), so that, at the very most, you are 10 minutes away from your next destination. Not exactly a long time, and you will most likely try to do a number of quests in one area for a while (so long as the quest planning of the next game doesn't take you across the map for most quests) so this will seldom occur.

You can also have the other travel options including teleportation from mages' guild, mark/recall, etc., as there is no need to limit the number of sensical travel options through the game.

With this system, the Oblivion point-and-go system is also kept (for places you have already visited...it's a reward for exploring, and all major cities are just a fast travel trip away), so that the OB FT fans still have what they want.

So there you go. You have a viable option for in-game fast travel, where AT MOST you will have to travel for 10 minutes, and there is the OB system as well.

As for random encounters along the way for OB FT, I think it is a bad idea. Most of the time (and I tried to run and ride my horse as much as possible in OB) when I have a random encounter on the roads, it's just some annoying enemy that I have no doubt I can beat, so why make me fight it? If I have already been to a place before, I think I've proven that I have what it takes to get there.
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Tue May 17, 2011 4:19 am

And "Add in Oblivion's method, even though tonnes of players will dispise it and be left majorly disappointed by Bethedsa and TES" is a fair comprimse? :rolleyes:

I was more disappointed that there was no real alternative.


And I think I am going to start a tally of all the rolleyes. Believe it or not people are trying to work with you.
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Mon May 16, 2011 8:44 pm

What ever type of fast travel, I would like instead of a standard load screen, use one that some of the places between the two points of travel play out on your screen in a dreamlike fashion. They screens would not be vivid, think more like a moving watermark laid on top of load screen. If you are on a silt rider than you see it from that perspective if you took the mages teleport maybe a tunnel like vision. This may be a silly idea, but it may generate a stronger since of travel and not a pause where you are looking at a hint you've seen a before wishing your drive was faster. Not that the load times for Oblivion were bad Beth did a good job trimming those down.
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Mon May 16, 2011 10:04 pm

This. You don't compromise with people who liked Oblivion's system by saying "Get rid of the Oblivion system, we'll give you something that better resembles Morrowind."

The Oblivion system IS the problem. I'm not going to start a comprimise thread that completely ignores my, any many others, biggest problem.

Here's my idea: You can travel (using the game's land, sea, and air in-game transportation) to go from a major city to any other major city. From these cities, there are various quick transportation methods to get to smaller settlements, then from there you can walk or ride your horse (should be a reward for higher levels, and there should be a scroll/low cost spell for calling it anywhere on the map) to whatever ruin or place you are travelling to. ALL points on the map should be within 5 minutes of a major city (if you have a horse and use the in-game fast travel options), so that, at the very most, you are 10 minutes away from your next destination. Not exactly a long time, and you will most likely try to do a number of quests in one area for a while (so long as the quest planning of the next game doesn't take you across the map for most quests) so this will seldom occur.

This is just a more developed Morrowind style fast travel system.

With this system, the Oblivion point-and-go system is also kept (for places you have already visited...it's a reward for exploring, and all major cities are just a fast travel trip away), so that the OB FT fans still have what they want.

Ugh.. You don't get what a comprimise is, do you? We don't all like this system. We're trying to come up with some kind of comprimise that'll work for everyone. This will not work for everyone.


What ever type of fast travel, I would like instead of a standard load screen, use one that some of the places between the two points of travel play out on your screen in a dreamlike fashion. They screens would not be vivid, think more like a moving watermark laid on top of load screen. If you are on a silt rider than you see it from that perspective if you took the mages teleport maybe a tunnel like vision. This may be a silly idea, but it may generate a stronger since of travel and not a pause where you are looking at a hint you've seen a before wishing your drive was faster. Not that the load times for Oblivion were bad Beth did a good job trimming those down.

You know, I actually liked Morrowind's loading method. I didn't like how Oblivion took me out of the game every time I opened a door, or travelled somewhere. I want to still be in the game with a small load screen in the bottom. It's a minor complaint, though, and I'm not going to hate the game because of it.
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

PreviousNext

Return to The Elder Scrolls Series Discussion