Why Oblivion's fast travel svcks

Post » Sat May 28, 2011 5:06 pm

Have you been reading at all ? Really ? Have you read any post in this entire thread, just one ? No ?

It′s not about Fast Travel being in, it′s about other content being out because of poor design justified by there being fast travel.

So after one mods out fast travel, I suppose the next step is to create models for travel services, then make them functional, then re-shaping the landscape and making everything fit, and while we are at it why not just re-make the entire game through modding ?

And while I am myself a PC gamer, what about the console gamers ?

dude dont jump all over him, he is just suggesting that it is possible to make alternatives to fast travel, if you would have read the other half of his post you would have gotten that
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Trista Jim
 
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Post » Sun May 29, 2011 12:08 am

Are people even reading the OP?

He says ignoring fast-travel doesn't work, because then we have to spend 15 minutes walking across a generic landscape populated by minotaur lords. We don't want to be bored, and have to re-do things over and over! It's not good for immersion either. We're practically forced to use it, unless there's a more logical means of fast travel, which also makes the game world more believable. What province in this Empire wouldn't have some proper means of transportation? No carts, boats or anything? How does trade and communication work then?

Yet people still say " Don't like it don't use it".

:swear: ARE YOU NOT LISTENING!


Sorry for the rant, but this is getting irritating!


So the actual problem is not the fast-travel option, but the monotonous landscape of oblivion and lack of rewarding exploration?
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Holli Dillon
 
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Post » Sun May 29, 2011 1:39 am

Let's bring in Fallout 3's fast-travel into this debate. I preferred its fast-travel over Morrowind’s or Oblivion’s. From the moment I stepped out of Vault 101 and looked out over the Capital Wasteland, all I wanted to do was explore. Something that I feel worked well was that you couldn't just fast-travel everywhere for the sake of simplicity; as in the case of Oblivion, you could zap straight from the sewers to Weynon Priory to Kvatch, back to Weynon Priory and then to Cloud Ruler Temple. There was no encouragement to actually explore the game world. Then look at Fallout 3; the first thing you did upon exiting the Vault was head to Megaton — which, I might add, was only a two-minute walk — to further the main quest’s story. In my opinion, the fact that you couldn’t just fast-travel to major towns and settlements was a good idea, and the fact that they didn’t show up on your map right at the start of the game was an even better one. It encouraged players to actually explore the world, but granted them the ability to fast-travel back to locations they’d previously explored to eliminate the chance that getting around would become mundane.

I have a solution that’s sure to satisfy everyone; model Skyrim’s world exploration after Fallout 3. Encourage players to explore the land of Skyrim first, before the fast-travel feature becomes available to them. Once the tutorial mission is completed and the quest update leads you to a distant city, don’t allow the player to just fast-travel there: make them explore the world and get there first, then extend the opportunity to them to fast-travel back there. Things would work out much better for everybody.

As far as I've understood from the early info, they will keep FO3's system.

Are people even reading the OP?

He says ignoring fast-travel doesn't work, because then we have to spend 15 minutes walking across a generic landscape populated by minotaur lords. We don't want to be bored, and have to re-do things over and over! It's not good for immersion either. We're practically forced to use it, unless there's a more logical means of fast travel, which also makes the game world more believable. What province in this Empire wouldn't have some proper means of transportation? No carts, boats or anything? How does trade and communication work then?

Yet people still say " Don't like it don't use it".


:swear: ARE YOU NOT LISTENING!


Sorry for the rant, but this is getting irritating!

I think as well that point's just been proven and that was totally predictable.
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gemma king
 
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Post » Sat May 28, 2011 11:20 pm

with the exception of a couple of out of the way quests, you were never far away from a travel service in morrowind. once you got decent speed on your character you were never more than 30 seconds to a minute away at most.

