Making fast travel less automagical

Post » Thu Jun 23, 2011 1:00 pm

It is?...



Then your not a dedicated RPer.

I don't think that's really a fair assumption to make =/ I mean granted I've never been able to keep a character more than 200 days in game but still. I just think there should be something in the options menu like the hardcoe mode in FO:NV because I'd have a much easier time not using the fast travel system if I didn't have to look at it every time I opened the map :shrug:

Edit - Besides I mean it's not like putting something in the options menu to turn it off would hurt game play. If you want it, use it, if not, don't. It's not like anyone else has to turn it off just cause you do..
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Katharine Newton
 
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Post » Thu Jun 23, 2011 12:42 pm

I remember an RPG game franchise that did fast travel really well....

I'll get bashed for mentioning it though.

I don't mind fast travel on principal. I'd prefer to see particular places that you could travel to though, like you can only travel to settlements and then you have to walk into the wilderness in search of whatever you're looking for.

Settlements = cities, towns and villages.



Someone in another thread made a suggestion that i liked the most about fast travel.....make it only available if your on a major road or in a city. This seems the most realistic to me and i guess could go along with how you meet zero fights as the main roads are usually safer areas in general. So all youd have to do is make it to a main road.
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Jarrett Willis
 
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Post » Thu Jun 23, 2011 8:32 am

I'd have a much easier time not using the fast travel system if I didn't have to look at it every time I opened the map :shrug:


I feel that way about quest markers....i hope there is an option to turn them off. MamoRanger said theyll be easy to ignore, im not sure how thatll work but lets hope so.
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Silvia Gil
 
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Post » Thu Jun 23, 2011 4:28 pm

I just think there should be something in the options menu like the hardcoe mode in FO:NV because I'd have a much easier time not using the fast travel system if I didn't have to look at it every time I opened the map :shrug:


That would be pretty cool if they did, assuming they add such an option *which i hope they do*

Difficulty scaling in oblivion was...... Just aweful.... Hopefully they get it just right this time.
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Queen Bitch
 
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Post » Thu Jun 23, 2011 9:06 am

wtb option to turn off [FT/questmarkers/poi/everything similar] completely
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Adam
 
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Post » Thu Jun 23, 2011 6:14 am

Snip. That's the difference, and yes, it is telelporting because you can use it from anywhere to get to virtually anywhere without consequence after you've visited a few cities.



You need to learn the definition of teleporting. Teleporting is when you are literary de-atomized and sent somewhere at the speed of light and rebuilt on the other side. Its not teleporting, get over it.
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John N
 
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Post » Thu Jun 23, 2011 1:49 pm

You need to learn the definition of teleporting. Teleporting is when you are literary de-atomized and sent somewhere at the speed of light and rebuilt on the other side. Its not teleporting, get over it.


Fine... you want to get into the exact definition of the word, no its not "teleportation" because that indicates you are "deatomized" as you put it. In game time does progress, so its not instantaneous. The problem people like me have against FT is not that its "teleportation and lulz we are not all "teleportation mages"...

The problem is that you can safely travel from anywhere to anywere you've been before with no risk and spending no resources. Focusing on the word "teleportation" is missing the entire point. Fine, don't like that word for it? Then what you do when you use FT is more akin to using a "wormhole" where it still "takes time" in game to get somewhere, but the path through which you travel is no longer on the same plane as the rest of the world, but in an isolated tunnel you can safely traverse without getting injured, having to use any of your potions or other items, or having anything happen to you that would happen to you if you actually walked through the regular game space. Yes, you get the same thing with more realistic travel options in that yes why are you never attacked on a stilt strider by bandits or cliff racers... but at least you had to pay for it and have a vehicle that bolstered you beyond human capacity for movement to explain it. With FT... you get to, for no resources and without having to work for it or have it explained as some crazy ability you the hero have, simply do this kind of movement from anywhere to virtually anywhere at a whim. Not "teleportation" by the dictionary definition, but the effect on your play is exactly the same... what do you really lose by having in game time be consumed? Nothing. Its a total freebie where you move unscathed without paying for it in any way, and the game is developed around the notion that it is there and will need to be used.
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Jennifer May
 
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Post » Thu Jun 23, 2011 4:35 am

I would atleast like a visual feedback of fasttraveling, instead of just magically apearing there. They have built a cool map system already, and my hopes is that you should see yourself and the road you take from a map perspective while fasttraveling.



so you want something similar to this in the loading screen:

http://www.splicd.com/9LFk3AFujRs/416/437


i wouldn't mind that actually.
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xxLindsAffec
 
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Post » Thu Jun 23, 2011 3:37 pm

Fine... you want to get into the exact definition of the word, no its not "teleportation" because that indicates you are "deatomized" as you put it. In game time does progress, so its not instantaneous. The problem people like me have against FT is not that its "teleportation and lulz we are not all "teleportation mages"...

The problem is that you can safely travel from anywhere to anywere you've been before with no risk and spending no resources. Focusing on the word "teleportation" is missing the entire point. Fine, don't like that word for it? Then what you do when you use FT is more akin to using a "wormhole" where it still "takes time" in game to get somewhere, but the path through which you travel is no longer on the same plane as the rest of the world, but in an isolated tunnel you can safely traverse without getting injured, having to use any of your potions or other items, or having anything happen to you that would happen to you if you actually walked through the regular game space. Yes, you get the same thing with more realistic travel options in that yes why are you never attacked on a stilt strider by bandits or cliff racers... but at least you had to pay for it and have a vehicle that bolstered you beyond human capacity for movement to explain it. With FT... you get to, for no resources and without having to work for it or have it explained as some crazy ability you the hero have, simply do this kind of movement from anywhere to virtually anywhere at a whim. Not "teleportation" by the dictionary definition, but the effect on your play is exactly the same... what do you really lose by having in game time be consumed? Nothing. Its a total freebie where you move unscathed without paying for it in any way, and the game is developed around the notion that it is there and will need to be used.



