Friendly Fast Travel Thread #2

Post » Mon May 16, 2011 9:52 am

I posted http://www.gamesas.com/index.php?/topic/1102160-friendly-fast-travel-thread/page__p__16119207__fromsearch__1&#entry16119207 a while back, and it ended up getting locked, due to the posts geting a tad idiotic. Hopefully, this time it will remain fine n dandy. I'll just ctrl-v what I had last time with a few edits...
(It was actually going surprisingly well last time until the spam started)

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I've seen many fast travel threads that have have polls about what's the best fast travel method, and it immediatly turns into a heated debate about what people think about fast travel, and what should be in TESV. It often turns into a series of personal attacks, a bear has to eat everyone, and the whole thing goes nowhere.

This isn't that.

What this is, is a sort of suggestion blending thread. I plan to have people tell me of any improvisations that they have, how to get around everything, and what to do for everyone. I saw that the topic could be getting raised in the suggestions thread again, and thought I'd try something out that may not go in circles.

For example, I have this following idea about how fast travel should be implemented:

Fast travel should go back to Morrowind's method. We should use boats, carriages, payed for teleportation, or whatever is native to the province. This should be accompanied with a teleportation spell. The player can use this spell to immediatly teleport to any previously found location on the map. This would be like the system in Oblivion and Fallout. The spell would be roughly a Mark/Recall level Mysticism spell. It would be made available in scroll/potion form, in bulk, in almost every town, for those who aren't magically adept. This allows a player to get around the province quicker, and get straight to the action. The scrolls would cost a few gold (50-100 gold each), just to have that "I don't want to waste my money" feel to it. Makes it less addictive. Perhaps the cost could level with the player, so it's not too much at low levels, but enough at higher levels.

I feel that this suggestion makes everyone happy, and I've yet to see something bad with it. Please, post some systems that you've come up with, and feel free to give CONSTRUCTIVE critisism to others.

The problems you'll need to address:

Morrowind player's problems;

  • Oblivion's fast travel causes no need to create interesting and unique landscapes
  • Oblivion's fast travel causes no need to have random encounters, such as quests, along the roads
  • Oblivion's fast travel reduces exploring
  • Oblivion's fast travel is a hand holder
  • Oblivion's fast travel eliminates the need to think about where you're going
  • Making it optional isn't a solution. There is still various issues at hand if it is simply made optional. We would also likely have slack alternatives


Oblivion player's problems;

  • Morrowind's fast travel makes getting to somewhere a pain


I'm not trying to favouritise Morrowind, but that's all I know for this one. Tell me if I miss something

Please, no arguing about what I've pointed out here. I don't think that the arguments against Morrowind's system are very valid, but I'm not the only person who will be playing TESV. Accept other opinions and don't toally disregard them.

Anyway, we're going to assume TESV will be around Morrowind/Oblivion scale, perhaps a bit bigger, but I doubt we'll see another Daggerfall scale game. Please, try to refrain from walking speed and quest marker debates if possible. Remember to improvise if you need to. I feel that my suggestion is an improvisation, but it's one I can happily live with.

I've put my trust in the maturity of The Elder Scrolls' fanbase (again). Don't prove me wrong (again). :stare:
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Mon May 16, 2011 10:43 am

Idea regarding mark/recall: It could become frustrating only being able to mark one location at a time - certain characters may frequent many, out-of-the-way dungeons and settlements on a regular basis. This rendered mark/recall pretty ineffectual as a reliable means of travel to those who wnated to do more than move between 2 areas.

How about this? Characters should be able to place multiple marks on the map at once, with a limit placed at about 5. Each mark made by the character places a semi-permanent magicka penalty on said character which can only regenerate once the mark is removed from the world. After all, it would take a small but constant effort to retain so many marks, all the time. I think this would bridge the gap between those who want to retain (relative) realism when it comes to fast travel and those who want to be able to travel to their favorite guild halls or towns whenever they feel inclined to do so.
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Mon May 16, 2011 1:47 pm

I agree with your suggestion/idea except for the part mentioning level scaling, anything with level scaling in it gives me terrible gas...

