Tes V Ideas And Suggestions Thread #160

Post » Wed Apr 28, 2010 12:43 am

anyone play two worlds?now thats what tes V should be.a teleporter here and you have to find the other teleports,absoloutly brilliant game.i do somewhat agree with the Fare for band wagons(thats the word it think)you should be able to buyt them or loan them.lets say 8,500 septims for a good one which will hold 5 members fo your crew.you then have the posibility of leaving lets say 2 to dewfend the cart and 3 to come in with you,kit them up with armour(not dissimilar to mass effects interface) which also shows damage to body,lets say Aaragon has a head concussion and is out cold,you dont juts do a heal and hes alright,you get him to a doctor,say cidy has 1 arrow(not even 20) through her heart,shes hardly holding onto life,in oblivion its basically this
YOU(me whatever);you alright
Cindy:damage is at m aximum of 2% of recomender health 98% of health is intact)
You:oh
Bandit:shoots 30 arrows into cindy
Cindy:ow-(fireball),
Bandit:dead)
cindy:hehe

real world
YOU:you ok!
CIndy:.........
YOU:you ok!!!!!1
Cindy:........

Bandit:wazzup: shoot shoot shoot
Yous:im dead.

and when you dies you shouldnt have to load again,bethesda have 2 choices:
sissy(pardon moi french):you respawn somewhere where you chose like 9dragons(no one knows what im talking bout with these games)
hardcoe:die start again with another character;HEHEHE
personally no.1 best

BTW;summer you dont usualy start these where Rohugh vacation or sumthing
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FITTAS
 
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Post » Tue Apr 27, 2010 11:43 pm

I disagree I thought fast travel system in oblivion was great. the fast travel in morrowind was annoying and tedious.


I sympathize with you completely. I mean, actually having to talk to people: thats like walking from China to England! And actually paying: inhumane!! (sarcasm)

Exactly what do you want?


I'd say something along the lines of reality.
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Adam Baumgartner
 
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Post » Tue Apr 27, 2010 7:18 pm

Assuming we could set up factions, it would give us a great opportunity. For one, we could name the faction, which is a whole lot of fun in itself.

Examples (A bit childish, sorry, I've got Easter Candy):"No Girls Allowed", "No Boys Allowed", "Sayers of the Sooth", "The Elven Lineage", "The Alliance of Humans", "Native Allegiance" (Sload, Argonian, Khajiit, Imga).

You name it, you could probably find some NPCs for the faction even "Love Transcends Death"... Although you may only get Falanu Hlaalu in that one.
Spoiler
Falanu Hlaalu - "I'm the only alchemist in Skingrad. Not much business here, but I can't go back to Morrowind. It's just like anywhere else in the Empire. By the way... do you happen to know what the fine is here in Cyrodiil for necrophilia? Just asking."

Secondly, you could recruit NPCs into it, probably based on their disposition., if it were to be implemented. The group could also have a "Reputation", as good, bad, neutral, or anything in-between.

Thirdly, perhaps you could buy a building and use it as a Guild Hall, so then you could really get things underway. You could tell people quite simply to set the cell as their home (in scripting, dialogue would obviously be more fun), and then they could go, do their daily business, and sleep in your guild hall. You could also ask members who aren't trainers/shop keepers/ important characters to come with you so you could then have a party. This would also be great for keeping track of a companion character you don't want following you 24/7 or running "home" to the other side of the map.

A fourth point, is that your group could be given tasks based on the old game's AI, like gathering items and putting them in a box, fighting monsters (or people, if you want your Faction Bounty to go up.), and other things like making potions/weapons.

Fifthly (if that's a grammatically correct term), you could build it up, recruit new members, expand/relocate from different buildings, have a place where you could store things, and maybe you'd be given randomly generate "faction quests" based on the type of faction you chose... which would require a conference of people to decide. :P
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Jimmie Allen
 
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Post » Wed Apr 28, 2010 7:47 am

uh I kinda already said that stuff lol.

What I said was similar but not realy the same
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dell
 
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Post » Tue Apr 27, 2010 11:07 pm

I still want Morrowinds travel system for:

- Divine Intervention Spells.
- Ship Travel Services.
- Silt Striter/Horse/Other Kinds Of Animal Travel System (dependent on province).
- Mark & Recall Spells.
- Mages Guild Teleportation.

Over Oblivions:

-Fast Travel System.


I just want more content in the next game.
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Jack Walker
 
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Post » Wed Apr 28, 2010 6:20 am

I still want Morrowinds travel system for:

- Divine Intervention Spells.
- Ship Travel Services.
- Silt Striter/Horse/Other Kinds Of Animal Travel System (dependent on province).
- Mark & Recall Spells.
- Mages Guild Teleportation.