STALKER, had zone triggers and npcs you could hire to guide you to locations, dragon age origins gives you random encounters on their travel map, farcry 2 had a bus system, borderlands makes you walk or drive all the way to the edge of the map and use zone triggers or find one of those teleporters, two worlds 2 and dragon knight sage make you walk to teleporters as well. older games like daggerfall charged you money and had risk of being attacked. oblivion and fallout 3 have the crappiest fast travel system there is period. at the very least they can look at the alternatives that i mentioned.

people that defend oblivions fast travel system want a free ride with no risk. i dont remember people being "bored" with borderlands or the other games cause they had to use specific travel points. it made the game more challenging cause if you used up all your ammo, you had to hope that you killed all the bad guys on the way in or that you get back before they spawn again.

one of the best aspects of having to go to a specific point to use fast travel is that you sometimes get caught in "OMFG" moments where you are low on resources and low on health and just ran out of health packs/potions in you last fight. those dont exist in oblivion because once your far enough away from enemies you just fast travel to safety............that is incredibly lame. most people wouldnt have much of a problem with oblivions system if you did get attacked while travel to safety after using up all of your potions and stuff. at least make the game somewhat realistic in that respect.

bethesda is doing a good job of ignoring the "make my game easy" crowd at least in terms of magic (not being able to cast a spell with a sword and shield equipped) and combat (supposedly its more harsh and visceral and fast paced) it would be nice if they continued that trend and ignored them for fast travel as well.........at least there are mods to fix it.
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Kellymarie Heppell
 
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Post » Sat May 28, 2011 1:46 pm

So the actual problem is not the fast-travel option, but the monotonous landscape of oblivion and lack of rewarding exploration?


Yes. Also, they'd like some extra fast travel options that would be strictly inferior to the normal fast travel, but which they could use without breaking their immersion.

They're just really bad at explaining this.
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Lillian Cawfield
 
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Post » Sat May 28, 2011 6:30 pm

So the actual problem is not the fast-travel option, but the monotonous landscape of oblivion and lack of rewarding exploration?


I think it is. From what we've seen, Skyrim looks to be much more interesting to explore than Cyrodiil.

Also, the inner Fallout really devoted fan in me drives me to say that the Capital Wasteland was also very interesting to explore.
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Manuela Ribeiro Pereira
 
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Post » Sat May 28, 2011 11:29 am

But if you want to see most of the content the game has to offer ,Unless you wanna spend a 1000 + hrs walkin' up, down , to and fro - cyrodil ; you really have no choice other than to fast travel.



You do have a choice, I just told you I did. And you won't see everything unless you run around. SR this will be even more true because of handcrafted landscapes and random wilderness encounter ala Fallout. If you use Fast Travel you will miss a lot of stuff.
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BrEezy Baby
 
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Post » Sun May 29, 2011 1:18 am

It turns out this tread has nothing to do with fast travel if you read it carefully :lol:
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e.Double
 
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Post » Sun May 29, 2011 1:23 am

Yes.

I guess immersion doesn't matter to you? Will you be proposing alien DLC packs in a year's time?


Nice Straw Man.

To some people, immersion doesn't matter all of the time in every respect. Some people just want to get places quickly and without wasting any money or in game resources to do it. Oblivion's system is an optimal way to do this. Having immersion in some things can really kill gameplay value to the casual market, and sometimes to the hardcoe market as well; sometimes getting places quicker and having fun>having an immersive way to get there. And that's where it breaks down to: Immersion versus actual gameplay experience. Sometimes, realism and immersion kills gameplay experience. Kills it.

In the "Don't like it, don't use it debate," most people simply say that because in some aspects, they are right. In some of those cases in any video game, someone will always complain about their inevitable immersive killing experience, and thus will either propose a nerf or a return to the good 'ol days of previous games. Sometimes, the nerf is needed. But other times, if you nerf a system/item too much, you will inevitably turn off some gamers, and thus the game will be abandoned by the people who dislike the experience.

I personally abdicate the above argument in a lot of discussions. I thought Morrowind's fast travel system was utter drivel. I though Red Dead's system, for a comparative standpoint, was more immersive simply because the Martson's would fall asleep should you wish to teleport there (or you could sit there and watch the traveling) and the game would compensate by changing the time of day in the game world and you would pay and be dropped off. In other words, it had both options instead of just one. However, Red Dead's world was so immersive that I would never use this system, but I also cannot compare this world to that of Oblivions simply because the quest structures are different (especially the GPS guidance Radar and the conversations that would be had pre-quest).

I would abdicate a system where you would have to go to a fast traveler, pay him, and if you wanted "fell asleep" and it would teleport you there; I would abdicate any teleportation runes or magic that could get you places as well. But to these ends, I would want them to be optional in some sort of "hardcoe" ticking option, because the simplicity of the click and travel system is great, in my opinion. But if Bethesda decides to keep the normal travel in there and not put your "immersive" travel in, then don't use it. If you are tempted, it is your fault. And I understand if you want options, as would I, but you have to play with the cards you're dealt; and it Bethesda doesn't put your option in, no one is holding a sword to your neck to use the fast traveling system.

tl;dr: The "If you don't like it, don't use it" argument is a fair in some instances where people want a nerf that inevitably appeal to casual gamers. To compensate for both sides, how about we all ask for a system which could be considered a hard core option similar to New Vegas? (i.e., thirst and sleep if ticked on, or fast travel ticking options as well?)
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CHangohh BOyy
 
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Post » Sat May 28, 2011 5:15 pm

dude dont jump all over him, he is just suggesting that it is possible to make alternatives to fast travel, if you would have read the other half of his post you would have gotten that


Ok sorry, yes I did go overboard. But it′s just really annoying when people seem to suggest Bethesda should not spend development time on such things because they can be modded. I′d be content with having fewer quests or having less quality in some other minor aspect of the game if there could be travel options, they did it in Morrowind but in Oblivion they scrapped a lot of things, I′m a bit inclined to think it may have been because of lack of time so I am hopeful for Skyrim but with the time they seem to have and confidence in Skyrim it would be pretty weird if there were not good travel services and spells such as Swift Swim and Jump.
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Charles Weber
 
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Post » Sun May 29, 2011 2:04 am

The “don’t like it, don’t use it” argument is total flapjack
It is. It’s invalid for everything.

I agree that the "don't like it, don't use it argument" is invalid when there are no fair alternatives to Fast Travel. However, the argument is valid when alternatives do exist. More to the point, it is valid when alternatives are proposed. Many players have said, "Yes, we agree, let Bethesda provide all of the alternatives you seek, but please let us keep Fast Travel." To this statement, a number of players respond (in more or less politically-correct terms), "Screw you! Give us our alternatives and cast Fast Travel into the abyss!" In reply to players who refuse to be satisified with Fast Travel coexisting with their preferred alternatives, it is both frequently and fairly contended that Fast Travel is optional.
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Laura Cartwright
 
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Post » Sat May 28, 2011 1:10 pm

So the actual problem is not the fast-travel option, but the monotonous landscape of oblivion and lack of rewarding exploration?

That's half the problem. The other half is that the teleportation makes no sense. There's no explanation. Some people say, "Oh I just walked there without getting attacked". How often do you walk from one city to another without getting attacked?

I would like to see MW's fast travel, and mark and recall spells. That would make me a very, very happy camper. It won't happen, but a man can dream.
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OnlyDumazzapplyhere
 
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Post » Sat May 28, 2011 7:07 pm

You do have a choice, I just told you I did. And you won't see everything unless you run around. SR this will be even more true because of handcrafted landscapes and random wilderness encounter ala Fallout. If you use Fast Travel you will miss a lot of stuff.


Well it was hard to find it then... since a lot of the quest's were designed hardcoe, for going from 1 side of cyrodil to the other ...

yea, i think skyrim will be far better in this respect. :foodndrink:
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TOYA toys
 
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Post » Sat May 28, 2011 2:40 pm

How often do you walk from one city to another without getting attacked?