Honestly there's a fairly simple way to appease both groups of people:

Keep the ability to fast travel off the player map but limit it to only major towns/cities/settlements that have been previously discovered;
but also have transportation based fast travel that can go anywhere within its respective area (boats - water)

I can't see how this issue is even an issue really, the solution seems simple enough to me.
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Mon May 16, 2011 12:16 pm

Idea regarding mark/recall: It could become frustrating only being able to mark one location at a time - certain characters may frequent many, out-of-the-way dungeons and settlements on a regular basis. This rendered mark/recall pretty ineffectual as a reliable means of travel to those who wnated to do more than move between 2 areas.

How about this? Characters should be able to place multiple marks on the map at once, with a limit placed at about 5. Each mark made by the character places a semi-permanent magicka penalty on said character which can only regenerate once the mark is removed from the world. After all, it would take a small but constant effort to retain so many marks, all the time. I think this would bridge the gap between those who want to retain (relative) realism when it comes to fast travel and those who want to be able to travel to their favorite guild halls or towns whenever they feel inclined to do so.

You don't understand. The spell I suggeted allows the player to teleport to ANY location on the map you've discovered, ala Oblivion. I don't feel that a few marks will suffice as an alternative to fast travel. Adding infinite amounts of marks would get messy, and would be annoying if you don't have Mark yet, or aren't a mage.

Unless you're not commenting on my system, and I'm reading it wrong. In which case: Quite a good idea, though, I feel the amount of Mark spaces should increase a your Mysticism skill does.


Keep the ability to fast travel off the player map but limit it to only major towns/cities/settlements that have been previously discovered;
but also have transportation based fast travel that can go anywhere within its respective area (boats - water)

Making fast travel optional isn't a solution. Any alternative we have will be slack. I don't get why, if you only want fast travel to cities and settlements, you don't just want Morrowind's method? I mean, what' wrong with walking the extra 30 seconds?

I can't see how this issue is even an issue really, the solution seems simple enough to me.

Simple isn't the word. So much flaming has came from this subject.
User avatar
Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Mon May 16, 2011 7:43 am

Normally we do not allow the reposting of locked threads without discussing it with a moderator first. *ahem*

Having said that, we can try this discussion again, but we'll keep an eye on it. Keep it civil, keep it on topic.
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Mon May 16, 2011 10:01 am

You don't understand. The spell I suggeted allows the player to teleport to ANY location on the map you've discovered, ala Oblivion. I don't feel that a few marks will suffice as an alternative to fast travel. Adding infinite amounts of marks would get messy, and would be annoying if you don't have Mark yet, or aren't a mage.

Nope - just an independent observation. Your idea is fine, too. I suppose I was just looking for a decent balance on the Morrowind/Oblivion spectrum.
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Mon May 16, 2011 8:47 pm

Making fast travel optional isn't a solution. Any alternative we have will be slack. I don't get why, if you only want fast travel to cities and settlements, you don't just want Morrowind's method? I mean, what' wrong with walking the extra 30 seconds?


I myself am in favor of morrowind's method I just know that its very unlikely for that method to completely accepted by others who prefer Oblivion/Fallout style fast travel which is why I figure it must remain there as an option, otherwise :brokencomputer:
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Mon May 16, 2011 4:32 pm

Normally we do not allow the reposting of locked threads without discussing it with a moderator first. *ahem*

Having said that, we can try this discussion again, but we'll keep an eye on it. Keep it civil, keep it on topic.

My bad. :cryvaultboy:


I myself am in favor of morrowind's method I just know that its very unlikely for that method to completely accepted by others who prefer Oblivion/Fallout style fast travel which is why I figure it must remain there as an option, otherwise :brokencomputer:

Fair enough, I just viewed this thread as a creation of a sort of working comprimise for all.
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Mon May 16, 2011 3:29 pm


Fast travel should go back to Morrowind's method. We should use boats, carriages, payed for teleportation, or whatever is native to the province. This should be accompanied with a teleportation spell. The player can use this spell to immediatly teleport to any previously found location on the map. This would be like the system in Oblivion and Fallout. The spell would be roughly a Mark/Recall level Mysticism spell. It would be made available in scroll/potion form, in bulk, in almost every town, for those who aren't magically adept. This allows a player to get around the province quicker, and get straight to the action. The scrolls would cost a few gold (50-100 gold each), just to have that "I don't want to waste my money" feel to it. Makes it less addictive. Perhaps the cost could level with the player, so it's not too much at low levels, but enough at higher levels.




