The "we want *added* alternatives to Oblivion's fast tra

Post » Wed Aug 18, 2010 3:54 pm

Oblivion's very much is. Sure, time goes forward after you reach the destination (not before or during), but nothing in the world affects you between the start and end of the "journey". The character does not exist in between the two points. It really isn't very different from teleporting then hitting the wait button. If you contend otherwise, then how is it different?.......................



Well its different as it simulates the journey, if I teleport and then hit wait, well what I did was teleport and hit wait. if i Fast travel, what I did was think to myself I dont have time to walk from bruma to anvil in 6 hours game time (10 mins realtime) so i will fast travel and be there in 6 hours game time (10 secs realtime)

Yes I like to explore the wilderness of TES games, but.................one of the resons I am still playing both Morrowind and Oblivion is that I can have an hour on the game from time to time and not spend that hour on one quest, where half of that time is spent travelling from city to dungeon and back again. Not all of us have hours and hours to spend every day just walking round looking at trees and grass :)
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john page
 
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Post » Thu Aug 19, 2010 12:38 am

id like to see a fast travel system and a travel service system in skyrim that way both parties would be happy
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Melis Hristina
 
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Post » Wed Aug 18, 2010 7:33 pm

Even if you enjoy using fast travel, having travel services in the game adds detail and believability to the game-world. In any society you'll find people willing to help you get around - for the right price.
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Gavin boyce
 
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Post » Wed Aug 18, 2010 8:55 pm

That said, I don't particularly care for the way Morrowind did it, either. It was better presented, but the mechanics were still the same underneath even though you had to talk to specific people to activate it. I actually think the way Oblivion did it was closer to the "ideal", but it needs some changes:
1) Risk. Random encounters that you can't avoid. Not all attempts at fast travel need to result in a random encounter, but the likelihood of an encounter should depend on how dangerous a given area is (deep forests being more likely for encounters than main roads, for example). Your stealth and visibility (light/chameleon effects) can also play a role. When you get such an encounter, the enemy automatically enters combat.
2) Proper simulation. Your character doesn't fly in a straight line in an instant. You could have the option of traveling on roads (safer, longer travel time), or through wilderness (dangerous, shorter travel time), but a proper path must be simulated. No auto-healing, and spell/potion effects that run out must happen at the proper point in the journey, not at the end (eg, no using a 1 second invisibility to be invisible for the entire trip).
3) Interruption. You're not a ghost. Any persistent enemies, or NPCs trying to interact with you, that you meet on your journey should automatically interrupt your travel as appropriate. If vampirism is in, then you should be interrupted if traveling when daybreak hits and you start taking sun damage. If lycanthropy is in, then your travel is interrupted on the appropriate nights when you change.

Ultimately, fast travel should not cause drastically different results than if you had travelled the same route manually.

This very much.
Add random encounters, tangible effects to time passing and an actual visual depiction of you travelling and Oblivions and even Morrowinds fast-travel systems are massively improved.
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Shannon Marie Jones
 
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Post » Thu Aug 19, 2010 12:06 am

A lot of people keep saying that if we have both, people will only use Oblivions fast travel because it costs no money and is more efficient.
I respectfully disagree. I would pay not to go into the menu.
And that is one of the best parts about Morrowind's travel services, you go into a menu, but not all the way into the map, then find where you want to go. It was talk, and click this button.
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Ross Zombie
 
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Post » Wed Aug 18, 2010 4:02 pm

I would very much like to see this, also. I do use fast travel a lot in Oblivion, but occasionally I want to try to make the trek to another town for the sake of realism. Caravans, Mage Teleporters, and Boatmen would be cool to see again. Some sort of Air Transportation would be nice too, but might be hard to implement with realism. Maybe Mages could learn a spell that either changes gravity for the player (Might be too unrealistic), or a spell that uses the power of air to the player's advantage (Either Illusion or Alteration for the magic school)?

Wow, my post is really small compared to the others in this thread.

EDIT:

Also, maybe something could be given in return to the players who make the trek or find transport? Maybe if a quest has a time limit it would take less in-game time to travel. Also, maybe a frequent customer 'perk'? If you use transports a lot from a certain transporter you can get a 'perk' that makes transports from that person cost less and maybe more time-efficient?



EDIT 2:

Also,

It should only be for major cities, and local villages, or major points of interest that most people in lore-wise can travel to.

But places like dungeons, bandit camps, and the Grey Beards should not be FTable with morrowind type travel.


This ^.^
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Allison C
 
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Post » Thu Aug 19, 2010 1:24 am

The most popular solution you've mentioned sounds good, but we would have to be able to travel much much further with travel services than we could in Morrowind. At the same time, the Fast Travel could be limited in some way, for example not being able to fast travel straight into an enemy bandit camp.

It should only be for major cities, and local villages, or major points of interest that most people in lore-wise can travel to.

But places like dungeons, bandit camps, and the Grey Beards should not be FTable with morrowind type travel.
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Hayley Bristow
 
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Post » Wed Aug 18, 2010 10:29 pm

Funny, this thread received a lot more attention when it had a more scandalous name.

So if the land in the game, the mechanics and quests are all boring, trivial, and featureless why are you playing it?

  • I used the word 'trivial' to refer to the miniquests in Oblivion. I wasn't making sweeping statements about all the quests in the game. If you'd read my post properly you'd have known that.
  • The mechanics of fast travel are boring. Again, I was being specific. Your one liner is a fail so far.
  • Oblivion's landscape is pretty featureless because it is randomised. However, that doesn't nullify all of the enjoyment in the game - it just puts me off walking across the entire map regularly.


Also from the last thread:
Guys, let's try to keep this a civil discussion and leave the 'I think I'm funny while raising my postcount with a pointless response' at the door. The OP has presented you with a pretty indepth opinion and I'm pretty interested to see how things will proceed from there. So try to think before pressing 'Reply' and let's have a decent discussion instead of stupid oneliners without clarification that only give new definition to the word 'ignorance'.

Thanks

Milt


Add an impact to time passing and Oblivions travel system isn't all that stupid anymore. The reason it felt detached was because nothing happened despite time passing. Make actual reasons to want to get somewhere fast and it can peacefully co-exists with Morrowinds merchant based travel system. Merchants cost money and can only be used from settlements but are a lot faster than simply fast-traveling by yourself.

I totally agree, and I think that this is something that Fable 2 pulled off pretty well. You could fast travel easily to anywhere you'd been before, but taking the coach or boat got you there three times as fast. When you wanted to catch a sale on the other side of Albion that was ending in three days then travel vendors were often the only way to get there. I really enjoyed that system. A developed form of it in Skyrim would do the trick very nicely.

With the vastly overhauled AI schedules in this game, I think if anything there's more pressure on Bethesda to bring back some of Morrowind's systems. I mean really! Merchant vessels could depart coastal cities every other day, transporting NPCs to different towns and bringing new products for shopkeepers to sell. The player could either pay to hitch a ride on one of these ships, or otherwise sneak on. Simultaneously, the age-old merchant caravan suggestion is completely plausible now. I mean, if there'll be roving dragons stopping at towns now and then, why not NPCs?

The absence of Morrowind alternatives wouldn't scream "developer laziness" in Oblivion, but they would in Skyrim. So much untapped potential.

Good points. If Fallout NV did it, I see no reason not to have merchant caravans and river and sea vessels doing the rounds in Skyrim.

Also, bump.
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Elizabeth Falvey
 
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Post » Wed Aug 18, 2010 7:16 pm

sooooo, I'm getting here late and ya'll might have covered it.

How does the propesed alternative "waypoint" marking seem to fit for folks? I don't know if it's set up so that when on e reaches a waypoint, there's a random enounter check or what, but it seems like a compromise between teleporting and walking. Thoughts?