When I was on a horse.

Seriously, I don't remember a time where I was attacked when I was riding my horse.

Or when I was finding paths to purposefully avoid monsters at all costs.
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Charlie Sarson
 
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Post » Sat May 28, 2011 3:45 pm

The “don’t like it, don’t use it” argument is total flapjack
It is. It’s invalid for everything. If someone doesn’t like something about a game, then they have a right as a customer to offer constructive feedback on how it can be improved. Ignoring the parts of the game that they don’t like won’t make the game any better for them.


That argument being flapjack depends on what it is argued against. Nonetheless, it is not wrong because of the reasons you present.

Leaving that aside, for gameplay features as integral as fast travel, ignoring it is impossible to do while preserving a coherent and enjoyable gameplay experience. It’s like telling someone to ignore the combat - you cannot do it and continue to play the game the way it was intended by BGS to be enjoyed.


But I have done it.


This is because of the way that Oblivion was designed. There are three primary factors that severely discourage people from ignoring Oblivion’s fast travel system:
[*]Trivial quests will regularly send you to the other side of the overworld because quest designers are - rightly - expecting players to utilise the fast travel system that they have been given.


Were they rightly Expecting me to use Oblivion fast travel in morrowind too? Because those same kind of quests exists in Morrowind as well.

[*]There are no alternatives to teleportation fast travel except for walking, which takes ages, or riding, which is often even slower.


Fast Travel isn't teleportation, and walking isn't often faster than riding a horse, first there are different horses with different speeds. Secondly, you need to specifically build your character around speed to be faster than the fastest horse in Oblivion.

[*]The landscape is boring. Much of Oblivion’s landscape is randomly generated and thus featureless. There is no aesthetic incentive to take the scenic route.


Subjective, and I disagree. It would also be pretty hard for http://www.gamesas.com/index.php?/topic/1169831-i-have-been-converted/ guy to have the experience he did, had Oblivion landscape been all boring. That right there is your incentive to take the scenic route.

So we have a game that frequently makes players choose between instant teleportation to their destination or a long slog across a boring and repetitive game world that, by level twenty, is filled with minotaur lords. There might technically be a choice there, but gee, BGS really aren’t making it easy on us roleplayers now are they? Which leads nicely onto point 2:


Strawman, you have dressed it up to be something it isn't, in order for you to rip it down for being something it isn't, it OB FT isn't Teleportation, it is as much Teleportation as Waiting is Time Traveling.

Fast forward thirty years or so, and now DMs have been widely replaced by videogames. The purpose of the videogame is to set up a believable world for us to play in and then - in the case of BGS games - let us do whatever the hell we want. The game must be believable to be enjoyable, and to be believable it has to be consistent and it has to have certain restrictions that reflect the behaviour of familiar things. For instance, you can’t kill Mrs X outside in a crowd of people without becoming a criminal; it takes ages to kill a heavily armoured person with your untrained fists; and you can’t teleport across the world by clicking on a map. Wait, what?


Nope you still can't teleport across the world by clicking on a map, because OB FT isn't Teleportation, we can't go further here, unless this is realized.

Precisely. There is the key difference between Morrowind’s and Oblivion’s respective systems: Morrowind’s requires you to go to an appropriate vendor of fast travel services - a boatman, Mages’ Guild teleporter or silt strider driver - and pay them a negligible but nevertheless present fee for the service of instant travel. Oblivion’s requires you to be outside (which doesn’t make much sense in the game world - only as a balancing mechanic) and open your map and click on where you would like to go. The former gives a believable and lore-consistent explanation of how you suddenly find yourself on the other side of map, the latter is just lazy.


You walk there, you don't suddenly appear there. That is why it doesn't cost you anything.

Another word for Morrowind’s fast travel system is ‘intradiegetic’ - “contained within the narrative”. The game is doing its job as DM by giving the player a reason for the feature being there that makes sense within the game world, and levying a believable fee for such a feature. The player uses it without having to suspend their disbelief, and all is well.


Fast Travel is a mechanic for the player not the character, Morrowinds portrayal of a travelling system is great for explaining how people got around, but it isn't necessary for Fast Travel, which is only a service for the player.

The aim of this thread was never to put forward a solution to Oblivion’s system, as this has been done countless times before only to fall on deaf ears. No, the purpose of this thread was to make those deaf ears more receptive. However, do feel free to discuss it at length now we all know that “don’t like it, don’t use it” is a silly argument that only silly people use.


It falls on deaf ears, because it continues to be either a matter of opinion, or a misrepresentation of the actual situation. You cannot have a debate, when you start it by distorting the situation, so that the rest of the debate will be about correcting how the actual situation is, before people can even start to discus changing it.
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Julia Schwalbe
 
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Post » Sat May 28, 2011 10:23 am

Yes. Also, they'd like some extra fast travel options that would be strictly inferior to the normal fast travel, but which they could use without breaking their immersion.

They're just really bad at explaining this.


i have to agree with you there..........i make an effort to try and say "oblivion style" fast travel at least once in my posts so that people know that im referring specifically to that version of it. unfortunately when a thread pops up that says fast travel svcks many people, and right so, assume that we are opposed to all forms of fast travel which we arent. we get bored as well travelling from point A to point B over and over again we just like something that has risk/cost associated with it and cant be abused to get yourself out of a tight spot...........some of my favorite gaming moments are in games like STALKER where i am out of ammo and medkits and i have to run all the way back to safety or hope to God that i stumble across a friendly stalker who can lead me there for a fee. those just dont happen in oblivion.
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Amy Gibson
 
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Post » Sat May 28, 2011 8:30 pm

Great argument OP; well summarised and consistent with my own views mostly. GJ.

As for my opinion; well I tire of retyping the whole argument whenever this thread inevitably crops up again, so I'll just http://www.gamesas.com/index.php?/topic/1150420-fast-travellling/page__st__60__p__17131051__fromsearch__1#entry17131051. (For the lazies who don't like reading: there's a TL;DR at the bottom, though I suggest you read the entire post.)
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Scott
 
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Post » Sat May 28, 2011 1:22 pm

When I was on a horse.

Seriously, I don't remember a time where I was attacked when I was riding my horse.

Or when I was finding paths to purposefully avoid monsters at all costs.


Really? You never got chased, or ran into something on the road, or out in the forest? I always did.....
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Dj Matty P
 
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Post » Sat May 28, 2011 6:33 pm

That's half the problem. The other half is that the teleportation makes no sense. There's no explanation. Some people say, "Oh I just walked there without getting attacked". How often do you walk from one city to another without getting attacked?

I would like to see MW's fast travel, and mark and recall spells. That would make me a very, very happy camper. It won't happen, but a man can dream.


The "makes sense" part is a bit silly. If i need to bastardize it i would ask you how does fighting crocodiles that walk on two legs or giant golems made of rock makes any sense in the first place? :) it's a video game, doesn't need to make sense ;)

But i see your point - you say that the fast-travel is a bit cheesy in terms of avoiding fights witch would otherwise be potentially tough. A sort of "cheating" if you may... A valid point but i have no idea how we fix it :)
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Casey
 
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Post » Sat May 28, 2011 3:22 pm

Really? You never got chased, or ran into something on the road, or out in the forest? I always did.....


Never. I've played the game through until I was max level multiple times, about 4 times vanilla and then a bunch FCOM.

I must be a pariah. :(
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Juan Cerda
 
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Post » Sat May 28, 2011 1:23 pm

The "makes sense" part is a bit silly. If i need to bastardize it i would ask you how does fighting crocodiles that walk on two legs or giant golems made of rock makes any sense in the first place? :) it's a video game, doesn't need to make sense ;)

But i see your point - you say that the fast-travel is a bit cheesy in terms of avoiding fights witch would otherwise be potentially tough. A sort of "cheating" if you may... A valid point but i have no idea how we fix it :)


Fast travel is unbelievable, because there's no explanation. Fighting Daedroths, and Golems isn't realistic, but in the TES universe that it's in, it fits. It's believable.

I don't want to completely remove OB fast travel, but give me alternatives.
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Joey Bel
 
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Post » Sun May 29, 2011 12:16 am

Are people even reading the OP?

He says ignoring fast-travel doesn't work, because then we have to spend 15 minutes walking across a generic landscape populated by minotaur lords. We don't want to be bored, and have to re-do things over and over! It's not good for immersion either. We're practically forced to use it, unless there's a more logical means of fast travel, which also makes the game world more believable. What province in this Empire wouldn't have some proper means of transportation? No carts, boats or anything? How does trade and communication work then?

Yet people still say " Don't like it don't use it".
:swear: ARE YOU NOT LISTENING!
Sorry for the rant, but this is getting irritating!


What gets me is that people think there has to be either Fast travel everywhere or no fast travel at all. There is such a thing as moderation of use. Like I've said, if you don't want to use fast travel and want something more akin to Morrowind, then only use fast travel while in town to travel to another town. Why is it so hard to do moderation of fast travel?

I really don't see why you can't see that fast travel in Oblivion allows for Morrowind fast travel and any other kind of fast travel. Just use it like you would Morrowind's fast travel... However, I don't see how walking is improper means of travel. From past games and lore, walking was the main means of transportation for the masses of Tamriel. In real life it is the same thing, I don't see why people think that walking is not a proper source of travel....

However, if you don't want to be bored having to re-do things over and over again, then why do you want Morrowind fast travel? That was the problem with the system other than being useless half the time, it also forced you to walk the same way back you just walked from. No extra exploration, just tedious retracing paths. Having options is just what the current system does.
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Scarlet Devil
 
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Post » Sat May 28, 2011 2:10 pm

That's half the problem. The other half is that the teleportation makes no sense. There's no explanation. Some people say, "Oh I just walked there without getting attacked". How often do you walk from one city to another without getting attacked?


If teleportation makes no sense, then it's probably not teleportation, it would be more difficult to explain it as teleportation than as Walking. It's conceivable that one can walk somewhere without being attacked either through sneak or running or following a guard patrol.

Try explaining how you Teleported without using magic, without using a spell, somehow teleport slowly and arriving on your destination when time as passed, as if you traveled there on foot *wink*, all of this under the levitation act.
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Grace Francis
 
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Post » Sat May 28, 2011 6:15 pm

Have you been reading at all ? Really ? Have you read any post in this entire thread, just one ? No ?

It′s not about Fast Travel being in, it′s about other content being out because of poor design justified by there being fast travel.

So after one mods out fast travel, I suppose the next step is to create models for travel services, then make them functional, then re-shaping the landscape and making everything fit, and while we are at it why not just re-make the entire game through modding ?

And while I am myself a PC gamer, what about the console gamers ?

As a matter of fact, I have been reading this entire thread before posting. You are indeed right about the console gamers, frankly, I myself hate fast travel. I loved MW's way of handling it.
But on the other hand, it's already in.
You are being arrogant for wrong assumptions about the author of the comment instead of the comment itself. You may reply, but keep your assumptions to yourself, please :)
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Jeffrey Lawson
 
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Post » Sat May 28, 2011 11:18 pm

If teleportation makes no sense, then it's probably not teleportation, it would be more difficult to explain it as teleportation than as Walking. It's conceivable that one can walk somewhere without being attacked either through sneak or running or following a guard patrol.

Try explaining how you Teleported without using magic, without using a spell, somehow teleport slowly and arriving on your destination when time as passed, as if you traveled there on foot *wink*, all of this under the levitation act.


I suppose, but it still FEELS, like teleportation. I just want my alternatives :sad:, why can't I have my alternatives?

As I said in a previous post, it also adds to the game. Not having transportation in these provinces doesn't make any sense.
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Nienna garcia
 
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