I'm sorry. It's just too much over realism, too much over thinking. How do you have fast travel have risks? What, you arrive at a place and a message pops up and says "O' by the way, while you where traveling you died, sorry. Please reload your save."? Or maybe you fast travel and when you arrive all your potions are gone, your armor's broken and your about to bleed to death? I don't see how any of this is fun. That feature would force people to walk for hours everywhere, which you claim you don't want. It's going too far.
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Liv Staff
 
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Post » Thu Jun 23, 2011 11:02 am

You earned your free pass by traveling to a place the first time. Your first visit rewarded you with a major discovery, the destination itself. Because of the discovery, your first trip was deservedly more challenging. Your consequent visits aren't as rewarding. Think of it as balancing risks and rewards.

There is nothing unrealistic about having no significant encounters while traveling by any means, walking or otherwise. Also, the fiction of the world is decided by the game, not by the player. If the game says nothing significant happened to you, then the reality is that nothing significant happened. We can put aside any argument contending unrealism in fast travel.

Travel time being unimportant is an oversight in game design, not a problem of fast travel.
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Jennifer May
 
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Post » Thu Jun 23, 2011 4:40 pm

I'm sorry. It's just too much over realism, too much over thinking. How do you have fast travel have risks? What, you arrive at a place and a message pops up and says "O' by the way, while you where traveling you died, sorry. Please reload your save."? Or maybe you fast travel and when you arrive all your potions are gone, your armor's broken and your about to bleed to death? I don't see how any of this is fun. That feature would force people to walk for hours everywhere, which you claim you don't want. It's going too far.



i see you still hung up on the teleporting thing. im still waiting for a response as to why oblivion fast travel is the same as travelling. you havent answered why you never use resources. you havent answered why you never have to repair your armor or weapons. you never answered why you never gain any skill levels cause you had to fight something along the way and you never answered why you always have the same amount of potions and scrolls you had when you began. all of these things would indeed happen if in fact you were actually traveling. but since none of this stuff EVER happens you are not travelling.

as far as fast travelling risks are concerned you know darn well how they could implement it. any number of games interrupt fast travelling with random encounters and some games cost you supplies such as food which you must have on hand to travel. noone is arguing the complete removal of fast travel they simply want some limitations and cost/risk associated with it. quit trying to throw red herrings out there you just look idiotic.
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Sarah Kim
 
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Post » Thu Jun 23, 2011 10:45 am

i see you still hung up on the teleporting thing. im still waiting for a response as to why oblivion fast travel is the same as travelling. you havent answered why you never use resources. you havent answered why you never have to repair your armor or weapons. you never answered why you never gain any skill levels cause you had to fight something along the way and you never answered why you always have the same amount of potions and scrolls you had when you began. all of these things would indeed happen if in fact you were actually traveling. but since none of this stuff EVER happens you are not travelling.

as far as fast travelling risks are concerned you know darn well how they could implement it. any number of games interrupt fast travelling with random encounters and some games cost you supplies such as food which you must have on hand to travel. noone is arguing the complete removal of fast travel they simply want some limitations and cost/risk associated with it. quit trying to throw red herrings out there you just look idiotic.



Red herrings? You mean a clue meant to distract criminal investigators? Again with the misuse of words.

If you actually walk everywhere as you claim you would know that in OB that if you take the same route back there won't be any enemies because they havn't respawned yet, and if you where to be attacked what more would you possibly be attacked by then a simple highwaymen? OB did show how there weren't risks to fast traveling. Also in my expericae you level up slower if you walk everywhere then if you fast travel, because the loctions are where the most of the enimies are, and the slower you get to them the slower you can kill them. Your over anolyzing. Now if they want to add random encounters while traveling then fine. They had random encouters while speeling and waiting in MW and that worked just fine, but a system that simulates how much you "spend" while fast traveling would be annoying, as I've already pointed out. Sure you my be attacked while travel but the odds are actually better that you won't. Like I said, if you make fast travel to costly or annoying no one is going to use it, which is the same effect as taking it out.
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MR.BIGG
 
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Post » Thu Jun 23, 2011 10:50 am

i see you still hung up on the teleporting thing. im still waiting for a response as to why oblivion fast travel is the same as travelling. you havent answered why you never use resources. you havent answered why you never have to repair your armor or weapons. you never answered why you never gain any skill levels cause you had to fight something along the way and you never answered why you always have the same amount of potions and scrolls you had when you began. all of these things would indeed happen if in fact you were actually traveling. but since none of this stuff EVER happens you are not travelling.

as far as fast travelling risks are concerned you know darn well how they could implement it. any number of games interrupt fast travelling with random encounters and some games cost you supplies such as food which you must have on hand to travel. noone is arguing the complete removal of fast travel they simply want some limitations and cost/risk associated with it. quit trying to throw red herrings out there you just look idiotic.


While i am against fast travel and agree with every single one of your points...if ft HAS to be in the game which it obviously does for the user-friendly people, how would you feel about it if fast travel were limited in that....You would only be able to access it from main roads?
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Stace
 
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