@ Rhemaius quote:
When you travel you can avoid bandits by staying of the road and the wildlife can be avoided by going back to the road, usually there won't be an aggressive bear near a bandit camp with bandits still alive, makes no sense. Thus, it doesn't really need to have random encounters just for the realism, because it's not realistic.
The feather potion exploration wasn't really part of the fast travel, it was just something that could be exploited in the game when fast travelling, should be easy enough to fix.
Other travel services should exist, as there is simply no explanation why Oblivion lacked them completely, but implementing them and fast travel at the same time, if keeping fast travel as it is, it would make the travel services useless anyway. Thus, what I suggested could work as an solution.
Just a couple of points:
First, I've tried staying on the roads to avoid encounters with bandits and wildlife. I'll grant you that the number of encounters is reduced when you follow roads (as opposed to trekking through the wilderness), but by no means are encounters completely eliminated. That is to say that I
have been attacked even when sticking strictly to the roads. But, let's assume for the sake of argument that you were right, and staying on the established roads prevented you from being attacked altogether. The next question is whether or not FT calculates your travel time based on a straight line from point A to point B, or does it calculate time based on the assumption that you followed roads? If the former is true (you traveled directly from point A to point B.), then the assertion that you wouldn't need random encounters to simulate the dangers you faced during your journey is false. Given the abundance and the aggressiveness of Oblivion's wildlife, you would most likely, at
some point during your travels, be attacked. If the latter is true (you traveled strictly by road), then we can justify the rationale behind being able to arrive at your destination unscathed. However, I will add that we are making some pretty heavy-handed assumptions to arrive at that conclusion.
Second, the feather potion/spell exploit may not have been intentionally added as a part of FT, but it is
one of the reasons why Oblivion's FT felt like a 'cheat'. To ignore the existence of this particular exploit, or to dismiss it as some kind of inconsequential problem overlooked by the developers, is to turn a blind eye to the shortcomings of a pretty substantial game mechanic. True, it
can be fixed. So can Morrowind's system of implementing a travel services network. That is why we all debate this topic so fervently. Because, in the end, we
all want a FT system that we can, at a minimum, 'live with'.
As for the point I highlighted in bold: That is essentially what the crux of the matter is. How to implement a system that people from both sides of the debate can accept? Your solution is
a solution, but not necessarily
the solution. Personally, I would have a hard time justifying from an RP perspective why my ability to FT would be limited in such a manner. How do I rationalize a 'FT meter' against real-world (or even fantasy-world) limitations? You see, it is not enough to simply impose limitations on a mechanic. The limitations should assimilate naturally into the culture, lore and (meta)physics of the game world. In other words, it should do a good job of suspending disbelief. Otherwise, it just seems like a gimmick.
Anyway, I had one other point to make about the arguments against a 'redundant' FT system, but I'm running out of time, so I will try to post some thoughts on the matter later.
Cheers :foodndrink: