Should Teleportation (Fast Travel) Have Any Restrictions?

Post » Sun Dec 12, 2010 2:10 am

fast travel should only happen between cities towns

not remote location

problem fixed

the end :)
User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Sat Dec 11, 2010 2:03 pm

I rarely use fast travel, but I still want to go where I want when I want.

Nobody I forcing anybody to use fast travel, There is a very simple solution for those people that hate it;' Stop using it, and stop complaining about those that do like it.
User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Sat Dec 11, 2010 5:22 pm

I'd be happy with something resembling what Morrowind had.
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Sun Dec 12, 2010 1:12 am

I rarely use fast travel, but I still want to go where I want when I want.

Nobody I forcing anybody to use fast travel, There is a very simple solution for those people that hate it;' Stop using it, and stop complaining about those that do like it.


There is a very simple explanation to people who don't understand:

- It's not really about any temptation or choosing not to use fast travel. It's about changing the foundations of how you use it into something more immersive - a la Morrowind's transportation/fast travel system.

For instance: Let's assume, that the combat system in Skyrim was soooo awful, so horrible, so really bad; that practically 50-70% of the players wanted something else - something they believed to be better. Now, would the "very simple solution" be to tell to those people: "if you don't like the combat system, don't use it". Or would be: "OK, it's a pretty bad system. Let's change it into something better".

See my point? :thumbsup:
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Sat Dec 11, 2010 6:17 pm

Since it was done in Morrowind and Oblivion. Morrowind had plenty of restrictions on it, but it's underlying mechanic was similar to Oblivion's. Set where you want to go, and you instantly teleport there before time is pushed forward.


Before time is pushed foward? that never happen to me, time would just advance a certain degree depending on how far you were traveling.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Sat Dec 11, 2010 7:02 pm

I don't know if anyone have mentioned it, but the fast travel system in a game called Two Worlds 2 was very good. There was teleports spread around the world that you could use and you could find special stones to teleport from anywhere. The thing is that even you can travel from anywhere you could only travel to the teleports you already had found. It is in my eyes a combination of the realistic system in MW and the easy-to-use system in OB.
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Sun Dec 12, 2010 12:49 am

If they did go back to the Morrowind System, which I also liked mostly, then I'd want some method of learning the routes in the game, and some kind of a map-board standing next to the Silt Strider with the destinations clearly listed, and other connecting services listed on the board beside it. A double-tiered 12-foot tall readable in-game map outside of your character.

For example (using MW as an example just because it's easier), say you want to go from the Telvanni towers to Vivic ... but let say that you need to take the Silt Strider but it doesn't go to Vivic, it only goes to some small port city that's not very close and you would then need a connecting boat ride from there to Vivic. In the real MW game, there was no Map showing you where all the different lines went. For about 1 year there was no way to know all the convulated paths you could take in MW and it was very tedious trying to figure out to get somewhere quickly. But later, people started publishing maps they hand-drew showing the routes and then even better maps came out from graphic designers.

I'm just saying I'd like a way to see all of the interconnecting overlapping pathways that such services offer from one easy-to-use location on a board prior to going to the person and paying them for the travel. I don't think the maps should be a part of our own internal map system because it isn't practical that we have such information on our persons since we would see the boards right next to the service that provides it anyway and we could just quickly look it over, see our connecting itinerary, and then board a Ship and go.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Sun Dec 12, 2010 12:43 am

I have no problems with fast travel, but it is available way too early.

I don't want the option of fast traveling when I'm still having fun exploring the world and getting the feel of it's size.

So I would prefer a system where fast travelling is something that becomes slowly available during the game.
User avatar
Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Sat Dec 11, 2010 4:07 pm


So I would prefer a system where fast travelling is something that becomes slowly available during the game.

It is, it will only be available to places once you have discovered them. Unlike the Morrowind system (which I like) where you can use the fast travel services to any of their destinations whether you have been there or not.
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Sat Dec 11, 2010 9:25 pm

It is, it will only be available to places once you have discovered them. Unlike the Morrowind system (which I like) where you can use the fast travel services to any of their destinations whether you have been there or not.


