1. Grr... There's NOTHING wrong with Cliff Racers. The level of respawning, was the problem. Cliff Racers should make a comeback, even if they're just friendly creatures, to stop the whiners.
2. So it's really such a burden to have to walk all the way over to an NPC in town, instead? Considering it's exactly the same with a tiny bit of walking added...
3. Umm... http://www.darkrune.dk/the-elder-scrolls-4-oblivion/TamrielMap.jpg
4. If the gameworld is huge, there would be considerably less detail, and it would end up more dull than Oblivion. But, no one hates fast travel, when it doesn't ruin the game. Fast Travel worked in Daggerfall, because it wasn't an instant magic poof to half way across the world. There was strategy involved. That wouldn't be in TESV if they're catering to mainstream again.
5. The ONLY solution in my books is to get a better fast travel system that actually makes sense.
6. Check my sig, also.
1. True, true and true, I was kidding about 'loving them' but I think more flying creatures in general are a plus, not just hovering like imps, actual creatures that fly. Sure some can be docile, but I have no problem with them attacking me either, keeps me on my toes! Like those lethal flying bastards in Borderlands, MAN those were rough if you're weren't expecting them.
2. That's what I'm saying, it's not a burden at all, in MW I pretty much walk everywhere, in OB I walk or ride everywhere, traversing the terrain and fighting/avoiding random enemies is part of the fun, as well as getting sidetracked by the odd cave or ruin or shrine, etc. But for those who don't like that and want to just 'get to the mission' so to speak they should also have an option, and for those who hate fast-travel with a burning passion but can't resist the temptation to use it anyway and break their own immersion in the game, they can turn it off at the beginning and never be able to use it.
3. On the map, yes, but in my view it's also far less diverse, and in game-space the scaling is different, its actually not THAT much smaller from game to game, but the mechanics change your perception of that.
4. Not necessarily, only if the dev cycle was the same and the team was the same number, I'm saying, ideally, they stack double the people on their payroll and double the amount of dev time, I'd be willing to wait ten years if it meant the whole mainland was available. Also, they have major veterans in their team now, whereas when they made OB, they were making a transition from last to next-gen, and PC to consoles. There was a massive learning curve that restricted their abilities in other areas and thus they couldn't include too many other features. Also, unlike MW, there was immense pressure to have the game be polished and AAA-quality, which still exists but this time around they are old hats at it. (Gotta get Emil back from Fallout though and have him write the main story)
5. What you're talking about is compromise, do I have to start quoting Abe Lincoln? In compromise, no side is ever completely satisfied. Easy example, you like eggs and hate fish and i like fish and hate eggs, so we order fisheggs...doesn't make much sense really, better that I just get the fish and you just get the eggs. Options are the key, let each player decide how they want to play.
6. Waaaay ahead of ya!
This brings up an important drawback however to how robust the Modability of TES is. This means the devs can be a bit lazy about this stuff and say 'well if they don't like it they can mod it.' And yeah, for me a modded Oblivion is a better experience, but that also means that console players and those who simply don't like or don't understand mods, get the shaft if they, say, share the opinion that fast-travel should 'die a horrible fiery death' as someone earlier said. A reasonable amount of built-in tweaks and options is really where the game could shine. Just like people who don't like crosshairs (like me) and like to turn them off, that is now a pretty standard option in any game with a crosshair.