Navigation:Here are a few compiled ideas on travel, finding your way around and the map. (Warning: Long post)
They are made of older posts but overworked and with some details added.
1: Fast Travel:OK here's my take on fast travel again specially the traveling methods. For this keep in mind that the game world in mind is FAR bigger than the one in Oblivion.
A full trip on foot from the two furthest points of the map, taking the safe main roads, regular rest stop and normal walking speed take one in game week.
How you travel:Just like in Daggerfall it could simulate your travel AND what you did on the way, if you traveled rigorously or carefully, if you kept traveling or did regular rest stops, if you took safe paths or shortcuts etc.
All those then simulate how much money or resources you used, how far you walked and also your condition in the end, it could happen that you got sick on the way and have to cure that first.
-The route you take:Main roads: Only taking the main roads is the longest path but also the safest, you won't encounter bandits here and very rarely small creatures. Also most inns are along the main roads, however camping on main roads isn't tolerated.
Side roads: Taking side roads can be a lot faster as you can take shortcuts but it's less safe, some danger of bandits and wild animals. There are less Inns but you can camp out without risk of the guards threatening to arrest you.
Cross country: This can be the fastest method but also the most taxing and dangerous since you really go though the wild. You can only rarely stop at a inn and pretty much have to camp out to rest.
-Resting:Inns: Most relaxing and regenerating, uses money.
Camp out: Takes more time since you have to set up camp and can be less relaxing, uses food OR requires you to hunt.
Travel on: You can also chose to travel on without rest, this however can mean you collapse on your way making you a easy target for bandits. This shouldn't be done if you're injured and have to travel for more than 2-3 days.
You could also chose to hurry which makes you a bit faster but is more taxing.
Travel methods:-Walking:Walking is by far the slowest method of travel, as mentioned it could take a full in game week to travel from one end of the map to the other. Here you have free choice what way to take and how you want to travel.
Plus you can really go everywhere since you're not limited to a path.
-Horseback:Similar to walking but faster and you can regenerate more, though not fully since you still have to ride. Again pretty much free choice of how to travel but horses can't go everywhere, very remote and hard to reach places can only be reached on foot or under special conditions.
-Travel service:A bit slower than by horse and you're bound to their conditions, if they stop for the night it means you stop for the night too and. However you can fully regenerate since you can treat injures and get food on the way.
However you can jump off a travel service anytime too.
-Hitch a ride:Similar to travel service, only here you don't have much control over where they go, they can pretty much just take you the same way they go.
-Mages guild teleporter:By far the fastest method but limited to big mages guild halls so you can only get to certain locations and most likely the most expensive one. However if you can skip ? of a trip that way it's a good alternative.
-Teleportation devices:Again like in Morrowind, scrolls, items and spells that can teleport you between set locations like a marked spot or temples/churches.
-Other teleporters:It's also possible that other teleporters are scattered throughout the land like the Propylon chambers in Morrowind. Of course those would only have fixed locations, some of them could even reach to secret places like deep underground, on a mountain you normally cant reach or that have no other entrances.
What can happen:First off you should NOT die or lose valuable items while fast traveling, it should not be a punishment. However you can use money, food and your equipment can be quite worn after a long trip.
Not to mention you can arrive quite exhausted and even injured. You can also catch diseases and infections on the way but again, you won't die on the way.
What CAN happen though is that the trip is too exhausting and you collapse leaving you as easy prey for anyone coming along.
During a bandit attack you could get a message, either chose to pay and go on, resist and fight or switch from travel to normal game and try yourself at it. Paying however wouldn't automatically mean you get out of it free.
Trying yourself at it also allows negotiating, maybe you could talk him out of it.
As mentioned if you travel on the protected main roads you will NOT run into bandits but it's the longest and also most expensive method since you have to take breaks in inns. Camping on the main roads is forbidden which could get you arrested and end up in the nearest prison.
When you lose a fight during fast travel you don't die but your fast travel is aborted, how you end up then depends on where it happened. Near a settlement there's a chance you awake in a hospital, a guard station, church/temple or if someone decided to take you in.
On the roads it's likely a guard finds you and wakes you up, most of the time they'd offer taking you to the nearest settlement except if you already managed to make yourself a quite bad name. However even in that case it's likely they won't just leave you out to die, after all they can still collect a bounty.
If you where further in the wild you'd wake up at some point near your path of travel beaten and injured but still able to patch yourself up.
Also one thing, if you want to go to certain locations OFF the main roads it pretty much demands to either go on foot OR choosing cross country.
When camping it can also depend on your gear, just camping with nothing is least relaxing as you pretty much sleep in the dirt, carrying a pillow makes it a bit better, then getting a bedroll, sleeping bag or even a tent.
Kinds of travel:Of course what the trip looks like could differ too, here are a few ideas:
Long way methods:-Fade to black:Pretty much the way it was in Oblivion and Morrowind, you faded out and then appeared at your target location. When you appear again you can look in your statistics which show what happened on the trip.
-Map-travel:When you start your trip your map is displayed and the path you take is highlighted, you can see yourself follow that path marking down rest stops and encounters and can skip out of it any time.
In fact of these two methods the map-travel could be standard and you can just chose “skip trip” and instantly appear on your target location.
Mid and short way methods:-Road sign travel:With this travel method it should be possible to click road or street signs and choose to travel to the locations they point to.
You remain in normal view of the game and walk along the chosen path with time speed up about 10x (environment details could be reduced to minimum so the game lags less). Again you could skip out of it anytime and see when there are encounters.
Inside of towns the speed up would be at about 4x so you can see the surroundings better (and the walkways are usually shorter anyway). You should be able to set the travel speeds in the game settings.
-Walk to location:Of course one possibility is auto walk in real time. This would be useful if you simply didn't feel like steering your character all the time along a trip but still want to get some scenery.
You simply chose a point/destination on your map and select “go there” and your character will start the trip.
This is mostly useful on very short distances like a trip across town but can be done over any distance. Here you could freely switch between walk and run and also enter your inventory freely.
In both your character is simply controlled like a NPC following a main path.
Since those methods are a tad slower they are only really useful between or through towns but of course can also be used to cross the whole map.
Also, if you get into an encounter here, so your character KNOWS he is attacked, you could chose that the game automatically switches to pause. After all it could happen that you just let your character walk and left the room quickly, would svck if you got attacked and killed during that.
Why walk then?:Now the big question is “why should I walk?”.
There where some BIG issues in Oblivion that just screamed to use fast travel, those need to be addressed in order to to encourage walking. The biggest ones where:
-Boring landscape:All in all the landscape was just bland and repetitive, it simply got boring to walk the ways all the time. Plus if you saw one ruin/cave of a type you saw ALL of that type so why should you actively look for them?
--Solution:Well, obviously to make better landscapes, check the Unique Landscapes mod since it really did WONDERS. More area diversity would help too.
Plus, Oblivion had a lot of “empty” landscapes like behind Kvatch... honestly, there was nothing except for a dungeons and monsters thrown in between the plants. Don't leave such empty spot, there can be some that are purely for scenery porm but not just EMPTY.
And of course more dungeon diversity so every visit in one is a new experience.
-To few settlements:While there where a lot of dungeons there there barely any small settlements (and the ones that where there are absolutely tiny).
--Solution:There needs to be a big change to them, Towns actually NEED to be bigger and look like towns, the size they had in Oblivion should the minimum you can still call a town.
Then there needs to be a bigger distance between major and capitol towns with smaller settlements in between, not just single inns in the middle of nowhere.
-Nothing to do:Honestly, there was nothing to do in the land (where are the naked Nords?). You probably just walked the way from town to town and that's it.
--Solution:With the previously mentioned “more settlements” you could of course have more places with people, meaning more possible quests.
AND a big point, there should be random quests, something like “could you help me with that” or small jobs like helping someone harvest a field or go hunting. Many of the rewards there instead of just gold or some ?ber item could be something like a favor like “come have dinner with me” or “you can sleep at my place this night, be my guest” or hell just “if you ever need help, come to me”.
Those jobs could also be given to you by people traveling the streets... oh yea talking about that point.
-Streets where empty:Aside a few guards now and then the streets where dead, there was just NOBODY around.
--Solution:Well obviously have travelers on the streets.
-Annoyances:While a lot of people say “there should be more dangers on the way” they very quickly became an annoyance rather than a challenge, specially stuff like mountain lions that could kill you in 2 seconds and the Will-o-the-Wisps you couldn't kill with any ordinary weapon.
--Solution:There can be stuff on the way but the MAIN roads should remain safe so you DO have a path without big dangers or at least under better surveillance.
-Missions are to spaced:In Oblivion (and honestly in Morrowind too) missions sent you too far across the map. Even the tiniest fetch quest demanded you to go from one end to the other. This just made you walk the same roads over and over and over.
--Solution:Most missions should be in the nearer area of where you got them, in bigger towns most of them would even be within the city limits.
So basically the mission goals you get are within a sane distance and IF they are further they are actually WORTH it.
Also missions should be done in a way that you can stay in a area for a while since there's either enough to do or the mission actually requires some time invested into it.
If you add all those together you get something that encourages actually walking your way.
You can have wonderful stuff to see, when finding something interesting it's actually something new.
You can actually find more places with people who can give you smaller stuff to do on the way to fill your pocket and stomach a bit. Plus you can actually make friends and increase your reputation. Or simply stay in a place a bit before continuing on your way to your ultimate goal.
And on the way, if you get tired of walking, you could ask people with horses or carts to take you along possibly in real time OR fast forward.
Or maybe talk to people on the way, do trading or travel with them.
All this would make the streets a LOT more interesting to walk instead of just choosing to skip the trip. So Fast Travel is neither fully necessary nor a punishment, you only miss out on the stuff that's in between.
On a little side note though, while in Morrowind you had to go through several loading screens while fast traveling and possible none on foot to reach your destination in Oblivion you just had to go through ONE during fast travel but several when walking normally.
Possible that this encouraged people to use this more.
2: Map:The map should not be hard to use, it should actually be as convenient as possible.
Sure some people will say
“It's more realistic if you can't see your exact location”,
“RL you don't have a paper map that automatically follows/updates” and the like. While I don't really disagree on some degree, I have to say there should be more a point of user continence here. Plus you could take it that the map represents what the character KNOWS so he can point you location and add/take away things in his mind.
However since a lot of people like to play they way THEY want it I will go for the old but not necessarily wrong “make it an option” point.
Anyway, first off on the general map ideas:
Map handling and setup:-Map details:There should be different steps of detail for the map depending on how well it's explored.
Raw map: This map just shows some topography so mainly just mountains, valleys and rivers. This is pretty much the map you have right after starting.
First view map: When you look around the map in your visual range is automatically updated (the higher your position the better). It shows more details like main roads and bigger settlements.
Sketched map: When buying maps you can update yours with them, this map has a few more details including ones that aren't initially obvious or very hard to find so it might pay off to buy maps from time to time.
Explored map: This has the most details since you explored it going as far as showing every entrance and door you discovered. This could be updated in a radius of maybe 25 meters around you since it's everything you can see more detailed.
In the dark you can still recognize things and the map update is limited to maybe 5 meters, in TOTAL darkness it's limited to touch range (about 1 meter around you).
Details like doors are added on that view distance too but they also have to be in your line of sight so doors behind a wall are not automatically added.
-Detail levels:The map itself should of course be freely zoomable but there should also be the possibility to switch between different detail levels. That way the large map wouldn't be too clustered by small details.
However the switch between them shouldn't happen automatic but rather manual as it can get annoying to zoom out and suddenly getting a different map popping up where the thing you looked for might not be visible.
World map: Just a rough area of the map that shows the borders of the land and main areas as well as some bigger details (mountains, valleys, large rivers, major settlements/landmarks and main roads). At standard zoom level the whole world map is visible.
County map: A step closer showing all small settlements as well as smaller landmarks and roads within a county around major towns. The zoom level here is at standard about as far in so you have a whole county in view at once.
Town map: Here every individual building of a town is visible on your map as well as their entrances (assuming you explored the town enough of course). As this step a medium sized town (about the size of Balmora in Morrowind) would be fully in view.
Building map: The closest zoom step, here, if you'd be inside a building, every small detail within it would be displayed (again assuming you explored it though).
Map mechanics:-Zoomable:The map should be freely zoomable as mentioned before, sometimes it's better to have a more detailed smaller section in view, sometimes you need to have all at once in view.
You could zoom freely with your mouse wheel or with predefined zoom steps (world, far, near...).
-Markers:Aside the automatic markers you should be able to set manual markers too and also name them. Morrowind made a good step there after the expansions, sadly you could only see them on the close up map and not the world map but that was due to the cell system they used.
-Highlight markers:Aside being able to set markers you should also be able to highlight already existing ones and write a note to them as well.
-Marker image:Hacing a choice of different marker images (like google earth for example) would be nice too, for your own markers but also for preset markers.
-Design:Personally I'd like to see something like the “satellite map” from Morrowind return, it was simply better to add new landmasses that way since it was automatically updated without need to make a new map entierly.
Plus you could also have auto-maps of uncharted areas, after all the Oblivion realms didn't have maps but sometimes could have needed them.
It would be best if the map was converted to a vector image, that way you could endlessly zoom in without it becoming pixelated or swallowing too much RAM for a high rez image. It would lose detail after a bit of course.
-Building maps:A problem in Morrowind was that it always just made a image of the building you where in from above which meant you always just see the topmost floor. It should be able to detect your current hight and display several layers, that way you could have several floors within the same cell and not have them get in the way.
Easiest way there would be to simply have the map in 3D and you could scroll up and down. Also if it's a really real time map it would also update changes to the environment like changed furniture position.
-Defining areas:When constructing a new area or (re)defining a existing one you shouldn't be limited to just placing a marker or renaming a cell.
You should actually be able to “define” a region on it, for example draw a border around a forest and when hovering you cursor over it it actually says “X cell name + X forest”. Like that you could also place regions within regions like “X cell name + X forest + X hidden shrine” and just layer them like in a vector document.
This can also be expanded to defining a property within a town or different rooms within a house.
-Knowing areas:While you could update your map when looking over the landscape (specially from a elevated position) and mark the positions of settlements in view, they would simply be marked with relatively general terms.
A town would simply be labeled “town”, a village would be labeled “village” or a farm just “farm”. However when you go there the proper names are added like “Hillside farm” and when you got on the grounds and explored a bit also sub-areas like “Hillside farm – Crop fields / Main building / Stables...”.
-Map designs:One more thing that would be helpfull is being able to switch between map designs, you could have a full color map but also switch to a vectors only map which might be easier to view in some situations.
As a small side note, PLEASE don't just say “no map notes” because it's to hard to write them on consoles. Adding notes is still useful and could maybe have some predefined ones too like “explore here”, “stash”, “gold”, interesting” etc.
Map options:-Different mini map settings:I already talked about this in another thread, here you should be able to set up how you want the mini map. Some possible designs can be:
Off: No mini map displayed.
Rectangular map: Like in Morrowind..
Round map: like for example GTA or Guild Wars.
Turn option: Chose if the map remains fixed always facing north or if it turns with your movements so on the map your character always faces up.
Compass separate or docked: You could chose to have the compass either as a separate item on screen or docked around your map.
Docking other things to the map: You could also chose to dock a clock/daytime display to your map instead of having it as a separate element. It could simply show a sun and moon going around your map which displays time for example.
-Legend:Since the map got hopelessly cluttered after a while you should be able to turn elements of the legend on and off as you want.
3: Quest compass:First a little explanation, a map marker is a marked position on your map and the compass just points to a highlighted marker. The others remain inactive until highlighted.
The quest compass could still be present similar to how it was in Oblivion but with a few changes.
Narrowing it down:Instead of directly pointing you to your goal it always points to the next goal your character KNOWS about. To explain it better, think of this:
You have to find a certain person and only know the general area where he lives but neither the town, street or house. In that case the compass will point to center of the area or the capital of that area, so you roughly know where you have to search.
Then, after asking around a bit, you might know what town/village he lives in, the compass will then point to that town but again not where EXACTLY he lives. Asking around further you might learn the street or exact address which will place a marker there.
However the person still might not be there but you can gain further info, where he works (will place a marker at his workplace as well) or where he usually eats (places another marker there). That way you can narrow down where that person MIGHT be, at times where he's usually at that place the corresponding marker will be highlighted.
Showing the exact position:There is a possibility for the marker directly showing your destination when you exactly know where something is OR if the target is in your direct line of sight.
It's hard to recognize a person on a computer screen but your character can, when a person you seek is in your line of sight and close enough he can have a marker since your character can see him now. Similar for objects you're looking for, when they are in your line of sight they can be highlighted.
That way you could also spot a NPC or target over larger distances through a telescope for example.
So basically instead of directly pointing to your goal it simply narrows it down more the more exactly you know where you have to go. If you know the area it will point to the areas center, if you know the closer area it will point more exactly to that point and if you know exactly where it WILL point exactly there, that includes directly seeing it.
And once you pinpointed a location it will set a marker there.
Setting the compass yourself:You could still set a marker manually and then make the compass point towards it. That way you can manually pin a location like something you want to explore later on or already know that something is there.
Temporary locations:There might also be the possibility to have a “faded” marker, for example when following a person the faded marker will show at the last position where you saw him or where people last saw him, if too much time passes that marker might even go away.
Finding dropped items:I also had a thought on finding objects again, once you picked up a quest object and then KNOW it is one (once you get the mission to get it) it WILL show a marker on your map even after you dropped or sold it.
Now while many will say “that's quest guiding again” hear me out. First of it does NOT set a marker until you found the object itself, it will only do so afterwards.
What this does is add a safeguard so you can't accidentally give away or lose a quest item. When you look for it again the marker will remain at it's last know position, if you dropped it somewhere look near that place, if you sold it the trader will be shown.
What this is for is mostly one thing, prevent a lot of frustration.
In Morrowind it happened a lot that you just out of curiosity cleared a dungeon, found a seemingly normal item and either sold it or dropped it while cleaning out your inventory. And later found out it was a important quest item and is now lost forever.
This is what the system can at least to a big part prevent, you CAN find the lost item again since you REMEMBER it.
It could still be added that a quest item can't be destroyed (dismantled, molten, broken down...), while that would be a pretty strong hint that this is a important object it's still more subtle than a text message bluntly telling you it is.
Oh and if you dropped it in a place where you can never get it again like a lava flow, that REALLY is your own fault then
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