Idea regarding mark/recall: It could become frustrating only being able to mark one location at a time - certain characters may frequent many, out-of-the-way dungeons and settlements on a regular basis. This rendered mark/recall pretty ineffectual as a reliable means of travel to those who wnated to do more than move between 2 areas.

How about this? Characters should be able to place multiple marks on the map at once, with a limit placed at about 5. Each mark made by the character places a semi-permanent magicka penalty on said character which can only regenerate once the mark is removed from the world. After all, it would take a small but constant effort to retain so many marks, all the time. I think this would bridge the gap between those who want to retain (relative) realism when it comes to fast travel and those who want to be able to travel to their favorite guild halls or towns whenever they feel inclined to do so.


I'm liking Hircine's method except the teleport spell. I would prefer to just have Ronin's expanded mark/recall system.

However to not alienate those who prefer Oblivion's system the teleport spell would be a good middle-ground that for the most part will not annoy those who prefer Morrowind's system. One thing I would change with it is to make it about 500 gold to buy a scroll/potion of teleportation. This means that you will need to explore at least a little before having access to it, but once you have progressed enough it's not a huge amount if you want to quickly go pick up a sword from your house on the other side of the map (sorry for the run-on). Perhaps also make the scroll/potion uncommon in loot. Not too common but not too rare either. Just right.
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Mon May 16, 2011 11:05 am

I think you're idea is great, except for one thing, pricing them at 50-100 gold isnt raelly anything, ive only played for a few days on my new character and i already have about 5000g, spending 50 to go anywhere i want would be nothing to me. Maybe make it more expensive, like a couple hundred, because if it was a couple hundred, i would have to consider if i want to use it or not, if it wouldnt be better to just take a ride to the nearest town and walk/ride. Now i know most people don't like level scaling, but seeing as im level.. 3? maybe, and i already have a few thousand gold, maybe when im level 10, it costs a thousand, level 15 2000, level 20 5000, or something like that, so i wont buy them willy nilly and just fast travel everywhere. Or if they have an actual economy, as you buy more, the supply dwindles, until a mage can make more, and the price goes up. Something like that. And a cool thing that could come from that is if your a mage you could make some, and sell when the supply is low and make some actual money from that.
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Mon May 16, 2011 9:13 pm

The cost for teleportation (septims or magicka) should be more dependent on weight rather than level. And if your too heavy it doesn't take effect and it doesn't stack.
1-4 septims per weird feather weight measurement (They must have killed all the birds to weigh stuff against)
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Mon May 16, 2011 10:40 pm

The problems you'll need to address:

Morrowind player's problems;

  • Oblivion's fast travel causes no need to create interesting and unique landscapes
  • Oblivion's fast travel causes no need to have random encounters, such as quests, along the roads
  • Oblivion's fast travel reduces exploring
  • Oblivion's fast travel is a hand holder
  • Oblivion's fast travel eliminates the need to think about where you're going
  • Making it optional isn't a solution. There is still various issues at hand if it is simply made optional. We would also likely have slack alternatives



You say no arguing, but you don't get to say all of those like they are accepted things without explanation. I've crossed out the ones that I disagree with and highlighted one that needs better detail. This was also the reason that your other thread went down in flames. I don't want to argue, but I feel obligated to challenge these claims when you present them as generally accepted stuff.

Anyways, I like the talk about multiple marks as you get higher training in mysticism. But I don't really consider mark and recall a fast travel system, sure it's travelling fast, but it's not a fast travel system, in the sense that it speeds up time for the player but not for the character.