Me? I won't walk; that's about the extent of my caring ;)
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danni Marchant
 
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Post » Wed Aug 18, 2010 7:25 pm

Of course I'm with the many many players who felt offended by fast-travel in Oblivion since it immediately killed the atmosphere of being in a fantasy world. Morrowind-style fast-travel was fine, but we know why that won't work anymore (ppl bin 2 lazyeez n dat innit) so we're basically pissing in the wind here. Kudos to the OP and others for trying to keep the fire burning, but this aspect of TES is done now; fast-travel is here to stay, the game(s) are designed around the concept and thus even trying to "RP" around it by walking everywhere is, eventually, futile.

Still, for mere food-for-thought alone - since there's really no point now, Skyrim has fast-travel and you know it - here's my two suggestions of a "work-around" for us who prefer to properly invest into our RPG experiences.

Firstly there's a game that allows for basic fast-travel, and to travel manually without it feeling like hell, and also to used a paid-for and authentic method of fast-travel - Red Dead Redemption. The bizarre thing is that it works well, for all three elements. Fast-travel is done by making a camp then selecting where you want go, then done. Paid-for fast-travel is done by giving some cash to a guy with a carriage; he'll take you to your location and then you can either watch the whole journey or skip it. Manual travel is done by jumping on a horse and riding across the land at a speed decent enough that it actually doesn't take too long and actually offers a surprising amount of enjoyment while feeling authentic to the setting (my personal favourite method, no less). Heck, there's even a train to jump on if you're that way inclined.

So yeah, Red Dead has this situation sorted. All bases covered for all players. So there's one suggestion for TES.

My second suggestion - more a suggestion as a whole for Skyrim - is to implement what Obsidian did with New Vegas - a hardcoe mode. This mode would, as it suggests, require the player to invest in the game more, but one of the main elements that would happen is having fast-travel disabled, and instead having to use Mages Guild teleportation or whatever. This way people can have their instant 'go-anywhere in a few seconds' thing while people who want a real experience can feel like they're catered for with hardcoe mode. Could enable mark & recall spells or perks for hardcoe mode too, since it would be of little use in normal mode.

There you go. Two perfectly doable solutions, of many already offered in this thread and others. Will Bethesda pay any attention to it? Nah. Am I being cynical and appearing grumpy by saying it? Probably. But I've been around long enough to know how this stuff works.
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Tom Flanagan
 
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Post » Wed Aug 18, 2010 6:13 pm

At the end of the day this is nothing more than a 'chicken or the egg' debate. The only way they will make both parties happy is by leaving fast travel in and bring horses back or some form of pay to travel.
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Setal Vara
 
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Post » Wed Aug 18, 2010 7:21 pm

Morrowind had the best fast travel, you could travel via boat, Silt Strider or the mages guild it felt more immerse than just clicking on the map . It was also a gold sink which is a good thing, also as you couldnt transport straight to a dungeon (or right next to it) it gave you a reason to explore while you headed to your destination, and with the random encounters they said they were adding to the game, I truly hope they use the morrowinds fast travel system.
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Prisca Lacour
 
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Post » Wed Aug 18, 2010 6:05 pm

Morrowind had the best fast travel, you could travel via boat, Silt Strider or the mages guild it felt more immerse than just clicking on the map . It was also a gold sink which is a good thing, also as you couldnt transport straight to a dungeon (or right next to it) it gave you a reason to explore while you headed to your destination, and with the random encounters they said they were adding to the game, I truly hope they use the morrowinds fast travel system.


Mark/recall and intervention spells were also really useful. They were great if you thought it was too tedious or tiresome to walk the exact same way you came. But they had a restriction to towns only, and one precise previous location, so they couldn't be overused. And they had an actual direct explanation (being spells).
Being able to travel zig-zag from one place to another and then to another and another from the end of the world to the start (fast travel), is just too much I think. It feels so cheap. Almost like indirect cheating, imo.
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Rachell Katherine
 
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Post » Wed Aug 18, 2010 6:06 pm

Some players won't be happy unless there's FT. Other players won't be happy unless there's a viable in-game alternative to FT. Unless Bethesda puts in both, someone is going to be seriously disappointed. Even then, there are fringe groups who want one or the other removed, either because they have no self control themselves, or because if they don't need it, then nobody else is allowed to have it; two extremely selfish sides of the same coin.

I have very little patience for either the players who say "it's optional" or those who say "remove FT because it's cheating". As has been stated by many, there are a lot of players who have limited playing time, and others who are only interested in the game for the fights. They NEED FT, or else the game will take close to forever to get to the parts they enjoy. On the other hand, there are players who find it awkward and immersion-breaking that there are no wagons, not coaches, no caravans, no boats that they can buy passage aboard, and no other explanation as to how goods, services, and people regularly go from one city to another across vast distances. The obvious lack of alternatives is immersion-breaking, and merely putting a nice RP-friendly "face" on FT would be a huge help. Others find FT "cheap" and annoying that you just whip out your "magic map" and click, as opposed to doing what the character would do under the circumstances (most people don't carry their own "magic map", especially if they've got an "aversion to magic" as one "pro-FT" poster brought up).

In MW, a magic-hating character could still ride Silt Strider caravans, or buy passage aboard ship, and still get to most of the major towns without using any of the spells, potions, enchantments, ancient teleportation platforms, or professional magical services that were available.

In MW, there were a few times where the lack of FT tried my patience, especially when I had to go back and forth several times between two distant points. In OB, the lack of any alternative transport was almost immediately obvious, and the fact that I was FORCED to use FT or walk to places that should have had routine travel services between was just one more thing of several (the overused scaling system was another) that grated on me constantly.

One "feature" of MW's travel services was that it allowed you to pay for passage to towns you hadn't visited yet, without even knowing where they were. It was realistic, in that the caravaner or boatmaster would tell you what locations he or she stopped at, and quote travel prices to each. It allowed a character to learn the basic geography of the island for the cost of paying for a few rides.
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Sebrina Johnstone
 
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Post » Wed Aug 18, 2010 2:42 pm

Thread is great. I fully support the idea of not being forced to use Fast Travel like I was in Oblivions. Choices = good.
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Big mike
 
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Post » Thu Aug 19, 2010 4:12 am

Mark/recall and intervention spells were also really useful. They were great if you thought it was too tedious or tiresome to walk the exact same way you came. But they had a restriction to towns only, and one precise previous location, so they couldn't be overused. And they had an actual direct explanation (being spells).
Being able to travel zig-zag from one place to another and then to another and another from the end of the world to the start (fast travel), is just too much I think. It feels so cheap. Almost like indirect cheating, imo.


Ah yea forgot about mark and recall it was quite useful. Also those scrolls/spells that transport you to the nearest temple/fort

The thing is some form of fast travel is needed. Alot of quests send you all over the place would be a real pain after a while having to run back and forth across the entire world, even on a mount it can get a bit tedious.
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Emma Copeland
 
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Post » Wed Aug 18, 2010 8:33 pm

Since fast travel is essentially a cheat, avoiding all dangers along the way, it should have penalties. After fast traveling you find you've randomly lost some of your equipment and/or gold (when you ran headlong into a river) or a limb (when you ran around a corner into a mammoth).

Alternatively, it could use the S.T.A.L.K.E.R. system where you have to hire a local guide who knows the safe shortcuts.
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Czar Kahchi
 
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Post » Wed Aug 18, 2010 12:06 pm

I agree, fast travel should have some sort of penalty. It really is essentially cheating. That's kind of stupid. It's no different than opening up the console and instantly appearing somewhere via a command. I'd consider that cheating, so what's the difference?
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Katie Louise Ingram
 
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Post » Wed Aug 18, 2010 2:49 pm

Ah yea forgot about mark and recall it was quite useful. Also those scrolls/spells that transport you to the nearest temple/fort

The thing is some form of fast travel is needed. Alot of quests send you all over the place would be a real pain after a while having to run back and forth across the entire world, even on a mount it can get a bit tedious.


Towns and cities are scattered throughout the world. Traveling to them would solve walking through the world all the time, but with explanations and some restrictions. Mark/recall and intervention spells would solve walking back from raiding in dungeons, but with explanations and some restrictions.
That's pretty much what I want and what I feel OB fast travel lacks of. Pretty much.
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Steve Fallon
 
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Post » Wed Aug 18, 2010 3:41 pm

If they do put in fast travel I would like for myself to be able to disable fast travel before I start playing on my character and not be able to turn it back on that single character..
I hated tes4 fast travel very much, yet I would try to not use it but end up using it because it was available to me, even though it ruined my oblivion experience to an extent vs my morrowind experience
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Eibe Novy
 
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Post » Thu Aug 19, 2010 2:40 am

Maybe something along the lines of waypoint fast travel spots. For example, You have to be at the trails, roads, towns, to access the travel system. The difference to MW would be they are much more common/quicker/easier to get to and you have access to the full map everytime the menu is available, not just 4 options and do you don't have to keep jumping about to get to the place you need.

imo It is a bit much being able to teleport from anywhere at anytime. but see why it's like that. I'm not totally bothered with fast travel being in. I would prefer a supped up expanded version of MWs fast travel.
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Anthony Santillan
 
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Post » Wed Aug 18, 2010 6:05 pm

I hugely agree with Ghogiel. Waypoints that you are required to get to in order to actually initiate fast travel would be great. That'd really add a lot to immersion for me, and it's better than nothing. I get the feeling that Bethesda doesn't care, though.
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His Bella
 
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Post » Wed Aug 18, 2010 6:36 pm

Some players won't be happy unless there's FT. Other players won't be happy unless there's a viable in-game alternative to FT. Unless Bethesda puts in both, someone is going to be seriously disappointed. Even then, there are fringe groups who want one or the other removed, either because they have no self control themselves, or because if they don't need it, then nobody else is allowed to have it; two extremely selfish sides of the same coin.

I have very little patience for either the players who say "it's optional" or those who say "remove FT because it's cheating". As has been stated by many, there are a lot of players who have limited playing time, and others who are only interested in the game for the fights. They NEED FT, or else the game will take close to forever to get to the parts they enjoy. On the other hand, there are players who find it awkward and immersion-breaking that there are no wagons, not coaches, no caravans, no boats that they can buy passage aboard, and no other explanation as to how goods, services, and people regularly go from one city to another across vast distances. The obvious lack of alternatives is immersion-breaking, and merely putting a nice RP-friendly "face" on FT would be a huge help. Others find FT "cheap" and annoying that you just whip out your "magic map" and click, as opposed to doing what the character would do under the circumstances (most people don't carry their own "magic map", especially if they've got an "aversion to magic" as one "pro-FT" poster brought up).

In MW, a magic-hating character could still ride Silt Strider caravans, or buy passage aboard ship, and still get to most of the major towns without using any of the spells, potions, enchantments, ancient teleportation platforms, or professional magical services that were available.

In MW, there were a few times where the lack of FT tried my patience, especially when I had to go back and forth several times between two distant points. In OB, the lack of any alternative transport was almost immediately obvious, and the fact that I was FORCED to use FT or walk to places that should have had routine travel services between was just one more thing of several (the overused scaling system was another) that grated on me constantly.

One "feature" of MW's travel services was that it allowed you to pay for passage to towns you hadn't visited yet, without even knowing where they were. It was realistic, in that the caravaner or boatmaster would tell you what locations he or she stopped at, and quote travel prices to each. It allowed a character to learn the basic geography of the island for the cost of paying for a few rides.



Exactly. I see strong arguments in favor and strong arguments against. The only viable solution seems to be to include both. Give us the magic teleporting ft that makes the game enjoyable in a time crunch, but also give us the viable system that explains how goods and people get around skyrim and all will be well.
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Veronica Flores
 
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Post » Wed Aug 18, 2010 3:09 pm

I get the feeling that Bethesda doesn't care, though.

Hope you're wrong, but kinda feels like it, yes.
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Noely Ulloa
 
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Post » Wed Aug 18, 2010 7:46 pm

May I suggest something like http://www.gamesas.com/index.php?/topic/1162378-fast-travel?
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Claire Jackson
 
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