Improving upon Oblivion's fast travel #3

Post » Tue Aug 31, 2010 7:21 am

I'd love to just have the Morrowind style and that be all, but I know that the Oblivion style will triumph. Hopefully we have alternatives.

This is where the problem lies. I am 100% in complete agreement with you that there should be alternatives. But you're wanting just one style, removing an option that several love, to suit yours and others individual styles.
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Tue Aug 31, 2010 12:41 am

Just because it's what I want, doesn't mean I won't be satisfied with anything else :wink: . If there is fast travel, OK, but put in what Morrowind had to. THEN I'd be able to ignore it and play my way. I think it would also be cool if there were a designated "hardcoe mode" with no OB-style fast travel.

This is where the problem lies. I am 100% in complete agreement with you that there should be alternatives. But you're wanting just one style, removing an option that several love, to suit yours and others individual styles.

User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Tue Aug 31, 2010 7:49 am

I just had an idea:
The actual world out side of the cities should include either a Morrowind styled fast travel system or something else if there are any other ideas, but the cities should include a fast travelling system like Oblivion!

For example in Oblivion it was really getting annoying travelling back and forth from district to district a million times (Arena to Market, Mages Guild to Market/Arena, Talos District etc.), so what I thought, if everyone really does hate the fast travelling system, that btw I have no problem with (if you don't want fast travel just don't use it in game if it's included), let the outside world and the cities have different fast travel systems.

In a city you'll be maybe able to fast travel from district to district while out side of the city you'll have to rely on your legs, or on any means of transport like boats etc.

What do you think?
User avatar
NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Tue Aug 31, 2010 7:20 am

My solution (with major credit to Spagne)
I propose two parallel systems: a revamped Oblivion's and a revamped Morrowind's.
The first works pretty much like http://www.gamesas.com/index.php?/topic/1162378-fast-travel - a Dragon Age: Origins type system that allows you to fast travel from anywhere but has the inconveniences of random encounters (and not all random encounters have to be a fight, by the way) and the short delay as you see your character's icon travelling across the map. Not only that, but travelling on foot like this is quite slow, and you have to discover your destination once before being able to get there.
That's not inconvenience... That's how it should have been done from the beginning; and aside from requiring you to discover a location prior to traveling there (which I don't like), this is exactly how Fallout has always done it... until FO3 :(
User avatar
Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Tue Aug 31, 2010 2:56 am

OB Fast Travel (FT) just needs random encounters, but really, it needs to be Red Dead Redemptions FT with random encounters.

People need to see the difference between FT and Traveling services, Traveling services are good for roleplay perspective, but FT doesn't need to be tied to them like in morrowind, I would rather want it like in Daggerfall then.

I'm still rather annoyed that the OP continues the same flawed arguments in the opening post for the third time, even though that they have been discredited. Inserting a passage telling you understand the difference, yet leaving in a passage which contradicts this directly, is not very convincing. Saying you understand that OB FT isn't teleporting doesn't mean that it's okay to keep calling it teleporting. The three prime factors that is supposed to discourage not using OB FT, are still not objectively valid and therefore still not qualified for use as sweeping qualifications.

Not utilizing Morrowind’s system to its full extent, is still not a proper argument because FT being tied to specific play styles creates a roleplay bias against playing characters that aren't using those play styles, and so goes against the whole argument of including traveling services for the sake of roleplay value. FT is a mechanic for the player not the character, and so should be available to the player regardless of what kind of character he plays. This is of course ignoring that mark/recall/intervention is still not actual FT but rather functions like FT as a side effect, hence the bias, when real FT is tied to traveling services.
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Tue Aug 31, 2010 6:33 am

