Fast travelling?

Post » Sat Oct 03, 2009 4:51 pm

I say add the Morrowind style of fast-travel, while tweaking the Oblivion fast-travel. Make the Morrowind FT (Boat, Guild teleport, Strider, Ect.) a safe mode of travel, and make the Oblivion FT unsafe. Safe FT will not have random encounters and do not drain stamina or any other stat. Where the Oblivion Style of FT would have a chance to be interrupted (like when resting in Morrowind and you get interrupted) and stamina would be drained.

This is my two cents.
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Andrea P
 
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Post » Sat Oct 03, 2009 11:35 pm

I like the idea of an artifact although I don't what Bethesda accused of Copying someone else game. What I would do is you can touch the warp point out in the wild you can use it or have the warp points be involved in a quest and once you complete the quest the person that you got the quest from will give you either a quest item that allows you to use the warp points or you get a title that allows you to use the Warp Points.


Naturally I'd like them to come up with their own means and mechanic. In the end though I would really like some type of travel that makes sense in the Skyrim game world.

Keeping your eyes and brain attuned to the world environment is the key to immersion. Games in the past like Ultima had "fast-travel" through the use of "moonstones" that you could put on the ground and a gate would open. Depending on where you put the stone in relation to the PC changed where you would go when you entered the gate. You never left the game world screen. You stepped through the gate, and the screen would change to the destination and out you'd pop from the gate. No map, and it required you learn where to place the stone to get where you wanted to go. You could go to 8 different places throughout Brittania. If the destination you wanted to get to was between gates you had to hoof it. Oh well. That game had horses too which would really cut down on travel times. NO REASON to have insta-fast travel. It's a lazy way to design a game. The Ultima series is STILL superior to most RPG's of this current generation and it was Todd Howard's favorite series. I don't see why they deviate so far from such an immersive design.
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Céline Rémy
 
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Post » Sat Oct 03, 2009 5:33 pm

Actually you could travel to more cities and towns with the travel system in Morrowind than you could in Oblivion from the git-go, meaning you didn't have to walk to or discover any of those. Divine intervention meant that you only had to walk halfway toward a place with a chapel or temple, and you could teleport in. Your added depth from that angle is phony.


Well, as far as cities go, it's realism, plus you have to pay for it. Intervention spells asked you to having bought them, or be able to cast them. I don't see how it's no added depth. Oblivion just had you teleporting to anywhere you already been, including every single fort or Ayleid ruin. And could you fast travel to a city you haven't been before?
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how solid
 
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Post » Sat Oct 03, 2009 7:01 pm

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Tania Bunic
 
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