Over Oblivions:

-Fast Travel System.


I just want more content in the next game.

I like this but on the side you can have telaport to [insert city] here or house spell , so that in emergency situations.
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Steven Nicholson
 
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Post » Wed Apr 28, 2010 8:02 am

I would like the recharging of enchanted items to change from Oblivion. Enchanted weapons should recharge over time instead of being recharged by soul gems in a manner that makes me believe soul gems are batteries. Also, having to trap souls at all times just to keep my weapons working at full power is something that prevents me from recharging my weapons. I usually play as a knight character who doesn't want to trap souls. Trapping souls is morally wrong to most of my characters. I gave Azura's Star to Martin because I don't want to trap souls(also because Azura'a Daedric quest is one of the few "noble" ones and my characters in TES don't complete Daedric quests, unless the main quest demands it).
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Sunny Under
 
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Post » Wed Apr 28, 2010 7:53 am

Sea monsters

http://img6.imageshack.us/img6/2963/1270425199930.jpg
http://img6.imageshack.us/img6/3121/1270424744599.jpg
http://img6.imageshack.us/img6/9759/1270425062877.jpg
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Daramis McGee
 
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Post » Wed Apr 28, 2010 1:11 am

If Bethesda includes fast travel in TES V and doesn't include an option to turn it off, being on the PC, I have the option to make or download a mod to fix it. But console gamers don't have that option, and that's too bad. I will be extremely disappointed in Bethesda if fast travel is in the next game and there aren't ways to turn it off or if they didn't include alternate travel methods.

The reasons not to have fast travel FAR outweigh the benefits in my honest opinion.

mate quite a few of my friends are modders like me and we all agree if you don't like fast travel DON'T FU**ING USE IT its that ****ing simple just don't click on the little icons and you'll be alright whats the point of turning off when you can just not use it it's that fu**ing simple and yet people don't ****ing get it
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Lisa Robb
 
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Post » Wed Apr 28, 2010 8:16 am

I would like the recharging of enchanted items to change from Oblivion. Enchanted weapons should recharge over time instead of being recharged by soul gems in a manner that makes me believe soul gems are batteries. Also, having to trap souls at all times just to keep my weapons working at full power is something that prevents me from recharging my weapons. I usually play as a knight character who doesn't want to trap souls. Trapping souls is morally wrong to most of my characters. I gave Azura's Star to Martin because I don't want to trap souls(also because Azura'a Daedric quest is one of the few "noble" ones and my characters in TES don't complete Daedric quests, unless the main quest demands it).


I agree that the items should be charged over time as well but maybe also by soul gems just incase your in a fight and need it charged quick if it ran out.

I also wish for the old fashion of the elder scrolls 3 enchanting and spell making process where you can go to MULTIPLE people instead of a singular place which you need to complete a few annoying quests just to get access to. I like how you could adjust what you want on you items instead of no matter what you want or item you use its the same thing. I mean you can have a fur hide with a grand soul gem and have camilleon thats 20% have have 5 fur items and be completely invisable forever but then you try to do the same thing with more powerful armor such as deadric or amber/madness armor and still have the 20%. In my opinion I'd have fur since I won't need heavier armor because they can't see me and hurt me and then I want lighter armor for looting dungeons. I mean you won't need anything if you have fur to fight with but if it had a limit on constent like 5% for fur then you would need better armor so it won't be as easy including you need to go hunt the armor down. Then also it will decrease the amount of armor needed to get the same effect such as if amber armor is 40% then you need three pieces instead of 5 which the other two items can be used on increased skills, magika and just plain anything you want for fun.
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Chris Cross Cabaret Man
 
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Post » Wed Apr 28, 2010 7:45 am

I think the whole fast travel argument needs to be banned from discussion, people are constantly fighting over it, and no one will agree. The posts that actually have NEW ideas are being ignored so people can continue to argue about the same thing over and over.

The title of this thread is not, "Debate suggestions for TES: V," it's "Tes V Ideas And Suggestions Thread."
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dav
 
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Post » Wed Apr 28, 2010 3:19 am

mate quite a few of my friends are modders like me and we all agree if you don't like fast travel DON'T FU**ING USE IT its that ****ing simple just don't click on the little icons and you'll be alright whats the point of turning off when you can just not use it it's that fu**ing simple and yet people don't ****ing get it


:rolleyes:

Clearly you're just talking out of your ass and have never actually tried not using it. And it's not like you supposedly being a modder matters at all, I can mod too buddy.
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emily grieve
 
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Post » Wed Apr 28, 2010 6:54 am

Again with the fast travel. There is it's own topic for it, am I right? Anyways, slight update:
3.2 Fast travel

You can only fast travel along ROADS that are marked on your MAP. You can upgrade the 'worldmap' by buying different maps from cartographers, or by exploring yourself. The actual fast travelling is done by zooming up until you see the map/satellite sort of view, and then you can move along the roads, decide in which taverns to stay on the way, where to stop and where to go. Random encounters are possible with merchants caravans, bandits, or just common people. Also:

-When you reach the end of your explored/bought map, you just continue manually. That is back to 1st person.
-The map is 'colored' as you explore, like in TES3.
-If you need to reach a location in the middle of nowhere, you can only fast travel as far as the roads go.
-The world map is big enough to make week's travels possible, as in TES2.
-It's still possible to travel in 1st person, but the distances make it really time-consuming.
-There are believable amount of locations, farms, temples and taverns along the roads.
-Much less actual dungeons/forts/caves/ruins, but way bigger. As in TES2.
-Lot of cemetaries, but not all of them inhabitet by undead.
-You can buy services from boats and caravans.(Like Silt striders and boats in TES3)
-You can instantly teleport between two Mages Guilds, but that's extremely costy. (In TES2 and 3 teleportation was so cheap and easy it should have made ALL other ways of transportation extinct!)
-Quests have deadlines to make the teleportation more necessary, even if it's costy.
-You can get loans from banks or loansharks.
-Teleporters in guilds might need more time between their spellcasting, to give the illusion of demanding spells.
-Survival skill is used whenever you need to sleep in the wilderness. During winter you need to build fire. Shelter during rain etc.
-The stats of your horse or other mount (reindeer?) affect the speed and range you can fast travel. Heavily armoured warhorse is slower and tires easily. When walking, your own stats matter.

There was a topic for how the game should begin, some years ago, and I was thinking that you might escape from captors in a remote (and even randomly selected) place, finding a crude map showing 2-3 nearest cities, and that would seriously limit your fast travelling in the start. Would also get rid of the repetitive, soon boring, beginnings in the same location over and oer again.

People who have time to travel in 1st person or just hate the whole idea of fast travel too much can toggle it off:
3.8.1. Toggle Realism options

Since there are several things about game realism that irks the casual gamers, let's make some of them togglable in the options menu. Here's what I've been thinking:

Options menu -> Realism

Toggle on/off :
Hunger effects
Thirst effects
Environment effects (if Skyrim, freezing, ultimately to death)
Fast travel
Left handed character
Bleeding
Crippling

Move slider for:
Hours of sleep per day required
0-10

I want TES5 to be big enough that you can't live without fast travel. Tiny world map AND a fast travel system that's too easy are a TERRIBLE combination.
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sarah simon-rogaume
 
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Post » Wed Apr 28, 2010 5:31 am

Fast Travel needs to die a horrible, fiery death. But there were a few problems with Morrowind's style of transport as well. In Morrowind, the Silt Striders really only took you to cities on the west coast, iirc there was no city on the east coast that they went to. So if you wanted to go anywhere on the east coast, you pretty much just had to walk there. There was teleportation between the mages guilds, but the problem is that, again, there weren't many mages guilds on the east coast. Morrowind's style of transport was great if you never, ever went to the east coast, but if you did then your only option was to walk.


I agree with you about getting rid of fast travel, however your comments about Morrowind are a little bit irking for me. In Morrowind you had silt striders covering the west coast, the east coast was covered by boats, the middle was accessible from any of the coastal cities from within 10 to 20 minutes walk. This system suited me well.

Daggerfall had fast travel, but it was good, it was very good in fact.

Stephen.
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Greg Swan
 
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Post » Wed Apr 28, 2010 11:08 am

Now, I dislike the fact that fast-travel was sort-of "OP" in Oblivion as much as the next guy.

But I think people are going after it for the wrong reasons. If it's "immersion breaking" why not just run to the docks and fast-travel to Leyawiin and call that a boat ride? Or go in front of a Mages guild and fast-travel to Bruma?

I just don't understand it, honestly. I don't understand fighting in general, but this is just... a weird fight. I don't really understand how it got started.

Immersion is all about imagination, unless I'm getting the definition people are using wrong. If you want to feel like part of the game-world, sometimes you have to use a little imagination. It was 2006, and there was nothing like Silt Striders in Cyrodiil, and Boats could only logically take you to 1 town (Anvil) without crashing into the rocks below Leyawiin, or transversing the shallow waters of Lake Rumare.