I'll like fast travel to be tied to mounts as well, so that you can fast travel on a mount, maybe with a chance of encounters. It's also not biased towards any particular playstyle (magical).
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Mon May 16, 2011 4:59 pm

I like your ideas on how to do it Hircine, with perhaps one added function. Something that I hope would please both parties. Have NPC's that can be guides. They have the option to either take you directly to the destination, via walking, for those of us that love to walk there, or they offer you a scroll, which would take you there immediately. Maybe give them a signaling kind of attire, like the gondola folks in Morrowind had that wide brimmed hat. Maybe a red feather in a Robin Hood style cap, that way you know they are the one to talk to. I know following an NPC can be done, because both MW and OB had it in the game. Like I said before in the other thread, have them be very hardy so that you don't have to worry about them being killed outright on the roads by bandits or fauna.
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Mon May 16, 2011 1:53 pm

Here's my list of problems with Morrowind's style:

  • makes getting somewhere a tedious pain(my house, which isn't in a settlement, for example)
  • breaks immersion(why are these people standing around, waiting hand and foot on me all day and night and allowing me to travel whenever I want for a patheticly small amount of gold?)
  • discourages exploration(a combination of a problem with the map icons, a slow running speed, and my inability to easily get back to the middle of nowhere and exploring that other dungeon I found after my pockets were full of loot from another dungeon)
  • punishes me(greatly) for not wanting to be a spellcaster
  • too many cliffracers to have to deal with


My problems with Oblivion's style:

absolutely nothing

My problems with Daggerfall's style:

absolutely nothing

My problems with Arena's style:

absolutely nothing

My preference:

Bethesda, pick either Oblivion's style, Daggerfall's style, or Arena's style.
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Mon May 16, 2011 3:06 pm

You say no arguing, but you don't get to say all of those like they are accepted things without explanation.

Everything I've gathered is from the various Fast Travel discussions. These are topics that always come up. I haven't made them up from the top of my head. They've been explained in detail, many times. I think it's safe to say most who dislike Oblivion's system have these problems.

Bethesda, pick either Oblivion's style, Daggerfall's style, or Arena's style.

What a great comprimise that will make everyone happy. :rolleyes:
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Mon May 16, 2011 1:48 pm

The problem with Oblivions fast travel was that it wasn't really fast travel, but in reality it was "Teleportation".

IF TES:V should have REAL fast travel, it should include anything that the player can go through while travelling by foot, and that means:

Risk of:

1) Getting diseased.
2) Being ambushed.
3) Loosing fatigue.

Otherwise, do a new travel system!
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Mon May 16, 2011 11:32 am

Idea regarding mark/recall: It could become frustrating only being able to mark one location at a time - certain characters may frequent many, out-of-the-way dungeons and settlements on a regular basis. This rendered mark/recall pretty ineffectual as a reliable means of travel to those who wnated to do more than move between 2 areas.

How about this? Characters should be able to place multiple marks on the map at once, with a limit placed at about 5. Each mark made by the character places a semi-permanent magicka penalty on said character which can only regenerate once the mark is removed from the world. After all, it would take a small but constant effort to retain so many marks, all the time. I think this would bridge the gap between those who want to retain (relative) realism when it comes to fast travel and those who want to be able to travel to their favorite guild halls or towns whenever they feel inclined to do so.


I like the idea of multiple marks. But I think they should come with levels, not by taking amounts of magika. So at low levels you can only mark one place and I think a maximum of three is the magic number, maybe after level 70 or something.

Also on the idea of a "teleport anywhere you have been" spell. I would prefer to see this as a very high level spell, and to require a huge amount of magika.

Another idea I‘ve just thought of, how about the mages guilds hold open portals, which with a lower level spell your character can teleport to the mages guilds.

I also liked the two intervention spells in Morrowind. Low level spells which had little control over their destination, but could bring you back to civilisation.

Fast travel speeds up the game, and can keep you playing longer, but at the cost of immersion. Too many easy low level spells that do almost the same thing I think would also break immersion. For me personally I think Morrowind got it right. But I'm sure other people don’t think that. I think that a variety of transportation spells for low level and high level characters, along with the pay to ride methods, would be a good compromise.
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Mon May 16, 2011 6:15 pm

Everything I've gathered is from the various Fast Travel discussions. These are topics that always come up. I haven't made them up from the top of my head. They've been explained in detail, many times. I think it's safe to say most who dislike Oblivion's system have these problems.


Then you should accompany them with their arguments, because I can't see obvious reasons why they are valid, or even make sense.


[*]Oblivion's fast travel causes no need to create interesting and unique landscapes


why not? this does not make any sense. There's no evidence for this anywhere. Indeed most Rpgs are oblivions system with random encounters, and those have interesting landscapes. The ability to take the car, does not mean you will never take a walk again. Why would the need of interesting and unique landscapes have anything at all to do with how you travel in it? You make the world, and then decide the traveling.

