Fast travel methods

Post » Sun May 15, 2011 6:26 am

Just wondering how other people feel about fast travel i liked morrowinds system the most it felt realistic but i think you should be able to travel to smaller locations you have discovered as well
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Sunnii Bebiieh
 
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Post » Sat May 14, 2011 8:30 pm

I would much rather have fast travel similar to Morrowind. I dont really mind OB fast travel but it kinda makes it too easy to navigate the world. with OB i would fast ravel to the closest location to my destination and travel from there. With moorowind paying to fast travel to other cities seems more realistic.
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Saul C
 
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Post » Sun May 15, 2011 9:32 am

Just wondering how other people feel about fast travel i liked morrowinds system the most it felt realistic but i think you should be able to travel to smaller locations you have discovered as well

Just expand the traveling network so all the small places are not far.
Also, there is horse for these kind of things. :)

Edit:
2nd Blood!
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Killer McCracken
 
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Post » Sat May 14, 2011 9:42 pm

I always get a chuckle out of how MW fast travel was more immersive.You can simulate traveling by boat,giant lever controlled fleas,but if you try to simulate,get this, walking U have broken my imurshun.

I am not against a MW travel system,if done right.The silt striders while adding to the ambiance were fairly useless.Mark/Recall was excellent,esp. considering the shortcomings of the other forms of travel,
Boats you really cant do those wrong,Teleport was useful for getting to mages guilds and little more,saved a few minutes over silt striders.One I liked was the Propylon chambers finding the control rods was an excellent quest of sorts,even still IMO you should have been able to go to any chamber you had a control rod for.

Keep the current method and add to it with travel services.
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evelina c
 
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Post » Sat May 14, 2011 7:56 pm

Morrowind style 'bus system'.
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Carolyne Bolt
 
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Post » Sun May 15, 2011 5:45 am

I am more a fan of Oblivion's style of fast travel but there is an improvement that could be made to it. Oblivion (and fallout 3) as far as I could tell when fast traveling, it figured out the relative distance between where you are and where you are going, and moved you A to B, time was changed based only on the distance, it toke no other factors into consideration and there were never random encounters. What I'd rather see is that instead of the character going in this straight line approach, if in Skyrim it figures out the fastest route based on a road map and then there is a chance (based on the road(s) and the distance) that you get interrupted during traveling. By wild animals, bandits (even possibly bandit ambushes), highwaymen, guards(if you have a bounty) or other things. One other thing is to limit the fast traveling to a region. So you can only fast travel in the region you are. You either manually have to cross the border (perhaps have tolls on the roads) or you have to go to the local magic hall to get a teleport... maybe).

Edit: fixed some broken english.
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CHANONE
 
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Post » Sat May 14, 2011 11:05 pm

Daggerfall system!!
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Len swann
 
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Post » Sat May 14, 2011 11:07 pm

pokemon system!
you need a pokemon with the move fly in order to travel to different cities
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Manuel rivera
 
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Post » Sun May 15, 2011 1:49 am

I am more a fan of Oblivion's style of fast travel but there is an improvement that could be made to it. Oblivion (and fallout 3) as far as I could tell in regards to fast travel to figured out the relative distance, and moved you a to b with a change in time based on that distance. What I'd rather see is that instead of the character going to a straight line, in Skyrim it figures out the fastest route based on a road map. And then there is a chance (based on the road(s) and the distance) that you get interrupted during traveling. By wild animals, bandits (even possibly bandit ambushes), highwaymen, guards(if you have a bounty) or other things. One other thing is to limit the fast traveling to a region. So you can only fast travel in the region you are. You either manually have to cross the border (perhaps have tolls on the roads) or you have to go to the local magic hall to get a teleport... maybe.

I like this idea, its not bad. but i would like morrowind style fast travel, i know morrowind was the odd one out with its bus type fast travel. BUT! IMMERSION! jesus christ how natural it felt to use that system. it was one of my favourite features in morrowind. and it actually cost you your dear dear money.
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Hannah Barnard
 
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Post » Sun May 15, 2011 11:57 am

Both the morrowind system and oblivion system IMO.
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Stacey Mason
 
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Post » Sun May 15, 2011 7:22 am

Both the morrowind system and oblivion system IMO.

I agree. I mean why can't Fast travel be a toggleable option? Hell if you give us Morrowind travel you don't even need to make it toggleable. I won't even be tempted to use it.
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Nick Tyler
 
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Post » Sun May 15, 2011 5:02 am

I hate fast travel and never used it in oblivion (I was forced to use fast travel in morrowind because I had a slow Nord, and the map was just too boring without the silt striders and ships). I think it ruines the realism in the game. Plus, I've finished much more quests and discovered a lot of places, wich helped me level up faster and get richer.
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Avril Churchill
 
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Post » Sun May 15, 2011 10:08 am

Red Dead Redemption had both something similar to OB-fast travel and MW-travel services.
I don't see why Skyrim shouldn't have the same.

OB(or actually FO3)-Fast travel for more casual people, or when you're lazy or tired or just simply prefer it.
MW-travel services for more hardcoe people, or when you just like to have some realism or explanation or restrictions to how you travel.

Perhaps even a small toggle for the OB-fast travel style for those who still can't resist to go the easy way. I woulnd't really care, but I know there are some people that feel so tempted that they do it, even if they don't want to.
All I ask is for some, other than OB-fast travel, real, nice, realistic, immersive travel options. It's realistic for a world of TES to have some sort of transportation system between cities anyway.

It's not a really hard thing to do, and it pleases a lot of people.
So I don't honestly see why Skyrim shouldn't have this.

Mods would probably do this anyway, but mods usually can't do things with the same quality Bethesda can, since they are, obviously, professionals. Also, consoles can't use mods, and a lot of people play TES on consoles.
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neen
 
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Post » Sun May 15, 2011 3:21 am

I'm surprised that more people voted for Morrowind's style--I hated it, personally. It was not fun having to find a stilt and pay to hitch a ride, when money could be scarce, and it was often necessary for me just to walk....

I am more a fan of Oblivion's style of fast travel but there is an improvement that could be made to it. Oblivion (and fallout 3) as far as I could tell in regards to fast travel to figured out the relative distance, and moved you a to b with a change in time based on that distance. What I'd rather see is that instead of the character going to a straight line, in Skyrim it figures out the fastest route based on a road map. And then there is a chance (based on the road(s) and the distance) that you get interrupted during traveling. By wild animals, bandits (even possibly bandit ambushes), highwaymen, guards(if you have a bounty) or other things. One other thing is to limit the fast traveling to a region. So you can only fast travel in the region you are. You either manually have to cross the border (perhaps have tolls on the roads) or you have to go to the local magic hall to get a teleport... maybe.


With this, I have to agree! It would be much better to base the time change on how fast it would take you to walk a regular, steady pace on whatever road is fastest to get from point a to point b.

(As an aside, but related to this, when I started writing and researching for my Syl novel, I wanted to figure out how long it would take to travel from New Sheoth to wherever, and so on, and if I did fast travel it gave me a highly unrealistic time-frame. So, for the purpose of research and accuracy, I had to literally walk my character through the Isles and record what time I left one place and arrived at the next... It was a lot of work, and sometimes got boring, but it was worth the effort, to have my story fit into a realistic time frame... Just thought it was kinda funny. :twirl: )
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James Baldwin
 
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Post » Sat May 14, 2011 11:44 pm

Where's the option for the Daggerfall fast-travelling. I want to be able to choose how I want to fast-travel.
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Gill Mackin
 
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Post » Sat May 14, 2011 11:43 pm

Where's the option for the Daggerfall fast-travelling. I want to be able to choose how I want to fast-travel.


I'm guessing that falls under other.
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Vickey Martinez
 
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Post » Sat May 14, 2011 10:33 pm

I voted for yes and oblivion style.. even though I'm not a fan of fast-travel in any form.

I just feel that the option should at least be there for those who do like it. The only reason I liked Oblivion's style over Morrowind is the fact that Morrowind's was somewhat "in your face" quite often (for lack of a better term), constantly reminding me that it was available. In other words; have a fast travel option, but make it subtle enough for those of us who would rather walk/ride and prefer ignoring that feature.
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Sarah Knight
 
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Post » Sun May 15, 2011 9:27 am

I'm surprised that more people voted for Morrowind's style--I hated it, personally. It was not fun having to find a stilt and pay to hitch a ride, when money could be scarce, and it was often necessary for me just to walk....



With this, I have to agree! It would be much better to base the time change on how fast it would take you to walk a regular, steady pace on whatever road is fastest to get from point a to point b.

(As an aside, but related to this, when I started writing and researching for my Syl novel, I wanted to figure out how long it would take to travel from New Sheoth to wherever, and so on, and if I did fast travel it gave me a highly unrealistic time-frame. So, for the purpose of research and accuracy, I had to literally walk my character through the Isles and record what time I left one place and arrived at the next... It was a lot of work, and sometimes got boring, but it was worth the effort, to have my story fit into a realistic time frame... Just thought it was kinda funny. :twirl: )


Would it not have been quicker to run the distance and then figure out the relative difference between running and walking then just doing a rough calculation? Tho you have my respect for doing it still. Not everybody has that level of dedication to doing things, also I fixed a bit of my grammar above... darn grammar, but it seems you got what I meant anyway.
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Catherine N
 
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Post » Sat May 14, 2011 11:10 pm

Oblivion-style with random encounters.
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Bryanna Vacchiano
 
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Post » Sun May 15, 2011 7:54 am

I'm fine with the Oblivion style fast travel returning.

