The don't want it don't use it argument. #2

Post » Mon Apr 25, 2011 1:52 pm

That's assuming you have the cability to recast it. If it was a potion, and you didn't have enough for the trip, what then? Actually, auto-using potions wouldn't be that bad of an idea...


That's assuming you can kill it. It entirely depends on your condition, and the creatures you run into. Why wasn't your armor or weapon damaged? Why didn't you use up any supplies?


Have you tried? I have. It takes more than 1 second to get from Leyawiin to Cloud Ruler Temple, yet a 1-second feather potion lasted the whole trip.

That's true, I exploit that sometimes
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Mon Apr 25, 2011 10:10 am

Have you tried? I have. It takes more than 1 second to get from Leyawiin to Cloud Ruler Temple, yet a 1-second feather potion lasted the whole trip.
This is true. It's more accurate to say that spell effects will wear off immediately upon your arrival, but the game won't stop you halfway to your destination.
User avatar
brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

Post » Mon Apr 25, 2011 7:05 pm

Damage health/fatigue is a cop-out, IMO.
You already know you aren't going to die, so it's not like you're in any kind of danger. And it's also not like healing Health/Stamina isn't one of the most simple tasks available.

Auto (solo player) fast travel would make sense if it were interruptible (just like sleep) by some kind of encounter or ambush. I don't mean for you to get stopped by every nix hound that wanders by the road, but there should be a chance for a significant encounter. Perhaps someone else under attack by bandits, and you could get the option to simply leave and continue traveling or to stop and help them.

If they implemented interruptible fast travel into skyrim id be fine with that, but i jus dont see how they would get that to work with an already defined world.
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Mon Apr 25, 2011 5:10 pm

If they implemented interruptible fast travel into skyrim id be fine with that, but i jus dont see how they would get that to work with an already defined world.


If they did it, they would probably have a little walking animation on the load screen that shows you getting interrupted somewhere on the map.
User avatar
Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Mon Apr 25, 2011 5:57 am

If they did it, they would probably have a little walking animation on the load screen that shows you getting interrupted somewhere on the map.


I don't really think it would be that difficult. Assuming the player travels by roads for most of the journey (i think that's acceptable), they could create specific waypoints where things might happen. They could easily include them into the lore as saying they're dangerous passes where bandits often ambush or something like that.

It would simply open to the player automatically riding along the path, then a noise is heard in the brush or something and the player takes control as events start to happen. After finishing the event, the player would be prompted to continue fast travel.
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Mon Apr 25, 2011 12:02 pm

I find it rather rude when folks say it all the time but on the other hand, I played Oblivion all the way through without ever using fast travel my second time through. The first time through, I uncovered the map completely prior to using it. I had no problem not using it. It was a cinch.

The second play through, I set my compass to the ninroot quest and did not use it for a very long time at least half way through. I found it quite easy to ignore it and found that most quest givers game fairly decent direction or almost just as good as MW but did have several quests I needed it for to complete.

So, while I do find it rude to throw such a statement in someone's face all the time, I honestly don't understand the problem with not using fast travel especially. I must have read 100's of fast travel threads here and read all the reasons. I have no problem with wanting alternate methods of travel but if those alternate ways are provided I don't see why it would bother someone not to click on a place and fast travel there. That part boggles my mind.

I considered riding a horse a mode of travel and was happy when we got the DLC to have instant mage travel in our home. I missed having it available in all of the guilds from the start. So yes, alternative ways to travel is very attractive to me. Still...I personally always want the ability to fast travel in large games like the TES series. I use it quite a lot in games after the first couple of times through and find it invaluable for checking something out quickly without using a code. (by the time I can find it and enter it I can be there)

So....I guess I understand on one hand but totally have no clue why it bothers folks so on the other. :shrug:

BTW folks, don't flame in this thread and report it if you see one and don't respond to a flame. I'm on the clock now.
User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Mon Apr 25, 2011 8:18 pm

I don't really think it would be that difficult. Assuming the player travels by roads for most of the journey (i think that's acceptable), they could create specific waypoints where things might happen. They could easily include them into the lore as saying they're dangerous passes where bandits often ambush or something like that.

It would simply open to the player automatically riding along the path, then a noise is heard in the brush or something and the player takes control as events start to happen. After finishing the event, the player would be prompted to continue fast travel.


there could be a couple glitches, such as do you have to kill all the bandits/whatever before you can continue? It would be kind of lame if you have to chase some bandit for a long distance if he flees, just so you can continue the fast travel.

I suppose you could simply click on the map marker again if there are no enemies nearby.
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Mon Apr 25, 2011 7:17 am

If they implemented interruptible fast travel into skyrim id be fine with that, but i jus dont see how they would get that to work with an already defined world.

What would be hard about it? If they're properly fast-forwarding time with pathing (as opposed to the teleport+timeskip in Oblivion), it should be reletively easy to decide that when a random encounter occurs, to place you at the appropriate point with an appropriate enemy depending on how long you had travelled.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Mon Apr 25, 2011 7:56 am

Hmm odd, never had that issue before. Might have been a corrupted save.

It was not a corrupted save as it was the fresh start. Now granted it was after I installed my Oblivion on a different computer, so it is possible that maybe there was some leftover on the game disk from where I had played it before on the other computer. I think the stuff with the bandits, marauders and vampires was caused by a mod, Kvatch Rebuilt, as it did not happen until I installed it. Now granted, rats and mudcrabs still attack me with impunity, not that it does them any good, but.....
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Mon Apr 25, 2011 3:30 pm

That's assuming you can kill it. It entirely depends on your condition, and the creatures you run into. Why wasn't your armor or weapon damaged? Why didn't you use up any supplies?

Really? You've had troubles with creatures that walk along the roads? I haven't. Not to mention that your not supposed to run into creatures along the road and if you do it's supposed to be rare. Which, if you run along the roads in Oblivion, it's a rare encounter.

Have you tried? I have. It takes more than 1 second to get from Leyawiin to Cloud Ruler Temple, yet a 1-second feather potion lasted the whole trip.


Yes, I've tried. It's amazing that my 240 sec feather that I put on when I got out of Fort Blueblood that keeps me moving is gone when I fast travel to the imperial city. So I have to recast it and then run to the store and then most of the time it is night time so I have to wait which runs out my feather again and then I have to recast it and walk into the shop.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Mon Apr 25, 2011 2:49 pm

What would be hard about it? If they're properly fast-forwarding time with pathing (as opposed to the teleport+timeskip in Oblivion), it should be reletively easy to decide that when a random encounter occurs, to place you at the appropriate point with an appropriate enemy depending on how long you had travelled.

Read the above post. I jus can imagine there would be alot of bugs with that system, lik somebody spawnin in a tree or in the ground
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Mon Apr 25, 2011 3:45 pm

there could be a couple glitches, such as do you have to kill all the bandits/whatever before you can continue? It would be kind of lame if you have to chase some bandit for a long distance if he flees, just so you can continue the fast travel.

I suppose you could simply click on the map marker again if there are no enemies nearby.


Yes, that's why I was trying to word it in a way where it simply required the player to no longer need to worry about what's happening. If the bandits are fleeing then the player should be able to continue traveling.

As for my own habits: When I play Morrowind I don't use fast travel at all. No mage teleports or silt striders or anything. I don't even use the boots of blinding speed. So I wouldn't use fast travel anyway, but I still believe that as it's part of the game world it should be designed to fit in with it. That means taking into account time passed, method of travel, and the fact that it's a dangerous world. RPGs in particular have become more and more streamlined towards very easy mechanics in recent times, and I do seriously worry about some of my favorite series turning into http://www.halolz.com/2011/01/10/game-super-pstw-action-rpg/.
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Mon Apr 25, 2011 7:54 pm

This is true. It's more accurate to say that spell effects will wear off immediately upon your arrival, but the game won't stop you halfway to your destination.


Ah, this is what the guy meant. It's just an exploit that people found in Oblivion, like Morrowind didn't have a thousand exploits and work arounds...
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Mon Apr 25, 2011 8:28 pm

They could have sites along roads that are reserved for random encounters of any type. They would also be triggered if a person were walking along the path without the use of fast travel.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Mon Apr 25, 2011 7:04 pm

I dont understand why advocates of instant fast travel get so defensive in these threads, no one who doesnt like oblivions fast travel system is asking for its removal, all people want is an alternative method of fast travel, one that fits in with the world (carriages, boats, guild guides), not only does this add to the immersion for alot of people it also adds the feeling of life to the world, as you see carriages and boats and it makes sense they're there, people use them to get around the country side.

All in all i dont understand all the arguing, all that people who dont like oblivions fast travel want are alternatives, its not a case of who's right and who's wrong its all about preferences.
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Mon Apr 25, 2011 8:53 am

I dont understand why advocates of instant fast travel get so defensive in these threads, no one who doesnt like oblivions fast travel system is asking for its removal, all people want is an alternative method of fast travel, one that fits in with the world (carriages, boats, guild guides), not only does this add to the immersion for alot of people it also adds the feeling of life to the world, as you see carriages and boats and it makes sense they're there, people use them to get around the country side.

All in all i dont understand all the arguing, all that people who dont like oblivions fast travel want are alternatives, its not a case of who's right and who's wrong its all about preferences.

Then you haven't read carefully all the fast travel threads. Many don't want it available.
User avatar
Sharra Llenos
 
Posts: 3399
Joined: Wed Jan 17, 2007 1:09 pm

Post » Mon Apr 25, 2011 8:10 am

Then you haven't read carefully all the fast travel threads. Many don't want it available.


In the more recent threads the general concensus is that Oblivions fast travel coupled with a travel network would be the best solution to most peoples complaints.
Sure alot of people want oblivions fast travel to be toggleable but that isnt removing it in its entirety.
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Mon Apr 25, 2011 10:11 am

I dont understand why advocates of instant fast travel get so defensive in these threads, no one who doesnt like oblivions fast travel system is asking for its removal, all people want is an alternative method of fast travel, one that fits in with the world (carriages, boats, guild guides), not only does this add to the immersion for alot of people it also adds the feeling of life to the world, as you see carriages and boats and it makes sense they're there, people use them to get around the country side.

All in all i dont understand all the arguing, all that people who dont like oblivions fast travel want are alternatives, its not a case of who's right and who's wrong its all about preferences.


That's exactly what some of them are advocating. I'm iffy about them putting in multiple ways to fast travel instead of just having the perfect one way of fast traveling but I wouldn't care if they put two ways into the game. But all you have to do is make it where fast travel can only go to cities and villages with a possibility of your fast travel being interrupted with an encounter. I think that is a good system that is better than both siltstriders and Oblivion's fast travel.

In the more recent threads the general concensus is that Oblivions fast travel coupled with a travel network would be the best solution to most peoples complaints.
Sure alot of people want oblivions fast travel to be toggleable but that isnt removing it in its entirety.


The only problem I have with a travel network is that it cannot be accessible at all times. It has to be only available at certain times of the day because it isn't realistic if the travel hub is always available at all times. Do you really think that this caravan will always be waiting for you? I mean, there are other customers to take around Skyrim.
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Mon Apr 25, 2011 4:26 pm

The "Don't want it, don't use it." argument is invalid when these condition are met:

  • There is no alternative that could be used to achieve similar effects, like Fast travel in Oblivion, which was either it or walk all the way around the world.
  • It is too flashing in our eyes, convenient or tempting to be ignored, like the Map markers in the Oblivion quests, although this example fits with previous condition as well.
  • One who does not have enough self control not to use an option that is available, like me.

You should be able to gain something that is a bit over powered for your current situation, by risking your life and going into a place that is a bit high level for your current situation, or if you can survive and go into a place way beyond your current level and can return with a really over powered item, then you have earned it and should enjoy it, and it gives a lot of satisfaction to earn and use such an item or power.

But if some item, or some system mechanism, or some other situation that is quite over powered is easily available for anybody that likes to use it, then it can be quite game breaking, and would not reward much satisfaction when used more than a bunch of time and can really ruin the game for a lot of us.

Those situation should be solved.

And one such over powered power was Chameleon and Invisibility that let you dance into any dangerous place and take an item and again disappear and return, and I have a written for such a situation, but I do not have time to search for it.

It seems that I have to write my suggestion for such situations yet another time:

We - can - have - game - worlds - that - can - satisfy - any - type - of - players - and - be - suitable - for - any - character - and - player - skill - level - if - we - follow - this - simple - rule :

Make a game world with absolutely no level scaling, or very minimal form of it, but some randomization.

Make it big enough that we can have a lot of different areas suitable for any kind of characters, newbie characters, mid level characters, high level characters, and areas that are too hard even for high level characters.

Newbie areas should be suitable for newbie characters, filled with mostly low challenge and low reward situations with rare higher challenge and/or higher rewards situations.

There should be a lot of newbie places from the beginning of the game, and those areas can be connected, or have some small gaps between them that are areas a bit higher level than those newbie areas.

Mid level areas should be suitable mostly for mid level characters filled with low level to mid level challenge with occasional higher level challenges, and similar rewards, but mostly lower level rewards, with some mid level ones and a small chance of higher level rewards.

Mid level areas should also be plenty, but they could be connected or separate areas, which players could chance upon them.

There should also be higher level areas with mid to higher level challenges and low to higher level rewards, with a minimal chance of finding some real treasures there.

There should also be places that are always too dangerous for the normal players of a normal game, suitable for the persistent type that like to have challenge. Those places can be at hard to find, outlandish areas or in the depths of the most challenging dungeons, and so on...

Differentiate quests in their nominal challenge level and place them in the places most suitable for them, and this includes random quests as well.

Generally arrange quest lines especially the main quest line in a way that start in areas with lower challenge level and gradually advance toward areas that should provide more challenge and reward.

Let each player find the areas that are more suitable for his kind of game-play and would provide more satisfaction for him, so some could stick to areas that do not challenge them a lot and some could always be ahead of themselves and try to gain better gear sooner than others and frequent areas that would provide more challenge for them.

I'm sure each player find where he gains more satisfaction, and I hope there a lot of areas that are suitable for each character's game play style, so that no one would feel crammed in.

And eventually all characters grow in power and can experiment with new areas.

User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Mon Apr 25, 2011 8:11 pm

Really? You've had troubles with creatures that walk along the roads? I haven't. Not to mention that your not supposed to run into creatures along the road and if you do it's supposed to be rare. Which, if you run along the roads in Oblivion, it's a rare encounter.

The trouble you face when you run into a creature depends on your condition. If you're low on health, with very few restore health potions, damaged equipment, etc, yeah, you can have a lot of trouble. That's also assuming you're on a road, and not going through wilderness areas (many fast travel locations require you to go off the beaten path), especially if the distance/time calculation is based on direct-line routes.

PS. Please don't inline responses into my quote. It makes spotting the response and quoting it difficult.

Ah, this is what the guy meant. It's just an exploit that people found in Oblivion, like Morrowind didn't have a thousand exploits and work arounds...

Right, but should they not be fixed? Especially since it can happen to people unawares, causing them to exploit the game unintentionally.
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Mon Apr 25, 2011 11:01 pm

That's exactly what some of them are advocating. I'm iffy about them putting in multiple ways to fast travel instead of just having the perfect one way of fast traveling but I wouldn't care if they put two ways into the game. But all you have to do is make it where fast travel can only go to cities and villages with a possibility of your fast travel being interrupted with an encounter. I think that is a good system that is better than both siltstriders and Oblivion's fast travel.


But see the prefect fast travel system is completely subjective, you think fast traveling to just cities is the perfect system, but for me personally that is still just the same as oblivions fast travel system, but with random encounters. Honestly my perfect fast travel system is the travel networks but only available on a set schedule (i realize very few people would like this though), but thats just me, because perfection is subjective.
Thats why i feel implementing both is the way to go as its making sure the largest number of people have an enjoyable gaming experiance without negitively affecting anyone elses enjoyment :shrug:
User avatar
Je suis
 
Posts: 3350
Joined: Sat Mar 17, 2007 7:44 pm

Post » Mon Apr 25, 2011 6:06 pm

The trouble you face when you run into a creature depends on your condition. If you're low on health, with very few restore health potions, damaged equipment, etc, yeah, you can have a lot of trouble. That's also assuming you're on a road, and not going through wilderness areas (many fast travel locations require you to go off the beaten path), especially if the distance/time calculation is based on direct-line routes.

PS. Please don't inline responses into my quote. It makes spotting the response and quoting it difficult.

Right, but should they not be fixed? Especially since it can happen to people unawares, causing them to exploit the game unintentionally.


But if you think about it, getting attacked every time when you fast travel doesn't make sense either. I mean, villagers take the roads all the time and don't get attacked and slaughtered, the world, real or fantasy, doesn't have a danger behind every rock and bush and have these vicious blood thirsty animals just ready to pounce on you and tear you apart.

But see the prefect fast travel system is completely subjective, you think fast traveling to just cities is the perfect system, but for me personally that is still just the same as oblivions fast travel system, but with random encounters. Honestly my perfect fast travel system is the travel networks but only available on a set schedule (i realize very few people would like this though), but thats just me, because perfection is subjective.
Thats why i feel implementing both is the way to go as its making sure the largest number of people have an enjoyable gaming experiance without negitively affecting anyone elses enjoyment :shrug:


I was just against people saying that fast travel needed to be eliminated in favor of the travel networks which I find tedious and annoying and would rather just ride my horse around the world than use the travel networks. Fast travel just needed to be improved which it was in Fallout and I'm sure it will be even more improved in Skyrim. Now if you have both that's fine but I probably won't be using either most of the time unless my destination is on the other side of the province and then I would fast travel to the city on the other side and then ride the rest of the way. That's my perfect immersion. I just use fast travel to close the distance on trips that would be like 20 min runs from one side of the province to the other (e.g Anvil to Cheydinhal)
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Mon Apr 25, 2011 11:43 pm


I was just against people saying that fast travel needed to be eliminated in favor of the travel networks which I find tedious and annoying and would rather just ride my horse around the world than use the travel networks. Fast travel just needed to be improved which it was in Fallout and I'm sure it will be even more improved in Skyrim. Now if you have both that's fine but I probably won't be using either most of the time unless my destination is on the other side of the province and then I would fast travel to the city on the other side and then ride the rest of the way. That's my perfect immersion. I just use fast travel to close the distance on trips that would be like 20 min runs from one side of the province to the other (e.g Anvil to Cheydinhal)


To be fair Fallout 3's system wasnt "improved" it was exactly the same system, they just didnt have initial map markers.
It still had all the things people find flawed with oblivions system (because they are the same system).
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Mon Apr 25, 2011 4:24 pm

But if you think about it, getting attacked every time when you fast travel doesn't make sense either. I mean, villagers take the roads all the time and don't get attacked and slaughtered, the world, real or fantasy, doesn't have a danger behind every rock and bush and have these vicious blood thirsty animals just ready to pounce on you and tear you apart.

It doesn't have to be every time (that would be rather annoying, actually). It should be based on chance, and maybe some perks to help reduce that chance. The longer the trip and/or passing through wilderness, the more likely it is to happen, though. Attempt fast travel and possibly get there with no trouble, or potentially run into something you can't avoid. Or attempt to walk it, and be better prepared to avoid confrontations or sneak attack.

I just use fast travel to close the distance on trips that would be like 20 min runs from one side of the province to the other (e.g Anvil to Cheydinhal)

Ideally, something like that shouldn't happen much. The quests should be designed to not have you running all over the place, unless they were "background quests" that you don't have to specifically target (eg, the Jemane brothers have you going between Chorrol and Cheydinhal, and Chorrol and Weatherleah(sp), but you can advance them when you happen to be in the area; you don't need to run to the next target right away).
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Mon Apr 25, 2011 2:24 pm

To be fair Fallout 3's system wasnt "improved" it was exactly the same system, they just didnt have initial map markers.
It still had all the things people find flawed with oblivions system (because they are the same system).


No initial map markers for cities is what I would call an improvement lol.
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

PreviousNext

Return to V - Skyrim