I know, but I don't like it that fast traveling is enabled after I visited a city just once.

Basically I'd like to have the Morrowind system early in the game (when exploration is the main thing) and the Oblivion system late in the game (when quests, leveling etc. are the main focus)
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Sat Dec 11, 2010 9:20 pm

Partially 2, but partially at that too.

Give us the capability to go wherever we want just for the sake of cutting down the journey we've done like 10 times before. Not whenever we want, sure, but only when is actually in battle, not when there's a freaking mudcrab loitering around and happened to see us

At least, give a threshold as to how far from an enemy can they detect us (and thus, free to fast travel). Psychic mudcrabs to Oblivion
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Sat Dec 11, 2010 9:37 pm

I still think it's more to do with the "immersiveness" of the game world than it is the "immersiveness" of the fast travel system, itself. What always comes to my mind when discussing this sort of thing is Red Dead Redemption, oddly enough.

That game incorporated not only what was effectively Morrowind's style of fast-travel (if you replace Striders and such with Carriages and Trains,) but Oblivion's as well (with only the very minor caveat being that you had to "make camp" before fast-travelling by that method.) And I think it worked pretty well in that game. It even went so far as to improve upon Morrowind's more static system of vehicular travel by allowing you the option of actually experiencing the entirety of the journey in real-time, or at any point deciding to "skip" right to your destination.

I thought it all worked rather well in that game, personally.

But (to me) by far the more important part was the very simple fact that I only found myself using any form of fast-travel maybe once or twice during my entire play-through of that game, for all the various options that were freely available for my use. For starters, it was just a joy to roam around the environment - a fun experience that I rarely found boring or tedious. Secondly - there were continual intrinsic advantages to physically travelling in "real-time" between locations. Things to collect, places to find, random encounters to experience.

That's what really used to bog me down in Morrowind/Oblivion/Fallout 3/Fallout New Vegas, personally. Once I'd been to a spot, I knew that the only thing I was ever going to come across on a "real-time" journey would be maybe a random combat encounter. And when you know that once you get where you're going, you're probably going to be fighting pretty much whatever you may have encountered on the way, I just don't feel those random combats to be all that important to the gameplay experience. It really doesn't make the game any more difficult or "challenging," and the real challenge is going to be found in dealing with whatever stands in your way at your destination, to begin with.

In RDR, however - there was actually a "point" to keeping an eye out for any critters along the road, or any ambushes I might walk into.

In short - I think with these fast-travel discussions, there's often a lot of focus on the "stick" aspect of applying game design concepts to fast travel. When I think instead what's immensely more important is to focus on applying more "carrot" to encourage players to forego fast-travelling altogether while in the game. If the "real-time" travelling portion of the gameplay is compelling and rewarding enough - then I don't really see how any form of fast travel is going to have all that much of an impact, to begin with.

My two cents, anyway.
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Sat Dec 11, 2010 7:39 pm

When you fast travel you "assume" that the traveler is on the main roads right? How about using a system where you can only fast travel when the roads are clear of highway men and "gangs". Every once in a while the "gangs" and highway men would return stronger or with more numbers depending on your reputation. I remember seeing arrows in my character after coming out of fast travel. I asked myself "why not interrupt the fast travel and come into a battle".

I'm thinking have the character only able to leave from city gates and if the path is infested with danger a guard would say something to the effect of "There have been reports of missing deliveries and travelers being attacked". That, coupled with the new quest system, could make for interesting side quests. Though they may become monotonous they won't be to immersion breaking.

I realize that this idea may be far fetched and out of developers hands, although there is always the vast community of modders who have been able to create so much for the other titles.

The biggest advantages of this idea are
1.Takes advantage of the new quest system
2.Non-immersion breaking
3.Almost endless slew of foes
4.More realistic traveling

I apologize if this idea has been posted elsewhere. To my knowledge I am the first to recommend it.
User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Sat Dec 11, 2010 9:12 pm

I think conventional fast travel, ala morrowind's Stilt walking bug things should be more of a Minigame. Wherein one creates a travel plan, and it plays out one day at a time with encounters and decisions of various sorts. Just a lot less tedious than walking 1st person.

Mage guild managed teleportation I am happy with.

The only time I needed Oblivion style fast transportation was when I was stuck in some geometry. For that I want a help button which gets me to a safe place nearby and sends a report to Bethesda so they can fix it; to avoid game abuse, this would be usable only once per game day... Or just bring back Mark and Recall / Almsivi, and I will be happy.
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Sat Dec 11, 2010 11:37 pm

For once, I like how they did it in Fallout the best: It was Oblivion's system, but you didn't have all the major cities pre-discovered, you still had to discover them yourself in order to fast-travel there.
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Sat Dec 11, 2010 3:57 pm

Random Encounters on fast travel.
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Sat Dec 11, 2010 12:19 pm

Fast travel should be toggle-able.
Teleportation is freakin' OP!
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Sat Dec 11, 2010 6:25 pm

I have to do a lot more actual wandering around in the world and I get to see so much more of the world than with Oblivion, because in that I alway Fast Travelled everywhere and didn't do any wandering about. And now I'm really enjoying the game more than ever, so I know it has a lot to do with restricting Fast Travel and forcing me to go out adventuring.

Just curious....
Since you're having more fun by not using fast travel, do you need to be forced?
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Sat Dec 11, 2010 2:58 pm

I really don't understand... what's the diffrence of toggle off and not just using it? Besides if theres no greater reward for toggling it off..... why do it.......
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Sun Dec 12, 2010 12:21 am

There is a very simple explanation to people who don't understand:

- It's not really about any temptation or choosing not to use fast travel. It's about changing the foundations of how you use it into something more immersive - a la Morrowind's transportation/fast travel system.

For instance: Let's assume, that the combat system in Skyrim was soooo awful, so horrible, so really bad; that practically 50-70% of the players wanted something else - something they believed to be better. Now, would the "very simple solution" be to tell to those people: "if you don't like the combat system, don't use it". Or would be: "OK, it's a pretty bad system. Let's change it into something better".

See my point? :thumbsup:

No. You are comparing something that is unavoidable (combat) to something purely optional, and very much avoidable (fast travel) Your point doesn't seem to hold much water.
User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Sun Dec 12, 2010 3:20 am

Fast Travel is fine the way it is. I don't see the need to change it. If you don't like Fast Travel then walk you'll raise your skills faster that way.
User avatar
Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

Post » Sat Dec 11, 2010 12:58 pm

heh 38 yes to 38 no i find that amusing but still fast travel IS A FREAKIN OPTION YOU DO NOT HAVE TO USE IT :facepalm:
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Sat Dec 11, 2010 11:59 am

I like to travel wherever I want, whenever I want. But that's because I can't spend hours traveling the same landscape for the 12th time because I forgot something back in town, lol! I only play a few hours a day so I would like to spend time doing things and talking to NPC's than getting bored of walking the same long (oh my goodness, SO LONG!) route back and forth just to get something.

If no fast travel, then I want transportation ala Morrowind. =)
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Sat Dec 11, 2010 1:26 pm

I really don't understand... what's the diffrence of toggle off and not just using it? Besides if theres no greater reward for toggling it off..... why do it.......


Touche friend. Touche. I realize that for people who don't want to fast travel, they can just not do it. Admittedly, however, as much as I love not using fast travel, I can't resist the urge of using fast travel simply because I can. Sorry, I think I'm just splitting hair, but I think a in-game restriction may help resolve this argument.
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Sat Dec 11, 2010 2:43 pm

cut

i don't think any npc should encourage fast travel since it isn't a game mechanic that npc's do
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

PreviousNext

Return to V - Skyrim