But I'd like to see a fast travel system where you can only fast travel to cities and villages or any other point that is on a road, then you have to walk the rest of the way.
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Tom Flanagan
 
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Post » Sun May 15, 2011 2:23 am

I always get a chuckle out of how MW fast travel was more immersive.You can simulate traveling by boat,giant lever controlled fleas,but if you try to simulate,get this, walking U have broken my imurshun.

I am not against a MW travel system,if done right.The silt striders while adding to the ambiance were fairly useless.Mark/Recall was excellent,esp. considering the shortcomings of the other forms of travel,
Boats you really cant do those wrong,Teleport was useful for getting to mages guilds and little more,saved a few minutes over silt striders.One I liked was the Propylon chambers finding the control rods was an excellent quest of sorts,even still IMO you should have been able to go to any chamber you had a control rod for.

Keep the current method and add to it with travel services.

First part of the comment makes me stomp kittens, but other part saves them.

I am more a fan of Oblivion's style of fast travel but there is an improvement that could be made to it. Oblivion (and fallout 3) as far as I could tell when fast traveling, it figured out the relative distance between where you are and where you are going, and moved you A to B, time was changed based only on the distance it toke no other factors into consideration. What I'd rather see is that instead of the character going in this straight line approach, if in Skyrim it figures out the fastest route based on a road map and then there is a chance (based on the road(s) and the distance) that you get interrupted during traveling. By wild animals, bandits (even possibly bandit ambushes), highwaymen, guards(if you have a bounty) or other things. One other thing is to limit the fast traveling to a region. So you can only fast travel in the region you are. You either manually have to cross the border (perhaps have tolls on the roads) or you have to go to the local magic hall to get a teleport... maybe.

Edit: fixed some broken english.

This is true.
If they plan to keep something more Oblivion-like, they should put some colors on it so it doesn't look like teleportation, but actual traveling.
I wouldn't mind if they make a system with both Morrowind and Oblivon style FT.
Hmmm.. actually, I have an idea (hopefully good one).
I'll work on it some more and post it in my own thread when I'm done with it.

Daggerfall system!!

Can someone explain that how that system actually worked since I didn't play Daggerfall.
Am really interested actually.

I'm surprised that more people voted for Morrowind's style--I hated it, personally. It was not fun having to find a stilt and pay to hitch a ride, when money could be scarce, and it was often necessary for me just to walk....

Now comments like these make me stomp kittens starting from tip of the tail and working (very) slowly towards their cute little heads.
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Becky Palmer
 
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Post » Sun May 15, 2011 1:15 am

Can someone explain that how that system actually worked since I didn't play Daggerfall.
Am really interested actually.


The Daggerfall system was fun but I'm not sure it would fit into Skyrim as well as people would hope. In Daggerfall you had two means of fast travel. One option, you could be reckless and get to your destination faster but you didn't regenerate your health. The other option, you could be cautious and take longer to reach your destination but you get there fully regenerated. Also, Daggerfall's system required you buy supplies when you fast traveled.
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Stacyia
 
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Post » Sun May 15, 2011 4:04 am

  • Yes
  • Both


*Ideally there should be benefit and restrictions for paid commercial travel, while standard FT (really just Foot Travel), should of course remain free.

Free 'Foot Travel' lets you pick your destination, and estimates the time it would take based on your current mode (stealth, armed, unarmed) ~IE. how it is with Oblivion.

Commercial transport lets you get there faster and well rested ~and on the off chance you get attacked on the way, then you have allies to fight them off; but it runs standard routes, or costs a fortune for a personal coach.
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Glu Glu
 
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Post » Sun May 15, 2011 1:43 pm

The Daggerfall system was fun but I'm not sure it would fit into Skyrim as well as people would hope. In Daggerfall you had two means of fast travel. One option, you could be reckless and get to your destination faster but you didn't regenerate your health. The other option, you could be cautious and take longer to reach your destination but you get there fully regenerated. Also, Daggerfall's system required you buy supplies when you fast traveled.

Thanks for the info!
This will help me a lot since some of this stuff could work if executed properly.
Still, I'll work on it and see how it goes and if I'm at least partially satisfied with it, I'll post it and let you people tell me what do you think of it (prepare some rotten tomatoes for that occasion :P).
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Abel Vazquez
 
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Post » Sat May 14, 2011 11:39 pm

Yes to Fast Travel similar to Oblivion/Fallout 3.
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Silvia Gil
 
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