Bethesda did things that they needed to do for a reason. They kept it in Fallout 3 because 90% of the people who play Fallout 3 will probably only play it one-time-through, and not stop to do many side-quests.

I'm not saying it's guaranteed that they'll get rid of it, 'cause chances are they just aren't. But if people use a little imagination it isn't so bad. It's not like the game just starts flashing colors with a message that says "You're playing a video-game! You aren't in Cyrodiil, the NPCS aren't real!". You just skipped the process of running into Rabid Wolf #4904, Bandit #239, and Highwayman #253. The roads were the only efficient way to travel, since the hills more often than not stopped you from going up.

I think Immersion-Breaking is not being able to step up a hill that's .1 Degree steeper than before, or having an NPC do http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot0-1.jpg. (Yes folks, she's alive and talking to me in that picture.)

Fast-Travel is simply bad for the fact that it makes people lazy, and it keeps us from discovering the nice details about the game.

I think, however, adding travel that you can actually watch happen (boats, carriages, sleds, etc.) would be amazing.


Sorry if this is a double post.

I could use my imagination and pretend that a square rock is a tv, it doesn't make it a tv.

Stephen.
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Queen
 
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Post » Wed Apr 28, 2010 10:43 am

Since the mods want us to derail this thread with 3D pvssyr from this thread:
http://www.gamesas.com/index.php?/topic/1083848-tesv-should-include-an-option-for-3d-view-like-the-technology-used-in-avatar-the-movie-3d-version/page__st__40

3D has never really impressed me. I haven't seen anything recently, but I do remember my experiences with those dumb red and blue glasses. It's like those optical illusions with the old lady and the duck - sometimes I can see the 3D, other times I only see the 2D. And the color is all mucked up because of the red and blue lens colors. Either way, the 3D isn't seamless, there was quite a bit of 'popping'. :shrug: I dunno.


Watch Avatar. Enough said.
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Esther Fernandez
 
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Post » Tue Apr 27, 2010 11:35 pm

Fast travel in Oblivion made Cyrodiil feel smaller than Morrowind was, even thought Morrowinds Vvardenfell was 3 times smaller than Oblivions Cyrodiil.

Result of Morrowinds Logical Travel:

- Devs themselves handmade an interesting land to explore .
- Artifacts was actually hand-placed, and therefore could be found in a cave without being quest-related.
- Teleportation Spells was purchesable by mages.
- Player was able to pay for travel with mages teleportation/silt striter and by ship.

Result of Oblivons Fast Travel:

- The gameworld was generated by technologi and almost wasn't made by the develpers.
- No artifact was handplaced as they didn't made the dungeons themselves and therefore didn't put items withing dungeons (exept for a few).
- Teleportation Spells was removed from the game.
- Travel by ship/mages teleportation/silt striter (or other animal dependent of province) was removed from game.
- Player dind't take any risk when travelling, and was almost "hold in the hand" by the game.
- Horses was added to the game.


Bethesda, please fix this!
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maya papps
 
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Post » Tue Apr 27, 2010 10:04 pm

Watch Avatar. Enough said.

Watch a crappy film only because it looks so good? I hope this mentality dies a horrible death ^^ edit: horrible and fiery!
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Dagan Wilkin
 
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Post » Wed Apr 28, 2010 1:28 am

Watch a crappy film only because it looks so good? I hope this mentality dies a horrible death ^^ edit: horrible and fiery!


The film has several layers, militarism beeing only one. Awesome movie IMO.

Edit: And yes, the 3D effects are awesome as well ^^
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Charity Hughes
 
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Post » Tue Apr 27, 2010 8:46 pm

I'm not real fond of "make it optional" arguments for things like fast travel or hunger/thirst, as far as trying to compromise by make it a toggled option. Any gameplay feature that can be so easily flipped on and off is very likely to be poorly implemented, being little more than surface aesthetics. For example, turning hunger on/off wouldn't change how often you find food, or the balance of distant wilderness lands that expect you to travel there. If there's any kind of balance to how much inventory space you have not needing to carry food will impact that. Compromise is well and good, but nobody wins if it turns things into lazy half-features.
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Taylor Bakos
 
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Post » Tue Apr 27, 2010 7:55 pm

I'm not real fond of "make it optional" arguments for things like fast travel or hunger/thirst, as far as trying to compromise by make it a toggled option. Any gameplay feature that can be so easily flipped on and off is very likely to be poorly implemented, being little more than surface aesthetics. For example, turning hunger on/off wouldn't change how often you find food, or the balance of distant wilderness lands that expect you to travel there. If there's any kind of balance to how much inventory space you have not needing to carry food will impact that. Compromise is well and good, but nobody wins if it turns things into lazy half-features.

