Making fast travel less automagical

Post » Thu Jun 23, 2011 11:36 am

"Immersion, realism, better gameplay, check."

Woah woah woah, hold your horses. I understand this giving immersion and realism, but I can't see how this gives skyrim "better gameplay"


you havent played the STALKER games then. if you get ambushed and use up most of your armor and your rifle is on the verge of breaking you actually have to surive the trip back to shelter. it forced you to become a better player. in oblivion if that happens, no matter how far away you are from any city you can just click on your map and be safely transported there at no risk and no cost. HUGE difference in gameplay.

that being said it looks like bethesda is trying ot please both the game players and the game cheaters at the same time so im fine with what they have.

@kiryalyn. by your warped logic then i guess using the console command to teleport you to a destination isnt cheating because the developers left it in the game (PC version). oh wait. thats right that console command does the exacty same thing as obliivons map. takes you someplace for free and no worries about danger.
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gemma
 
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Post » Thu Jun 23, 2011 3:15 am

Also, morrowind sold over 4 million copies, plenty of those probably lent to friends, shared with siblings, etc. A very high percentage of Skyrim players will be Morrowind players- and dont try to say well 'hey, these people are die-hard fans of morrowind (hint hint-fanatics, ignore their opinion)

The problem with fast travel being interuppted is traveling from one place to another, getting interrupted, then hey! You've just discovered this ancient ruin with epic loot that was supposed to be difficult to find, or heyo!

Baldurs Gate got by this by using one generic setting for the random encounters. Once you were done, you're party fast traveled again.
Your level 2 character fast traveling from riverwood to whiterun has just been ambushed by a pack of level 500 superdeath killy monsters!

Sounds like the risk you take for fast traveling :shrug: I'd bet that the random encounters could be scaled.
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djimi
 
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Post » Thu Jun 23, 2011 5:52 pm

My one beef with fast travel in Oblivion was that there was no other way to travel quickly, like the silt striders and boats in Morrowind. Now that they have added carriages in Skyrim, I will just ignore fast travel in favor of those, and the people who like their fast travel will still be happy.
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Samantha Mitchell
 
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Post » Thu Jun 23, 2011 12:57 pm

Baldurs Gate got by this by using one generic setting for the random encounters. Once you were done, you're party fast traveled again.

Do you think that would be excusable in a modern day real-time open world game which is being sold on the concept of "Go anywhere, do anything"? To pop up in a generic "encounter zone" that's not actually located on the map anywhere?

A game like Daggerfall would be able to implement this because it's mostly randomly generated anyway. It would rub me the wrong way in a game like Skyrim which is all hand-placed.
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Jordan Moreno
 
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Post » Thu Jun 23, 2011 6:11 am

I dont understand why some of you rail on the fast travel system in Oblivion. I dont mean this as an attack, but thought I'd just voice my opinion here.

If there are carriges in Skyrim a-la Red Dead Redemption, great. I can see how that would contribute to the immersion of the game experience. But there is no reason that the instant, no-cost fast travel from IV cant be included. Some of you dont seem to understand that the vast majority of people who play this game use the fast travel system religiously and would probably put the game down if it wasn't included. Those of you who dont want to use it, dont. And those of you who want a more "honest" alternative, I hope its offered. The fast travel system in Oblivion was a saving grace in terms of the games mass-appeal, and it would be a huge mistake to leave it out of Skyrim.
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Julia Schwalbe
 
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Post » Thu Jun 23, 2011 3:56 am

@kermit-- How about the fact that your character will be weaker overall (lower stats, less experience, etc.)? Or how you have to physically travel to your destination before the marker becomes available (except for cities and a few exceptions)? Or the simple fact that you'll miss out on quests, characters, dungeons, settlements, loot, and the sense of exploring a gorgeous world? Does any of that do anything to balance fast travel? Because on my first character, I used fast travel, and I never got past level 10 and was completely clueless about stuff like A Shadow Over Hackdirt.
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Charity Hughes
 
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Post » Thu Jun 23, 2011 7:43 am

Just incorporate fast travel like it was in Daggerfall.

When you selected to fast travel to a city you could choose to sleep in the outdoors or sleep in an inn on the trip. I think it also had choices for taking a ship or walking. If you had a horse walking was sped up as well I think I recall.

Obviously if you took a ship (unless you owned a ship, that's right, Daggerfall let you own a bloody ship!) it cost money. Also I don't recall exactly but I THINK there was a chance if you slept outdoors on the trip that you could encounter monsters.

See, this is how I feel fast travel should be. It'd have options within it that would make it actually seem like you're not simply teleporting around the map. There would be monetary costs and potential random encounters and the like.
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Kit Marsden
 
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Post » Thu Jun 23, 2011 9:24 am

Just incorporate fast travel like it was in Daggerfall.

When you selected to fast travel to a city you could choose to sleep in the outdoors or sleep in an inn on the trip. I think it also had choices for taking a ship or walking. If you had a horse walking was sped up as well I think I recall.

Obviously if you took a ship (unless you owned a ship, that's right, Daggerfall let you own a bloody ship!) it cost money. Also I don't recall exactly but I THINK there was a chance if you slept outdoors on the trip that you could encounter monsters.

See, this is how I feel fast travel should be. It'd have options within it that would make it actually seem like you're not simply teleporting around the map. There would be monetary costs and potential random encounters and the like.


Part of the reason they probably didn't do this in Oblivion is, even with the 30:1 time compression, it was still only a few hours travel across Cyrodiil. When the trip isn't multiple in-game days, it's hard to make your sleeping arrangements along the way be an issue.
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cheryl wright
 
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Post » Thu Jun 23, 2011 12:03 pm

There's alot of things i'm skeptical about or don't like about what they're doing with Skyrim, but i'm content with the Carriage/Fast Travel idea. Personally I don't like Fast Travel but was forced to use it in Oblivion if I actually wanted to get something done. Now I don't have to Fast Travel and everyone else can. I don't see how anyone doesn't see this as a fair, even perfect, compromise to keep everyone happy.
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Jynx Anthropic
 
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Post » Thu Jun 23, 2011 6:30 am

There are only 2 arguments against fast travel that make any sense. The first is that with its implementation, other forms of travel you would otherwise have to seek out and hire are diminished (in Skyrim) or non-existant (in Oblivion). The second is that when fast travel is in the game, the game is highly likely (or 100% certainly in Oblivion's case) designed around its existence. Quests to deliver pants span the province, only to provide you with a quest immediately following that where you now have to cross the continent yet again... because the developers designed the game around the mechanic.

So, its inclusion is harmful to the game. Its not a matter of just ignoring it. Period. Yes, you can ignore it and not use it, it indeed literally is a choice you can make to not use it. I find it very hard to understand how anyone can not see how its presence has caused the above problems to the game whether you ignore it or not. So they are putting carriages in Skyrim... that doesn't by ANY means mean that the game still won't be designed around the idea that you are going to use fast travel. There is also no excuse for diminishing the "realism" of the world by taking development focus away from other forms of travel because not only do these satisfy all of us "Morrowind fans" as is the new "insult", but there was no problem with getting around in that game as it was. Honestly, if you could not get from point A to point B in Morrowind in an acceptable amount of real time using the myriad of "immersive" fast travel options available... give me a break. Boats, striders, guild guides, mark/recall, intervention spells, propylons, all in great quantities. All it took was a few gold to get to even most of the remotest and tiniest of settlements on the edge of the world, and its too hard and takes to long? Come on...

The ingenuity for traveling around is also lost. I remember saving my Icarian Flight scrolls and using that in conjunction with a slow fall or levitate spell when close to my destination to overcome the difficulty of getting to Tel Fyr. It made the location feel remote. But if I could fast travel, nothing ever feels remote... at all.
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no_excuse
 
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Post » Thu Jun 23, 2011 2:15 pm

You want to talk about about poor quest design, what about in Morrowind where a merchant on the road near Pelagiad gives you a shirt to deliver in Ald-Ruhn? Or the quest that requires you to travel to each of the ashlander camps, and having them located in the ass-end of nowhere with ZERO chance of traveling to them any other way than on foot? This [censored] happens regardless of the travel mechanic. Don't pretend Oblivion invented it.
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BRAD MONTGOMERY
 
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Post » Thu Jun 23, 2011 7:47 am

Except when the games built on a flawed concept its going to be insanely boring to not use it, and it'll take months before a good overhaul mod comes out- and the fithly console peasants will never get it.


This....would be similar to being able to reset perks....or being able to redo any choice in the game without reloading a save....the dont like it dont use it reply is pretty ridiculous and over used....the giving of the daedric armor example was pretty relevant.
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Sxc-Mary
 
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Post » Thu Jun 23, 2011 11:09 am

No, it really wasn't. It was a silly exaggeration. Just as your example of being able to redo any choice. My post on the first page about exaggerations still applies.
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NAtIVe GOddess
 
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Post » Thu Jun 23, 2011 10:31 am

Part of the reason they probably didn't do this in Oblivion is, even with the 30:1 time compression, it was still only a few hours travel across Cyrodiil. When the trip isn't multiple in-game days, it's hard to make your sleeping arrangements along the way be an issue.


Then when fast traveling make time flow even faster. Problem solved.
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CArla HOlbert
 
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Post » Thu Jun 23, 2011 4:45 pm

Then when fast traveling make time flow even faster. Problem solved.

I wouldn't mind fast travel to make time progress as if the character walked to the location. That would explain the lack of encounters a little, in that you were sticking to roads and being careful. And it would act as another reason not to use it. In a hurry in real life, fast travel. In a hurry in the game, run.

But I won't use it at all so my opinion doesn't really matter much does it :whistling:
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REVLUTIN
 
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Post » Thu Jun 23, 2011 6:13 am

meh I like it
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Ymani Hood
 
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Post » Thu Jun 23, 2011 1:48 pm

Sorry no thanks

i dont want to eat if im not playing in a hardcoe mode

And after playing morrowind and oblivion i dont mind the automagical fast travel system.

Walking every where, paying 150 dollars every time i play isnt something i find interesting just mundane
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Paula Rose
 
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Post » Thu Jun 23, 2011 2:57 am

Exxagerations show concept. Carriages would be useless after you've discovered the cities if oblivions style remains.
And you could say, don't like it don't use it, but if oblivion fast travel is in vanilla then the game will be designed around it. And if its designed around it, then like in oblivion every single minor quest-giver will send you across the continent again and again, and it would takes hours to complete even minor fetch quests.


I think so long as they have an option like was present in Morrowind it's a win. They're obviously not going to get rid of the OB style fast travel as that makes casual play more difficult (and the console is kinda the definition of 'casual' play ;-) )

And personally, I think it's easy to ignore an option if something else exists that's similar. Ignoring fast travel in Oblivion was difficult because there really weren't other options (horses were too slow). But in Morrowind, I had no trouble ignoring the boats to only take Silt Striders, Mage Guild Travel, or Spell Travel (Mark/Recall, Alimsvi Intervention, etc). (my argonian was scared of water).
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Portions
 
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Post » Thu Jun 23, 2011 3:44 am

Pretty damn big proportion of the player base likes fast travel and uses it. I uses it if I have to travel between the same places many times in a row as the case sometimes happens to be. It has to be there as an option. Purists can simply ignore it and go by foot or other means of travel. It's simply stupid to demand the complete removal of that option when the world is as large as it is in Skyrim.
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Manuela Ribeiro Pereira
 
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Post » Thu Jun 23, 2011 7:15 am

Yeah, I used fast travel because it was there, but if it wasn't I probably would have enjoyed the game a bit more.
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Sarah MacLeod
 
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Post » Thu Jun 23, 2011 5:39 am

No, it really wasn't. It was a silly exaggeration. Just as your example of being able to redo any choice. My post on the first page about exaggerations still applies.


I thought it was a good example.....if the game is designed around being able to change choices(this includes perks) then there wouldnt be any weight to any decision you make at the beginning of the game because you know its all more or less pointless now as you have lost all feeling of consequence/risk whatever.....likewise if the game was designed around fast travel it will be a terrible feeling/experience for those that dont use it

morrowind had perfectly fine instant fast travel in the game. why they got rid of it for that stupid map in oblivion boggles my mind. between the mark/recall spells, prophylactic stones, mages guild teleporting, almisivi intervention and the the other version forgot what it was called on top of the silt striders and boats i just dont see why anyone had any difficulty moving around in that game. and the best part was that they all made sense in the game world. versimillitude or something.

i see people still post that nonsense about how oblivion map travel wasnt cheating because some time past. what a load of [censored]. start on one end of the map and walk to the other end of the map. unless you really lucky or using invisie spells the whole way you are going to end up having to fight something at some point. you might end up using health or magicka potions, your equipment will get worn or it might even break, you might get a disease and have to use cure disease potions or the spell. whatever happens you more than likely will end up using at least some of your resources AND you might get killed. with oblivions system you are guaranteed to make it to your destination completely unscathed and without using any or you resources. its CHEATING. simple as that. i wouldnt even have minded it if you had to buy scrolls to teleport you places because it would at least force you to buy something and have some on hand when you use it. it would have been better if they had scrolls that would occasionally misfire and send you to a random place like that ayelid steps mod did in oblivion.


Pretty much sums up my thoughts as well

as far as not using fast travel...........for me at least it depends on the environments itself. vanilla oblivions landscape was so generic that it actually hurt to go through it.