This is not a problem with the Oblivions fast traveling. This is about hand designed landscapes vs computer generated landscapes.

[*]Oblivion's fast travel causes no need to have random encounters, such as quests, along the roads


Oblivions fast travel doesn't cause no need for random encounters, it just doesn't have it. In fact I would say it causes a need for random encounters, which is one of my problems with it. But I don't get the logic of no quests along the roads. Because you will never take the roads? The ability to take the car, does not mean you will never take a walk again. This is not a problem of Oblivion fast traveling, this is about quest design. I can fast travel in red dead redemption, but there's still random encounters and quests along the roads.

Even if there was no Oblivion fast travel, this would still cause no need to have roadside quests, because the need is not governed by the fast travel.

[*]Oblivion's fast travel reduces exploring


How? I've explored more of Oblivion than of morrowind. People do not need to be forced to explore. Some of us like to do it. If you built it they will come.

[*]Oblivion's fast travel is a hand holder


How? are you thinking of the compass which has nothing to do with fast travelling? I can't see the logic behind this.

[*]Oblivion's fast travel eliminates the need to think about where you're going


Probably, but I don't know why that's a bad thing, it didn't require much thinking in the first place. Just Trial & Error.

[*]Making it optional isn't a solution. There is still various issues at hand if it is simply made optional. We would also likely have slack alternatives


Having an acceptable alternative will in fact make making it optional a solution, which is why you probably forecast slack alternatives to discourage people considering it, yes it not the best solution but it is a solution.

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.
User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Mon May 16, 2011 6:42 pm

Developing multiple Marks could be tied to skill in Mysticism:

At 1-19, you've got 1 Mark available, at 20-39 you have 2, etc. If you need more, you can do so with a penalty to magicka regeneration, because you're using some of your megicka constantly to maintain the extra Mark. A fighter doesn't really need the extra magicka regen, and so can probably support 1 or 2 additional Marks. Scrolls or Potions can be used to create and to teleport to those Marks, so a fighter doesn't ever need to cast a spell.

Coupled with in-game transportation services, as well as various "divine" teleportation options, that should be enough to keep the FT fans from getting bored to death, provided that the quests don't go out of their way to make it a pain to reach most of the locations by other means (as was often done in both MW and OB).

Being able to do anything you want in the game is a good thing; being able to do anything you want without cost or consequences turns an RPG into nothing more than another disposable and forgettable "arcade-style" hack-'n-slash title.

- I won't comment in detail on Daydark's remarks, because I don't see ANY willingness to discuss or compromise on his part. He wants unrestricted FT and doesn't even acknowledge that there are problems with it (he STILL insists that "it's optional"), so any attempt at reaching a middle ground is futile. I can understand that there are problems with MW's implementation, and that some more leeway needs to be added for "casual" play, but scrapping all of the "normal" transportation in the game world (as was done in OB) in favor of unrestricted FT leaves NOTHING for the rest of us to work with. I'm not taking this any farther, or else it'll lead to the thread being locked.
User avatar
Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Mon May 16, 2011 10:57 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.
User avatar
Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Mon May 16, 2011 3:51 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.


I completely agree, but for B., should you have to wait for the ride, or just wait for it to load?
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Mon May 16, 2011 11:56 pm

I completely agree, but for B., should you have to wait for the ride, or just wait for it to load?


I wouldn't mind getting a map view with a travel track line. That would be amusing to watch as well as work as a better transition than a standard loading screen.
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Mon May 16, 2011 3:27 pm

- I won't comment in detail on Daydark's remarks, because I don't see ANY willingness to discuss or compromise on his part. He wants unrestricted FT and doesn't even acknowledge that there are problems with it (he STILL insists that "it's optional"), so any attempt at reaching a middle ground is futile.


Please address me when you're gonna talk about me, especially if you're gonna lie about my position. I'm gonna try and put this as gently as possible in order to avoid having the thread closed.

which part of this:

Anyways, I like the talk about multiple marks as you get higher training in mysticism. But I don't really consider mark and recall a fast travel system, sure it's travelling fast, but it's not a fast travel system, in the sense that it speeds up time for the player but not for the character.