While I agree with you about the togglability of fast-travel being a bad idea, I don't see a problem with toggling hunger/thirst. Personally, I like hunger/thirst, and I play with NOM on Morrowind. I think people shouldn't be forced into it, and it doesn't detract the game.

Fast-travel like Oblivion's, on the other hand, should never ever ever be togglable. We should never have it. It makes the designers not focus on the awesome landscapes we saw in past games, because the player never has a reason to see them.

The reason fast travel is debated so much here is because it's the second most game destorying thing in Oblivion.

(First being level scaling - but no one wants it, so there's no debating, really)
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Pixie
 
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Post » Wed Apr 28, 2010 2:37 am

I think Bethesda really has a chance now, seeing every bodies opinions, to make the fast travel system really great. I would opt for a more morrowind style, but make it a tad easier to plan out destinations for the newer people to the games. I mean I've spent hours when I first played morrowind just getting lost using the boat system, and though it was fun and a little bit immersive getting lost in that world I realize a lot of people would just get frustrated with that. It's just for me the point and click, load screen, then poof your there really takes so much away from the game, and I think even if people don't realize it now they would definitely know the difference if traveling was really just a part of the game rather than just a surface mechanic.
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Undisclosed Desires
 
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Post » Tue Apr 27, 2010 7:28 pm

I don't see any reason for fast travel to not be implemented as it was in Oblivion or Fallout 3 style. The arguments I keep hearing are either based on immersion, or for people who feel the need to have danger/adventure in the system so it doesn't become overused or "overpowered". The thing about these arguments is that it comes down to how someone wants to play a game. If you feel the desire to completely roleplay and develop your character as if you were them go ahead, if you want to max your character out fine, if you just want to mess around and smack goblins all day, why not?

However the fact remains that there are some people who don't care about the immersion or perhaps are less accustomed to playing video games in general. Things like fast travel allow for those who wish to use it, the ability to get across the map in a quick fashion so they can enjoy playing quests or exploring the town and buying new items. As much as the phrase "casual player" is somewhat hated or looked down upon, they are still a viable market. Of course when I say casual I don't mean those who want to play mini-games or other simple games, I mean those who aren't interested in optimizing their character build or trudging across a landscape (no matter how interesting or pretty it can be). There are plenty of people who may just enjoy fantasy set games and enjoy hitting things with swords, which is a completely legitimate way to play.

I don't think anyone here believes it, but in a lot of other arguments on this subject, what I've heard boils down to: I don't think the game should have an option to be so easy, everyone who plays this should play it the way I do.

They key is to still give options. This allows for the majority of the population to get what they want out of the game and not limit them on how they do so. And as cliche as it is to say so, if you don't like it, don't use it (and yes I've read the topic and understand others opinion on that)... you shouldn't need to rely on the game to limit you from doing it. :P

Of course there are ways to improve upon the fast travel system: such as not making quests dependent on traveling from one end of the map to the other, etc. but I don't think it should be excluded entirely...just my opinion.


A TES game is a TES game and is not designed to cater for everyone, it is designed to be a rule based freeform role playing game with limits set in place to give you a challenge, it is not designed to be easy and nor should it be, it is designed to challenge the intellect and the player to better themselves, not to cater for people who can't concentrate on one thing for more than five minutes.

There are games out there specifically designed for people with the mindset of a goldfish, LOTR, Dragon Age, Two Worlds, etc, etc, etc.

Stephen.
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Grace Francis
 
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Post » Wed Apr 28, 2010 11:28 am

I brought this up in the specific "Fast Travel" topic, but since the debate here is currently on the same subject I thought I would drop off my suggestion here as well:

I say that they reuse the Morrowing style (multiple intersecting methods which combine to form a network), also add back the spells (intervention, mark, recall in spell, enchantment, and scroll forms), and finally reuse the Oblivion fast travel, but add an actual cost to it (going from A to B using map travel will require the game to calculate the cost of using the paid services, as well as a "bribe" fee that grows in distance). The bribe fee being the necessary offset to combat. This fee should be rather significant (i.e. a minimum charge of 250 plus 10 gold for every "mile").

Using this method everyone should get what they need.
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Sunny Under
 
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Post » Tue Apr 27, 2010 7:55 pm

There are games out there specifically designed for people with the mindset of a goldfish, LOTR, Dragon Age, Two Worlds, etc, etc, etc.

Stephen.


Oh, and of course Oblivion...
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Cedric Pearson
 
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