Immersion and you, hardcoe, survival, travel, fast travel, s

Post » Wed Mar 30, 2011 6:18 am

Hmm. I don't remember that. But I do remember that some directions were VERY vague in Morrowind, if that's what you mean.

It was a quest given by Eno Hlaalu of the Morag Tong. You had to get back 26 enchanted items of clothing. No indication whatsoever about their location bar a few. :P

Still, I want directions. I prefer them ten thousand times more over quest markers...

Absolutely agreed. I got lost thousand of times in Morrowind, annoyed to the max. But for what reason do I start the game now ? Just to walk in the grazelands. No kidding. I never was forced to treck Cyrodiil nor ever learned to like the land that way.
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Sakura Haruno
 
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Post » Wed Mar 30, 2011 3:02 am

I feel as though the game should have a survival mode that is able to be turned on and off to satisfy those who want it and those who don't. I think it could add a new layer of immersion, but at the same time, I want to play TES, not the Sims. If eating is introduced into the game, I don't want to become an alchemical master just because I eat three meals a day.

Fast travel should be optional, but a travel network should be available to players, too.

Seasons wouldn't really affect me too much. I don't mind having them or not, but I feel like the fact that there are months in the game should have some sort of significance. Maybe certain things happen on specific days?

As for the compass, players should be encouraged to talk to townspeople and do their own exploring to find landmarks. I don't want to be spoonfed my objectives.

its in fallout new vegas, thats where i get most of it from, only expanded to suit skyrim and the new tech.
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~Sylvia~
 
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Post » Wed Mar 30, 2011 12:07 am

The more the better. A hardcoe mode with as many features as possible. I even want to be forced to go to the bathroom. :tongue:

Seriously, they should try to implement some kind of basic mechanism for hardcoe/survival features, a skeleton that's relativley simple in the vanilla version but is something that's easy to build and add upon, a basis that ables modders to make surival mods complicated and hardcoe as hell and weather/environment mechanics complex.
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Ray
 
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Post » Wed Mar 30, 2011 11:38 am

About quest markers. I actually prefer them to be gone forever and ever. Completely.
Why?
Because I believe they ruin exploration.
Even though if they are only, as you said, limited to show where the dungeon your quest is; it's still ruining exploration in my opinion.
I would MUCH prefer actual dialouge as in Morrowind, where they give you directions. I find it a lot more fun. Gives me some leads, but still a lot of space to think and act for myself. I don't wanna be a robot following a marker all the time... I want to think for myself where a dungeon or ruin or whatever it is might be :)


Well it makes more sense that when the quest giver can give you directions to a place that they can mark it on your map. It doesn't ruin exploration at all, you still have to search for whatever your having to do in the quest when you get there. It just helps get rid of the occasional "I wandered for hours trying to find the place" and it was hidden in some alcove. That is the most annoying thing is when you try to get to an objective and you waste your time because the objective is hidden behind some rocks so you keep running by because you have no idea the general location. Now I'm okay with occasionally the NPC says "I'm not sure exactly where it is, but it's so and so directions, here I'll mark the landmarks I described to you on your map" that way you don't have the exact location but you don't have to keep flipping between your quest log and rereading at what landmark you had to turn right and so on.
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NIloufar Emporio
 
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Post » Wed Mar 30, 2011 9:58 am

For the survival option I picked everything except for the first 3 options, because to me those would just be a chore instead of fun.

Picked the first options for fast travel and weather.
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Pat RiMsey
 
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Post » Wed Mar 30, 2011 9:11 am

Well it makes more sense that when the quest giver can give you directions to a place that they can mark it on your map. It doesn't ruin exploration at all, you still have to search for whatever your having to do in the quest when you get there. It just helps get rid of the occasional "I wandered for hours trying to find the place" and it was hidden in some alcove. That is the most annoying thing is when you try to get to an objective and you waste your time because the objective is hidden behind some rocks so you keep running by because you have no idea the general location.

a bit of both worlds is needed in my opinion.
some quests should have more precise locations than others.
but we shouldn't have our hand held ALL THROUGHOUT THE GAME...that made oblivion go by too fast.
i think that should be in the hardcoe mode. just a general location and not a precise marker
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Helen Quill
 
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Post » Tue Mar 29, 2011 10:20 pm

Absolutely agreed. I got lost thousand of times in Morrowind, annoyed to the max. But for what reason do I start the game now ? Just to walk in the grazelands. No kidding. I never was forced to treck Cyrodiil nor ever learned to like the land that way.


This is interesting. I've thought about something similar too.
I believe that fast travel ruined some of the exploration and environment feelings of Oblivion. Perhaps it would have been more appreciated if people actually had to walk in the wild in Cyrodiil (but still be able to "fast travel" Morrowind-like)?
A Morrowind fast travel / transportation system and directions instead of quest markers would, I think, probably be more appreciated. Perhaps even casuals would magically transform into hardcoe explorers? ;)
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Alexandra walker
 
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Post » Wed Mar 30, 2011 8:09 am

I wouldn't mind having to eat drink or sleep, I mainly liked NV's hardcoe mode because it changed the healing items from instant to gradual and prevented an inventory of stimpacks from being god mode. I also want encumberance to actually matter this time around, carrying an armory 24/7 around is... Well stupid.

Seasons would be nice, would be interesting to see but I can live without them.

I want fast/network travel for all major cities and towns and quest markers back, however I would actually prefer the option to turn off fast travel for wilderness points of interest such as caves and ruins. Also, I very much preferred how Morrowind and Oscuro's Oblivion Overhaul required you to actually find cities and towns on the map before making them available.
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FoReVeR_Me_N
 
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Post » Wed Mar 30, 2011 11:02 am

a bit of both worlds is needed in my opinion.
some quests should have more precise locations than others.
but we shouldn't have our hand held ALL THROUGHOUT THE GAME...that made oblivion go by too fast.
i think that should be in the hardcoe mode. just a general location and not a precise marker


Yeah I edited my post to reflect that, I'm glad you thought of the same things.
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phil walsh
 
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Post » Wed Mar 30, 2011 4:23 am

Build it up from the bottom:

Make sure there are enough in-gameworld travel options (that cost money or have some other disadvantage) to be able to play the game without walking the same old routes again and again. Then add a toggleable 'teleport' option for those who want it.

Make sure there are enough in-game clues (maps, NPCs giving directions, unique landmarks) to play all the quests without markers and compass. Then add a toggleable option for medieval GPS for those who want it.

The other way around just doesn't work. Simply saying "if you don't like fast travel, don't use it" is not good enough. Playing Oblivion without using fast travel means a crazy amount of meaningless backtracking when doing fetch quests, because there was no travel link to the nearest city. Playing Morrowind and having no quest compass was easy compared to playing Oblivion and ignoring the quest compass, because there were very few in-world clues in Oblivion as to where you were supposed to go - the system expected you to use the big green quest arrow.

Even if I intended to use fast travel and quest compass, I would STILL find the existence of travel networks and direction clues in the gameworld very important. They make the whole thing seem more real.

If anybody remembers the quest in Oblivion, fetching relics for the countess of Bruma... the start of that quest, exploring and following directions, felt a bit like a throwback to Morrowind. I loved this quest, it trult felt like an adventure. Unforturnately, following directions was only viable for a handful of other quests.
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Dean Ashcroft
 
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Post » Wed Mar 30, 2011 10:35 am

This is interesting. I've thought about something similar too.
I believe that fast travel ruined some of the exploration and environment feelings of Oblivion. Perhaps it would have been more appreciated if people actually had to walk in the wild in Cyrodiil (but still be able to "fast travel" Morrowind-like)?
A Morrowind fast travel / transportation system and directions instead of quest markers would, I think, probably be more appreciated. Perhaps even casuals would magically transform into hardcoe explorers? ;)

They might - I sure did, to some extent. :P I am by nature prone to easy solutions and shortcuts. It's just that I learned, like in Morrowind, that as irritating as not having everything ready cut may be, it's more rewarding in the long run. It's like fights : I died a shameful number of times stuck on a bad save next to Gaenor. But believe you me when I stomped on his lifeless annoying corpse, it did feel great. Why wasn't there fights like that in Oblivion ? I hardly ever died. :mellow:
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Jonathan Montero
 
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Post » Wed Mar 30, 2011 10:23 am

They might - I sure did, to some extent. :P I am by nature prone to easy solutions and shortcuts. It's just that I learned, like in Morrowind, that as irritating as not having everything ready cut may be, it's more rewarding in the long run. It's like fights : I died a shameful number of times stuck on a bad save next to Gaenor. But believe you me when I stomped on his lifeless annoying corpse, it did feel great. Why wasn't there fights like that in Oblivion ? I hardly ever died. :mellow:


I actually never fought Gaenor. When I realized he had tricked me I loaded my save and never spoke to him again... hehe.
He sure was a funny guy though :)

It's off topic, but I would enjoy some particular characters in Skyrim... like with Gaenor.
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SaVino GοΜ
 
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Post » Wed Mar 30, 2011 9:30 am

right, combat and story seem to have gotten an overhaul, so i think difficulty would be more situated within character interaction and combat. so deception might be a little more possible like with Gaenor.
beth seems to improve the npc interaction with each game, and combat is one of the BIGGEST overhauls of Skyrim. im sure there will be some memorable fights.
btw, did you guys ever end up fighting collin moriarty in fo3. thats a hard fight for a beginner and memorable too.
[edit]
god your right, even Mankar Cammoran wasn't a memorable fight for me.
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alicia hillier
 
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Post » Wed Mar 30, 2011 5:19 am

I am all for a survival mode where you have to eat/drink/sleep but I do not want it to be a bar where I just drink to fill up my thirst meter or sleep to fill up my rested meter. If that is how it is done I would rather not have it at all. I would rather see something like if I were hungry and walking around the woods my controller would rumble for a second and I would hear my stomach rumbling. I could then eat that apple that I was carrying which would satiate my hunger for a while but probably leave me wanting more before I got back to town so I could grab some berries that I know are on my way back. As I begin picking them however I am startled by a bear angrily charging me. I would instantly cease picking berries and either fight or run from the bear. Either way however I do not think that my hunger should make itself known because my adrenaline will be overpowering it so much that I will forget all about it until I get to a point where I feel safe again. Of course I could not continue to disregard my hunger for more than a couple days before it began to noticeably effect my strength or endurance or whatever it would effect.

I would like similar things to happen with sleep and water but tailored to the stat itself. I would like my eyes to become heavy and my vision to occasionally blur as I get more and more tired. This of course should also be trumped by my adrenaline when in danger. I also think that mods and the survival mod require to much food to be eaten. I did not play o much NV but my limited experience was that I had to eat a damn can of beans every hour to not die. I think that we are able to go without food far easier than most games, that attempt to require eating, portray.
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Dewayne Quattlebaum
 
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Post » Wed Mar 30, 2011 3:35 am

They might - I sure did, to some extent. :P I am by nature prone to easy solutions and shortcuts. It's just that I learned, like in Morrowind, that as irritating as not having everything ready cut may be, it's more rewarding in the long run. It's like fights : I died a shameful number of times stuck on a bad save next to Gaenor. But believe you me when I stomped on his lifeless annoying corpse, it did feel great. Why wasn't there fights like that in Oblivion ? I hardly ever died. :mellow:


It was the opposite to me, I almost never died in Morrowind and when I did it was to something ridiculous like I had been running so my fatigue and I went to swim across some water and a slaughtfish hit me and knocked me down and I drowned because I couldn't do anything. I only died once because of an npc and that was at the beginning when I went into the cave and the mage one shot me near the slave pens.

I don't think there should be short cuts but that's exactly what the Silt striders were also, if only you couldn't use it at any time you could always use a teleport to get back in reach of a Silt strider and then use the silt strider. The Fast travel system in Oblivion was a bit much that you could go to any POI but by making it where you can still fast travel but only to major cities, it would encourage exploration but without having to back track over mass expanses of land after you finished, say the quest where you have to get guild dues from the researcher and she spits in your face and tells you to pay it yourself. So if your speechcraft is low, not only do you have to run a long way back AND pay the large fee. Why not just have us go from the major city to the place, get spit on and then fast travel back to the city then pay. This fast travel system of only major cities is nice because many of your quests will not start from inside the major city and basically fast traveling to the major city is a stepping stone just to get closer to the village you have to go to and the village could be a long walk from the major city but it helps to be able to go to another major city without having to seek out a silt strider and pay gold.

The system I described is basically the silt strider system minus the need to walk a few extra steps to talk to the guy and pay money.
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xxLindsAffec
 
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Post » Wed Mar 30, 2011 1:41 am

god your right, even Mankar Cammoran wasn't a memorable fight for me.


He is if your a pure mage :stare: My warrior made quick work of him though.
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Harinder Ghag
 
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Post » Wed Mar 30, 2011 5:21 am

It was the opposite to me, I almost never died in Morrowind and when I did it was to something ridiculous like I had been running so my fatigue and I went to swim across some water and a slaughtfish hit me and knocked me down and I drowned because I couldn't do anything. I only died once because of an npc and that was at the beginning when I went into the cave and the mage one shot me near the slave pens.

I don't think there should be short cuts but that's exactly what the Silt striders were also, if only you couldn't use it at any time you could always use a teleport to get back in reach of a Silt strider and then use the silt strider. The Fast travel system in Oblivion was a bit much that you could go to any POI but by making it where you can still fast travel but only to major cities, it would encourage exploration but without having to back track over mass expanses of land after you finished, say the quest where you have to get guild dues from the researcher and she spits in your face and tells you to pay it yourself. So if your speechcraft is low, not only do you have to run a long way back AND pay the large fee. Why not just have us go from the major city to the place, get spit on and then fast travel back to the city then pay. This fast travel system of only major cities is nice because many of your quests will not start from inside the major city and basically fast traveling to the major city is a stepping stone just to get closer to the village you have to go to and the village could be a long walk from the major city but it helps to be able to go to another major city without having to seek out a silt strider and pay gold.

The system I described is basically the silt strider system minus the need to walk a few extra steps to talk to the guy and pay money.


Despite me being personally against fast travel in general (and by that I mean click on the map and *poof* you're there), I much prefer to limit fast travel only to major cities than to allow it everywhere.
Still, I'd prefer to have something like silt striders and ships. I like that more... because it makes me go a bit further. Talk to more people. Interact more. Pay a little gold. Perhaps hear a rumour at the same time.
I don't like clicking on the map :/
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lacy lake
 
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Post » Wed Mar 30, 2011 11:59 am

My ideal travel system would begin with the removal of straightforward Fast Travel. Especially early on in the game. Then Mounts, Magic, Boats, Carriages, all the classic Morrowind options return. You can still travel quickly from town to town, perhaps even use the service to visit an area you've never been, such as a town along the route, so from the start you get all the advantages of a automatic fast travel and none of it's shortcomings. People can still only go to a few select places they have been or along a travel route.

Now as I see it, this is the kicker. Instead of abolishing the fast travel option as it exists in Oblivion. Turn it into a treasure... Just like the Skeleton Key. In Oblivion you could quest for this magic key that would open any lock and you never again had to play the mini game. Some would say it made it too easy but they needn't quest for it. Others would seek out that key as soon as they could, happy they had found such an amazing artifact.