I think morrowinds alien landscape really aided the desire for people at actually walk everywhere....im glad theyve said theyre trying to get back to something similar (similar being a wide variety of good looking landscape....not the alien part)

@Saint_Jiub

at this point i dont really care as i will only use the carriages so im happy for that at least....but i think many here have valid points that you dismiss as exaggeration.
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Krista Belle Davis
 
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Post » Thu Jun 23, 2011 5:31 pm

@kermit-- How about the fact that your character will be weaker overall (lower stats, less experience, etc.)? Or how you have to physically travel to your destination before the marker becomes available (except for cities and a few exceptions)? Or the simple fact that you'll miss out on quests, characters, dungeons, settlements, loot, and the sense of exploring a gorgeous world? Does any of that do anything to balance fast travel? Because on my first character, I used fast travel, and I never got past level 10 and was completely clueless about stuff like A Shadow Over Hackdirt.



you could do the exact same thing in morrowind. :shrug: my first playthrough i missed over half the games content even though i did the main quest and some guilds along with house redoran. you can miss alot of morrowind if you just use the transport services.

its not the concept of being instantly taken to a place since the silt striders and the boats did just that. its the idea that you can use it anywhere to get yourself out of a pickle. if im stuck way up north in red mountain somewhere in morrowind hurt and low on resources, i actually have to either use mark/recall, use a scroll or hoof it to the nearest transport. all of those have some cost or effort. mark/recall can only be set for one location so you cant go anywhere with it. scrolls you have to buy and actually have on hand and only take you to the nearest shrine and obviously if you hike to the nearest silt strider you might get killed. now if im stuck way up somwhere low on resources in the jerall mountains..........i just click on my map and im back at imperial city or chorrol or anywhere. in essence its a get out of jail free card you can use anytime you want. just run far enough away from the monsters and your home free.
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Tarka
 
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Post » Thu Jun 23, 2011 4:04 pm

Exxagerations show concept. Carriages would be useless after you've discovered the cities if oblivions style remains.
And you could say, don't like it don't use it, but if oblivion fast travel is in vanilla then the game will be designed around it. And if its designed around it, then like in oblivion every single minor quest-giver will send you across the continent again and again, and it would takes hours to complete even minor fetch quests.


I can see your point, but I have to agree with the other guy about having fast travel as an option. If you like to role play and travel the long way every time, by all means go for it. No one is forcing you to use the fast travel option but yourself; you shouldn't just take away the option for everyone just because you don't like it. The Skyrim world already seems to be large enough, and not everyone has the time to run everywhere in a video game the long way. Some people such as myself, have maybe an hour or two every two days or so to play video games because of busy schedules. Besides, fast travel is always optional. Now if Bethesda automatically made every single location for Skyrim available from the start, then yes I can see that as slightly problematic. However, all the ruins and forts in Oblivion had to be discovered before you can even fast travel to it. I don't see any problems with that.
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Juan Cerda
 
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Post » Thu Jun 23, 2011 4:15 pm

It's simply stupid to demand the complete removal of that option when the world is as large as it is in Skyrim.

Also idk how you could argue this....it would be like saying if some disliked actually having to talk to people and follow directions to quest locations then we should just put in precise quest markers that totally destroy the exploration/working to obtain your goal process...or i guess that happened as well...
[] it could be the same as saying the map of these large worlds are so vague it would be stupid not to have a 3d gpd mini model view of the entire continent showing us every nook and cranny before we can see the landscape for ourselves...that happened too
[] also would be similar to saying...that the world is so large lets assume people cant explore it for themselves and it would be stupid to NOT have the game direct them to points of interest...so lets show them where they are
[] then i guess it would be similar to saying people who were bad at the game died too much so we should have a godmode option....

none of these including your statement make much sense to me and detract a lot from the enjoyment of the game for a lot of people because even if you say dont like it dont use it...theyre right there in your face..its ridiculous to say that...

although ill say again im infinitely happy with the move to include a carriage system even though i dont care for fast travel
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Samantha Wood
 
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Post » Thu Jun 23, 2011 8:23 am

I thought it was a good example.....if the game is designed around being able to change choices(this includes perks) then there wouldnt be any weight to any decision you make at the beginning of the game because you know its all more or less pointless now as you have lost all feeling of consequence/risk whatever.....likewise if the game was designed around fast travel it will be a terrible feeling/experience for those that dont use it


The game need not be "build around" the fast traveling system (I dont even know what that means). It's just a feature which is there to aid those who want to use it. The whole game could be made and fast travel added as a final thing before release, no need for any dependencies between fast travel and overall game design.

I think morrowinds alien landscape really aided the desire for people at actually walk everywhere


The landscape might have done that but the ridiculously slow walking speed do not. One thing is that even if the landscape is interesting, when I have walked around it for 50 or 100 hours I often want to get to my destination immediately.
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anna ley
 
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