Travel Choices for Elder Scrolls V

Post » Wed Apr 28, 2010 6:41 pm

Because the Ideas and Suggestions thread appears to be in danger of being hijacked by the discussion of travelling methods and the Fast Travel debate, it may be time for travel to have its own thread again, so here it is.

For the curious, I recommend reviewing the previous fast travel thread, http://www.gamesas.com/index.php?showtopic=1045305, and the various travel suggestions posted here: http://www.gamesas.com/index.php?showtopic=1085256. For those with opinions, please keep the discussion civil. Thank you :)
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My blood
 
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Post » Wed Apr 28, 2010 8:15 pm

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").
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CSar L
 
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Post » Thu Apr 29, 2010 1:43 am

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 paidservices, 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").


Thats actually a good idea, haven't heard that before!

Also, they could also make fast travel only available when mounting a horse.
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lexy
 
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Post » Wed Apr 28, 2010 10:02 pm

Thats actually a good idea, haven't heard that before!

Also, they could also make fast travel only available when mounting a horse.


I think they ought to go back to the Morrowind style aswell... And i actually like this idea aswell... however, I think you should only be able to do fast travel to a known location from the cities, this way you couldn't just teleport back and forth...
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jaideep singh
 
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Post » Wed Apr 28, 2010 9:11 pm

Like most people on this forum, I hated fast-travel in Oblivion. It was senseless, immersion-breaking, and an easy way out. So I just didn't use it. Simple.

Some people loved using it. They didn't have much time to play the game, so rather than spending all their play-time travelling from a quest-giver to the quest, they'd rather fast-travel to the quest, complete it, and fast-travel back to the quest-giver.

Both groups are catered for perfectly. They're not going to impose restrictions on one or the other by adding charges to, or removing fast-travel.

The real problem with travel in Oblivion in my opinion, is that quest locations were illogical. Too many times I found myself being given a Fighter's Guild contract in Chorrol that required doing something down in Leyawiin. Why? There's a Fighter's Guild in Leyawiin, so why aren't their fighters being given the contract? That's a 15 minute walk for someone like me who doesn't use fast-travel, and when you consider how far apart Chorrol and Leyawiin really are, rather than how far apart they have been made in the game... well that's utterly ridiculous.

Keep the fast-travel system (or use Fallout's 'discover first' fast-travel), possibly add in a travel network like Morrowind's for role-players (though it will be ignored by fast-travellers), and most importantly: pay attention to the immersion factor! I want my quests to be believable! If I get a quest from a guild in Dawnstar, it should be regarding something in or around Dawnstar. Not Falkreath!
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Alan Cutler
 
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Post » Thu Apr 29, 2010 2:49 am

I really disliked the fast travel function in Oblivion - I would much prefer a reversion to a network of travel services like in Morrowind. It may be more time consuming having to actually walk to certain areas but you uncover so much more.
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W E I R D
 
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Post » Wed Apr 28, 2010 5:35 pm

Like most people on this forum, I hated fast-travel in Oblivion. It was senseless, immersion-breaking, and an easy way out. So I just didn't use it. Simple.

Some people loved using it. They didn't have much time to play the game, so rather than spending all their play-time travelling from a quest-giver to the quest, they'd rather fast-travel to the quest, complete it, and fast-travel back to the quest-giver.

Both groups are catered for perfectly. They're not going to impose restrictions on one or the other by adding charges to, or removing fast-travel.

The real problem with travel in Oblivion in my opinion, is that quest locations were illogical. Too many times I found myself being given a Fighter's Guild contract in Chorrol that required doing something down in Leyawiin. Why? There's a Fighter's Guild in Leyawiin, so why aren't their fighters being given the contract? That's a 15 minute walk for someone like me who doesn't use fast-travel, and when you consider how far apart Chorrol and Leyawiin really are, rather than how far apart they have been made in the game... well that's utterly ridiculous.

Keep the fast-travel system (or use Fallout's 'discover first' fast-travel), possibly add in a travel network like Morrowind's for role-players (though it will be ignored by fast-travellers), and most importantly: pay attention to the immersion factor! I want my quests to be believable! If I get a quest from a guild in Dawnstar, it should be regarding something in or around Dawnstar. Not Falkreath!


Heard!
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hannaH
 
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Post » Wed Apr 28, 2010 1:48 pm

I agree, Morrowin'ds fast travel system was far more immersive.
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Sarah Edmunds
 
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Post » Thu Apr 29, 2010 3:24 am

I say get rid of Fast Travel and go back to the way Morrowind was, if you want to be somewhere instantly you willl have to Mark it. Oblivion kind of lost that Sense of Discovery that I felt with Morrowind.
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Sarah Bishop
 
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Post » Thu Apr 29, 2010 4:44 am

Fast travel? What's the problem? If you don't like it don't use it
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Del Arte
 
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Post » Wed Apr 28, 2010 1:06 pm

As has been said for the "umpteenth" time, what's needed is alternatives, so FT would REALLY be "optional". When the ONLY ways you can cross the map are to either spend hours of real time to walk it, or else just "click" with no cost or penalty, then you're guaranteed to get complaints. Why were there ships and boats if you couldn't use them? What happened to the Mages Guild teleportation services from earlier games? Why were there no wagons, carriages, caravans, escorts (other than mod-added for "other" services), or pack animals? Obviously, nobody actually USED the roads in OB, and the player could only do so at his/her utmost peril: "What ever you do, Stay OFF the Roads".

Much as I hate it, FT probably needs to remain in some form or other, for the "action junkies" who want to jump straight into the next fight or "beat" the game ASAP. On the other hand, Bethesda really needs to toss an occasional bone to the dog now and then and give the old-school RP fans of the series something less jarring to immersion, without saying "if you don't like it, don't use it", when most of the quests are heavily based on it.

Some players, like the poster above, apparently don't even understand that there's a problem, which in itself is an inherent part of the problem.
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James Shaw
 
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Post » Wed Apr 28, 2010 5:29 pm

They should also bring back the mark/recall spells.
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nath
 
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Post » Wed Apr 28, 2010 8:33 pm

As has been said for the "umpteenth" time, what's needed is alternatives, so FT would REALLY be "optional". When the ONLY ways you can cross the map are to either spend hours of real time to walk it, or else just "click" with no cost or penalty, then you're guaranteed to get complaints. Why were there ships and boats if you couldn't use them? What happened to the Mages Guild teleportation services from earlier games? Why were there no wagons, carriages, caravans, escorts (other than mod-added for "other" services), or pack animals? Obviously, nobody actually USED the roads in OB, and the player could only do so at his/her utmost peril: "What ever you do, Stay OFF the Roads".

Much as I hate it, FT probably needs to remain in some form or other, for the "action junkies" who want to jump straight into the next fight or "beat" the game ASAP. On the other hand, Bethesda really needs to toss an occasional bone to the dog now and then and give the old-school RP fans of the series something less jarring to immersion, without saying "if you don't like it, don't use it", when most of the quests are heavily based on it.


It has nothing to do with me being an 'action junkie' with a short attention span. The first month or so of playing Oblivion I explored every inch, never used fast travel, and loved at, but after 3 years I don't feel like walking the same monotonous roads when I know that all I'm gonna come across is a highwayman and a couple of imps. There's more to experience within the game than the sights, and you can still stay in RP with enough imagination
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Soku Nyorah
 
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Post » Thu Apr 29, 2010 1:56 am

Fast travel? What's the problem? If you don't like it don't use it

See my sig.

edit:

all I'm gonna come across is a highwayman and a couple of imps.

If TESV is done correctly, you will see a lot more than Highwaymen and Imps. In Morrowind, you never knew what you'd come across. In the wilderness you could come across quests, groups of Ashlanders, and countless wildlife creatures.
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Far'ed K.G.h.m
 
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Post » Thu Apr 29, 2010 4:56 am

Some players, like the poster above, apparently don't even understand that there's a problem, which in itself is an inherent part of the problem.

Some of us just don't think it is a problem. I mean, who would want to ride with Martin and Jauffre all the way from Weynon Priory to Cloud Ruler?
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Far'ed K.G.h.m
 
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Post » Wed Apr 28, 2010 4:32 pm

i think they should work on making better horses which is a given. also, since the player is no longer 80% paralyzed and is able to move at an acceptable pace off the start, then they should completely revert back to MW style fast travel. in fallout the FT system was better, but i think it would have been even better if you would have to go to an already cleared subway, and only then could you FT.
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Phillip Brunyee
 
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Post » Wed Apr 28, 2010 5:22 pm

The problem with me is somewhat like if they were to put a chest full of weapons and potions at the starting of each dungeon or cave. If you don't like it don't use it right? I like the way they implemented chests into oblivion and morrowind, they didn't just give you everything right from the start. That's what the problem is, is that fast travel was implemented badly in Oblivion in some peoples opinions. I think it was implemented great in Morrowind, but they could still even improve on it.
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Jesus Duran
 
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Post » Wed Apr 28, 2010 6:29 pm

I preferred Morrowind's system to Oblivion's. I'd like to see something similar to Morrowind.
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Helen Quill
 
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Post » Wed Apr 28, 2010 3:06 pm

Before anyone else says something along the lines of "Don't like it, don't use it!" or "ITZ OPSHUNAL! HURR DURR!" No. When the game was obviously designed under the assumption that fast travel was going to be the primary means of travel, then it absolutely isn't optional. It was a major aspect of Oblivion's gameplay and to ignore it would be like refusing to use vehicles in GTA.

Basically I would like to see Morrowind's system reintroduced with the addition of something akin to Dragon Age's map progress screen and random battles. Also if you're going to add mounts that aren't worth a damn, then just leave them out of the game.
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Alexis Estrada
 
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Post » Thu Apr 29, 2010 3:38 am

I really liked the fast travel in Morrowind, it just felt so natural!
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Becky Cox
 
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Post » Wed Apr 28, 2010 5:57 pm

Before anyone else says something along the lines of "Don't like it, don't use it!" or "ITZ OPSHUNAL! HURR DURR!" No. When the game was obviously designed under the assumption that fast travel was going to be the primary means of travel, then it absolutely isn't optional. It was a major aspect of Oblivion's gameplay and to ignore it would be like refusing to use vehicles in GTA.

Even if the game weren't designed around it, it's a terrible argument that drives me nuts when people constantly use it. It's basically saying "You have a problem? Ignore it! That solves everything." Ignoring a problem and pretending it's not there in the hopes that it will go away has long been accepted as one of the worst possible ways to deal with a problem. By all means disagree with someone's points on why they think it's a problem, but "just ignore it" is a dismissive argument-failure that, itself, doesn't really deserve a response beyond being ignored.
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matt white
 
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Post » Wed Apr 28, 2010 11:05 pm

Boats... I like the FT in both MW and OB but I REALLY liked Daggerfall's. You could either walk, ride, or get on a boat. You had to pay if you wanted to stay at an inn. If they bring back FT in the next ES what about cut-scenes? Not like a crappy in-game cut-scene with your character getting on a horse but like an over heard shot of the land. Rolling hills with lush forest a lake or two the Bam. You're at location X.
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Daniel Lozano
 
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Post » Wed Apr 28, 2010 9:42 pm

For all the reasons everyone has already posted, I'd like them to go back to Morrowind style of travel, no fast travel at all. Of course for this to possibly work they would need to make the land not so bland and boring like in *cough* oblivion.

Another factor I havnt seen is wildlife. EVERYTHING attacks you, and it runs MILES to chase you down, this is just ridiculous, so much that it makes you want to fast travel just to avoid the little ^%$#@ers. Make wildlife more calm/realistic. If im this burely lvl 40 barbarian with a huge blood stained axe and 100's of people, creatures, and things under my belt, a damn rat is going to know to stay the hell away! (mudcrabs too!)

http://www.gamesas.com/index.php?/topic/1085502-travel-choices-for-elder-scrolls-v/page__view__findpost__p__15822379
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Claire Vaux
 
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Post » Wed Apr 28, 2010 5:29 pm

For all the reasons everyone has already posted, I'd like them to go back to Morrowind style of travel, no fast travel at all. Of course for this to possibly work they would need to make the land not so bland and boring like in *cough* oblivion.

Another factor I havnt seen is wildlife. EVERYTHING attacks you, and it runs MILES to chase you down, this is just ridiculous, so much that it makes you want to fast travel just to avoid the little ^%$#@ers. Make wildlife more calm/realistic. If im this burely lvl 40 barbarian with a huge blood stained axe and 100's of people, creatures, and things under my belt, a damn rat is going to know to stay the hell away! (mudcrabs too!)

http://www.gamesas.com/index.php?/topic/1085502-travel-choices-for-elder-scrolls-v/page__view__findpost__p__15822379


I don't think that rats have the mental acumen to make that call...

Bandits and Marauders on the other hand...
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Lyndsey Bird
 
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Post » Wed Apr 28, 2010 10:16 pm

I don't think that rats have the mental acumen to make that call...

Bandits and Marauders on the other hand...

Animals arnt stupid they know when they are in danger. Listen to that cranberries song.. Animal Instinct xD

I think horses are lame, and should not be used. Even if I did have a super fast horse, something about it, I'd rather get around on my own two feet. Or through a travel network (yay MW!)
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Natalie Harvey
 
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