So I propose a Magic Map hidden at the end of a Deadric Quest. One that you need simply touch the location you wish to travel to and in a swirl of magic, away you go. Everybody wins and nobody has to sacrifice immersion.
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Mandi Norton
 
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Post » Wed Mar 30, 2011 10:38 am

My ideal travel system would begin with the removal of straightforward Fast Travel. Especially early on in the game. Then Mounts, Magic, Boats, Carriages, all the classic Morrowind options return. You can still travel quickly from town to town, perhaps even use the service to visit an area you've never been, such as a town along the route, so from the start you get all the advantages of a automatic fast travel and none of it's shortcomings. People can still only go to a few select places they have been or along a travel route.

Now as I see it, this is the kicker. Instead of abolishing the fast travel option as it exists in Oblivion. Turn it into a treasure... Just like the Skeleton Key. In Oblivion you could quest for this magic key that would open any lock and you never again had to play the mini game. Some would say it made it too easy but they needn't quest for it. Others would seek out that key as soon as they could, happy they had found such an amazing artifact.

So I propose a Magic Map hidden at the end of a Deadric Quest. One that you need simply touch the location you wish to travel to and in a swirl of magic, away you go. Everybody wins and nobody has to sacrifice immersion.

good point, that would be pretty awesome. i would like to see some form of fast travel that you have to WORK FOR.
it should be like a teleport skill, you get a magic map from the mages guild, and with every mages guild you have a quest chain, when that quest chain is finished the guild leader marks the map with a rune, that rune allows you to instantly travel to that location.
and other quest chains could provide more markers.
its like learning the travel songs in ocarina of time. only there are more songs. XD
[edit] there should be a limit as to how many times you can use this ability in a day.
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Penny Flame
 
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Post » Tue Mar 29, 2011 10:43 pm

i dont understand why we cant just rent our mounts.
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Mark
 
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Post » Tue Mar 29, 2011 10:36 pm

I would like these things also but lets be realistic they most likely wont implement them unless they do it like they have it in fallout nv
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Nauty
 
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Post » Wed Mar 30, 2011 7:43 am

i dont understand why we cant just rent our mounts.

Maybe because you won't give back the mount.
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Chris BEvan
 
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Post » Tue Mar 29, 2011 10:25 pm

Maybe because you won't give back the mount.

i would... :sadvaultboy:

there's not even a mod for that...im kinda depressed.
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Nicole M
 
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Post » Wed Mar 30, 2011 1:28 am

Turn it into a treasure... Just like the Skeleton Key. In Oblivion you could quest for this magic key that would open any lock and you never again had to play the mini game. Some would say it made it too easy but they needn't quest for it. Others would seek out that key as soon as they could, happy they had found such an amazing artifact.
You know, the Skeleton Key wasn't that amazing once you realized it was possible to pick Very Hard locks with normal lockpicks at level 5 Security, and the process isn't even done in real time.

That said, if people really like fast travel, there shouldn't be anything stopping them from using it even at level 1, you didn't even have to unlock the Silt Strider network in Morrowind for those of us who like network traveling, please make it an option Bethesda.

Maybe because you won't give back the mount.
But they don't know that...
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Kay O'Hara
 
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Post » Wed Mar 30, 2011 5:55 am

You know, the Skeleton Key wasn't that amazing once you realized it was possible to pick Very Hard locks with normal lockpicks at level 5 Security, and the process isn't even done in real time.

That said, if people really like fast travel, there shouldn't be anything stopping them from using it even at level 1, you didn't even have to unlock the Silt Strider network in Morrowind for those of us who like network traveling, please make it an option Bethesda.

But they don't know that...

but thats why i suggested both a network of travel hubs AND optional fast travel for those who like to breeze through the game. but i would also like to see it unlockable through a quest chain. teleportation to certain rune marked spots on your map in exchange for a BIG favor.
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Nicole Elocin
 
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