I'll like fast travel to be tied to mounts as well, so that you can fast travel on a mount, maybe with a chance of encounters. It's also not biased towards any particular playstyle (magical).


or this:

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.


or this:

Having an acceptable alternative will in fact make making it optional a solution, which is why you probably forecast slack alternatives to discourage people considering it, yes it not the best solution but it is a solution.


Made them fly completely over your head, and conclude no willingness for a compromise, and that I want unrestricted FT?

I can understand that there are problems with MW's implementation, and that some more leeway needs to be added for "casual" play, but scrapping all of the "normal" transportation in the game world (as was done in OB) in favor of unrestricted FT leaves NOTHING for the rest of us to work with. I'm not taking this any farther, or else it'll lead to the thread being locked.


Oh boy I wish I had said something similar....wait a minute!

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.


I did!
User avatar
Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Mon May 16, 2011 4:52 pm

@Daydark:
I think the problem is not Oblivion's fast travel system in general but how it was implemented in Oblivion, meaning how every other means of fast travel was basically eliminated. At least that was my concern with it.

And if Bethesda is building quests and landscape assuming there is only that one mean of instant teleportation, then I do think most of the points Hircine mentioned apply.
If everybody is just teleporting around, there really is no need for diversified landscape, hand-placed items, special places and interesting quests in the middle of nowhere. And as fast travel was implemented in Oblivion it was kinda a hand holder as the game pointed to a destination and told you: “fast travel here!”
And not using fast travel really wasn't that optional as walking everywhere was more tedious then Morrowinds fast travel system ever was.

The only point I don't really agree is that it can't be optional. If TES:V offered many many means of fast travel and everything is build under the assumption that there is no instant teleportation then I don't see why there cant be Oblivion's fast travel as well. It would be just like Morrowind's optional “Use best attack” feature and I might even use it from time to time...
I believe people who preferred Morrowind's system are disciplined enough not to use it (all the time). New players on the other hand can travel around easily at the beginning and if they want gradually stay away from it like many of Morrowind's player stopped using things that made the game too easy (alchemy exploit, enchanting, collecting easy deadric stuff at the beginning etc.).
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Mon May 16, 2011 1:11 pm

@Daydark:
I think the problem is not Oblivion's fast travel system in general but how it was implemented in Oblivion, meaning how every other means of fast travel was basically eliminated. At least that was my concern with it.


I agree, that is the basis of the whole argument against making OB FT Optional, it wouldn't help, because then there's just walking and riding.

And if Bethesda is building quests and landscape assuming there is only that one mean of instant teleportation, then I do think most of the points Hircine mentioned apply.


Yes, if we only were able to teleport and never walk, or if walking was like in daggerfall i.e. ridiculously counterproductive because of the world size, sure then I could see the point. This isn't the case though, which is why I disagree.

If everybody is just teleporting around, there really is no need for diversified landscape, hand-placed items, special places and interesting quests in the middle of nowhere. And as fast travel was implemented in Oblivion it was kinda a hand holder as the game pointed to a destination and told you: “fast travel here!”
And not using fast travel really wasn't that optional as walking everywhere was more tedious then Morrowinds fast travel system ever was.


Yes if everybody did/could just OB FT around, there would be no need, but everbody don't OB FT everywhere, and you can't FT everywhere even in Oblivion. I disagree with you're quality assessment of walking everywhere in Oblivion, nonetheless you are correct that walking should not be the only alternative.

The only point I don't really agree is that it can't be optional. If TES:V offered many many means of fast travel and everything is build under the assumption that there is no instant teleportation then I don't see why there cant be Oblivion's fast travel as well. It would be just like Morrowind's optional “Use best attack” feature and I might even use it from time to time...
I believe people who preferred Morrowind's system are disciplined enough not to use it (all the time). New players on the other hand can travel around easily at the beginning and if they want gradually stay away from it like many of Morrowind's player stopped using things that made the game too easy (alchemy exploit, enchanting, collecting easy deadric stuff at the beginning etc.).


I agree, I wish that there was difficulty settings besides the difficulty slider, which governed other stuff than simply combat. Might as well govern FT.
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Next

Return to The Elder Scrolls Series Discussion