Fast Travel - could somebody tell me just HOW it is better than a logical traveling system?
A logical travelling system which only the player seems to use? A logical travelling system which never actually travels? A logical travelling system that sends boats through areas that the lore claims are impossible to get around by boat, or where smugglers would be a threat? A logical travelling system that means there are no enemies when you get in a silt strider, or doesn't even explain how you're supposed to get out when you arrive at your destination - some of those towns had a large distance between the silt strider and where you were supposed to get on them.
It may be more simple, but Oblivion's fast travel can be described as walking, which is far more logical.
Mark, recall, divine intenvention spells/scrolls/potions, caravans of some sort, ship and boat traveling, mages guild teleportation, a REASON TO SPEND YOUR HUGE AMOUNT OF GOLD ON. All of these things are taken away in oblivion.
Caravans weren't in Morrowind, either. There are few destinations for ships. Only one Mages Guild in Cyrodiil teaches Alteration, and there is content that provides travel to the different Mages Guilds, anyway. And, yes, why did you have a huge amount of gold? Because one cuirass, which a powerful character could get hundreds of, was worth tens of thousands of septims.
it must have been pretty dangerous to live in the Ayleid cities
Unless they're just fortifications, which is a theory that I have considered, but have little proof for other than the presence of Ayleid ruins on the surface. But have you considered that many of these traps would only have been activated in defence? The Ayleids were skilled mages, and would have been capable of creating a basic system of triggers - those are even in the game.
Well the silt striders/boats are part of the world, the menu is not. The silt striders/boats have routes and an associated price the menu does not. The silt strider/boat risk is avoided by using an in-world, established, caravan system with associated "protection and comfort" cost, the menu avoids risk in the same way ~TGM does.
Then the journal in Morrowind was also not part of the world. The menu is just a map, really, and information about your character. It's perfectly realistic for someone to know what race and gender they are, don't you think? And these routes you mention are also not part of the world, as is the established system, which seems there only to serve the needs of the player character.
I guess you've got a point there, but Oblivion wasn't any different. There were forests, plains, and mountains the whole time. No interesting locations, such as what the Unique Landscapes mod brings to Oblivion.
Not really interesting, but you can't say they're not beautiful. There's a road near Namira's Shrine, and if you follow it and look towards the Imperial City (you can even follow it from near Desolate Mine), you'll want to take a screenshot and put it across your computer screen. It's the best scenery I've ever seen in a game, and I honestly can't tell it apart from what I can see in my garden if I look at it from the right angle.
But to say that Oblivion is completely lacking in interesting places is incorrect. There are ruined forts, abandoned houses, burned towers, stairs, paths into the mountains that aren't on your map, and even the occasional campsite (or flagpole) that you can find if you do some walking.
Except that it doesn't really simulate walking.
Take into consideration that;
- If you are walking, your health will not regenerate, whereas if you fast-travel, it does.
- If you are walking, you are VERY likely to encounter some sort of bandit or beast despite the presence of the Imperial Legion, regardless of which road you take. This NEVER happens when you fast travel.
Even if you ignore all of that, then you must still consider why walking would be the only means of travel (besides riding a horse). Alternate means of transportation would still be desirable (at least by a good number of citizens in Cyrodiil) because, more often than not, it is faster and safer than travelling by foot. This seems especially true when you consider that Cyrodiil is a great deal larger than Vvardenfell.
Actually, I think that your character's health is a way that Bethesda accidentally made the journey seem longer than the few seconds it actually took. If you were walking across the seven hundred miles from Cheydinhal to Anvil, and you went the same speed as a Celtic warband (about twenty miles a day), you wouldn't be wounded when you arrived. That's the theory, anyway. In practice, it depends on many other things, but as they are not implemented in either Morrowind or Oblivion, it would be a waste of time to consider them.
There was also no enemies when you used a silt strider. Bandits, maybe, would avoid them, although it would be perfectly possible for Ashland raiders to bring one down, as they've done many times, if the silt striders that they seem to have hunted can be accepted as lore, but creatures would not. And if you're on a boat, there are smugglers and raiders that are never even seen in the game.
It seems that walking is the only means of travel because there is an Oblivion crisis. There is no travel between the cities, so there's no business for caravans. And, although Cyrodiil is larger than Vvardenfell, its roads are far more useful. They actually take you where you want to go, and evidently more money was spent on them. They're also patrolled, even if that doesn't seem to have an effect in the game when the player isn't in the same area.
Though, I doubt bandits would try to do battle with a creature that is the size of a house, particularly if they don't really know if the passengers are carrying enough loot to make it worthwhile
They might not, but they'd be able to if they were agile enough to avoid being crushed. The Ashlanders seem skilled at hunting things of a similar size, and as many bandits are Ashlanders who have been exiled from their tribe, you'd expect at least some to attempt it. I don't think they care about the loot, who says they don't need basic supplies?
But what you choose is what you look like - nothing like Oblivion, where you can say I didn't know I was going to look like that!
This suggests that you didn't even play through the tutorial, as you get a chance to do it again, in more or less the same sort of lighting that you'll find in most parts of the game, when you reach the exit of the sewers.
Mage offer anyone to use their teleporting spells or people horse riding or event seeing a carriage usage for NPC when on walking by.
That simply didn't happen. Morrowind's system was more exclusive to the player than Oblivion's fast travelling was, as no NPCs moved between cities according to the player's location, and the time in the game.