People need to see the difference between FT and Traveling services, Traveling services are good for roleplay perspective, but FT doesn't need to be tied to them like in morrowind, I would rather want it like in Daggerfall then.
Not just Role Play, for it to really work it should server both a decorative (roleplay) aspect, and a defined mechanical aspect simultaneously. FT (Foot Travel ~instead of Fast Travel) should be free and offer the most ease of choosing a destination, while paid transport offers popular routes and professional guards. The risk of ambush should be there for both, and commensurate to the level of defense; (a lone brigand won't rob a coach with three guards, but six brigands would). Paid magical transport allows for no ambush (unless the mage is in on it :chaos:), and gets you there in seconds, but costs an outrageous sum.
User avatar
Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Tue Aug 31, 2010 5:13 am

we should be able to fast travel with the possibility of random encounters. yes, thats a nice idea, now, having that incovenience of seeing your tragetory through a map its to much, first of all, remenber how on oblivion we could travel EVERYWHERE we founded earlier, thats wrong, first off, we should know they exist, but not be able to fast travel to them, we only should be able to fast travel to major cities we find, and no, not all of them should already be highlited on the beggining of the game, we must explore them and find them into the wilderness, when we find a major citie from nowhere, we can then travel there, now if we find a dungeon pretty close to the gates of a major city, we shoudn't be able to travel there, but to the gates of that major citie and then walk to the dungeon, that way, it would incite us to explore the areas even further, knowing about how dangerous it would be to travel even far way from any major citie would definitly turn the game much more interesting, and knowing how the maps are going to work on skyrim, im sure it would fit pretty well, giving us at least a way to travel easily to all the parts of skyrim, but not ruining the exploration of the world!


This is what i have come to as well. When I played marrowind the map was frustrating and hard to navigate. So I would say fast travel between cities with everything discovered highlighted on your map. However lacking this I would like the ability to turn off fast travel. If that doesn't happen oh well. i loved Oblivion and Fallout and they had fast travel.
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Mon Aug 30, 2010 6:12 pm

Suggestion:
Easy mode: OB style fast travel, no random encounters. Limited level-scaling. Morrowind style fast travel options available, but no incentive to use them except what's in your own mind.
Medium: OB style fast travel with random encounters. Standard level-scaling. Morrowind style fast travel allows you to avoid random encounters, but costs money.
Hard: No OB style fast travel. More challenging level scaling. Morrowind style fast travel options cost money, and services are not always readily available.

Anyone unhappy with this?


I would rather have a settings table that I could toggle all this stuff on or off. I personally do not think that making game harder should change how the game works. Give me a menu with these options and I'm totally fine!
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Mon Aug 30, 2010 5:49 pm

Not just Role Play, for it to really work it should server both a decorative (roleplay) aspect, and a defined mechanical aspect simultaneously. FT (Foot Travel ~instead of Fast Travel) should be free and offer the most ease of choosing a destination, while paid transport offers popular routes and professional guards. The risk of ambush should be there for both, and commensurate to the level of defense; (a lone brigand won't rob a coach with three guards, but six brigands would). Paid magical transport allows for no ambush (unless the mage is in on it :chaos:), and gets you there in seconds, but costs an outrageous sum.


Sounds good, that way FT has a cost, but not in inconvenience. Sure getting ambushed could be considered an inconvenience, but battle is a major entertainment value with the games and FT is often used to avoid boring parts, so it kind of a win/win situation for anyone who's looking for a fight. When I FT it is often just to avoid the tedium of just watching my character walking, I wouldn't mind interupts, because they aren't wastes of time, and FT with an ambush is still faster than just walking :) And you can always just continue FT'ing after the battle.
User avatar
Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Post » Mon Aug 30, 2010 11:25 pm

I "fiddle" around in the options menu first thing I do :P


Same with me.
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Mon Aug 30, 2010 9:59 pm

I would rather have a settings table that I could toggle all this stuff on or off. I personally do not think that making game harder should change how the game works. Give me a menu with these options and I'm totally fine!

Although a nifty idea, don't think they want to put toggles in for things like that.
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Tue Aug 31, 2010 1:28 am

Although a nifty idea, don't think they want to put toggles in for things like that.


My second suggestion is then to give me alternatives. I would like to have fast travel to major cities and settlements. However if the OB style is what remains in Skyrim. Oh well it is convenient.
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Mon Aug 30, 2010 8:49 pm

OP has a wonderful idea, totally agree and hope a system for all players will be included. But honestly, at this point i'll settle for insta travel morrowind mages guild style from npcs.
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Mon Aug 30, 2010 8:02 pm

I fully support giving players options to entirely bypass the Oblivion-styled fast travel, and I fully support the arguments that are being used to argue for alternates to fast travel.
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Previous

Return to V - Skyrim