(It was actually going surprisingly well last time until the spam started)
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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: