Before this thread ends i want to tell you why Morrowind's travel network is flawed.
Firstly, Immersion is right out the window when it's obvious that it exists for me alone. Fix this by making them have a schedule so they aren't always available and it defeats the purpose.
Secondly, travel systems are a means to open up the map even faster than Oblivion's(having the major towns already found) as you can leap frog to every inhabited(travel viable) local by lvl 2-3. Fix this by limiting where you can travel to without finding first and it deafeats the purpose once again.
Lastly, Travel networks are not too bad in the beginning but come end game it's a tedious hassle to get around.
Fast travel takes care of both needs because when your exploring every inch of the terrain you have no desire to get somewhere quickly but once you've seen the majority of the map that is when FT keeps most of us going so we can finish exploring by removing the tedium of traveling the same road 100's of times.
I use fast travel near end game and not before i feel I'm not missing something by skipping the trip. The world is not large enough to warrant travel networks(with all of it's flaws) other than for travel to other world spaces and FT can not be removed for end game reasons.
Bethesda has done the math with changeable working models and decided that travel networks are not for TES. Respect that and move on already.
Firstly, Morrowind is an aging game, everything is flawed... No NPCs had schedules so in theory everyone was "there just for you"; they were awake 24 hours a day and never moved very far from their standard location. If a Morrowind STYLE travel system was implemented in Skyrim, seeing as how much NPC behaviour improved already in Oblivion, NPCs would probably also use it more realistically.
Secondly, I am a bit ashamed to admit it in a thread like this, as I am not a user of fast travel, but "don't like it? Don't use it" worked for me in Oblivion. I didn't like it, so I didn't use it, only very rarely (the only time I would always use it was the quest after Kvatch where you had to escort Martin and Jauffre to Cloud Ruler, the companion system just svcked too much...).
Third, this worked for me in Oblivion as there were actually not much room for a Morrowind style travel system (to be understood as: there are no silt striders and uhm... where would you go by boat? The only semi plausible thing would be horse carriage). In Morrowind I didn't think of it as a 'fast travel system', as people refer to it in here (unlike I would with Oblivions), I just thought it was convenient: "I need to get to Khuul. Oh, there is a boat! I don't feel like exploring and I actually do have a quest I need to take care of in Khuul - I'll take the boat".
Here is a thought... Imagine this: There is somewhere on the map a big tundra or something that is known to house giants and also it's really [censored] cold so no normal person would walk (you can if you'd like, but unless you are level 10 you are probably not leaving with your [censored] intact). Hence, there is a sled service. You cannot fast travel from a location one side of the tundra to one on the other, but you can fast travel to the city close to the tundra (or walk/ride if you prefer like I do) and from there take the sled to the other side.
This could also work if there are ginormous lakes or something, then fast travel would just take more time as it would simulate the PC walking AROUND the lake, or you would have the choice of paying x gold for a ferryman to take you across.
An alternative to the tundra thing, if fast travel supporters are too lazy to 'click' more than twice, you could just click the location beyond the tundra on your fast travel map and a box would appear asking whether you are willing to pay x gold for the sled, thus skipping that extra link.
Yes? :spotted owl: