Why Oblivion's fast travel svcks

Post » Sat May 28, 2011 2:05 pm

It's cool to have other alternatives to use if you don't like axes. Yet if you don't like Fast Travel you have ... no alternatives.

And that's where it all boils down to. People like to have additional ingame options besides using Fast Travel; hence the references to ships, gondolas, Silt Striders, Mark/Recall, Mage Guild Guides etc. ;)


Exactly what I was saying. Dont see how its so hard to understand. I'm all for fast travel and I beleive it should be in the game, but I would rather have alternatives, or something else to use that makes sense withint the game world.
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Tanya
 
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Post » Sun May 29, 2011 12:28 am

It would certainly make you appreciate the scale of the game in a whole new way.


Even with fast travel becoming the FG champion was annoying. I think it was the least inspired questline. Then again I'm not a fan of "go here, clear out this cave" questlines.

The other guilds, on the other hand, were very interesting IMO.

I know. It's such an unfair trade-off. I love the thought of my Daggerfall character getting in a ship and riding across horseback while stopping at the occasional roadside inn for such extended periods of time, but to actually do so is dull and uneventful. On the other hand, while Morrowind and Oblivion provide far more high-quality travelling experiences, they completely lose that sense of scale and grand adventure.
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Carlos Rojas
 
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Post » Sun May 29, 2011 2:00 am

I didnt play the DB questline so cant comment o.O


OMG! Go replay Oblivion right now!

What other quests did you not do? The Forlorn watchman? The Daedric shrine quests. You go replay Oblivion right now mister!!!!

You have no idea what your missing.
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Theodore Walling
 
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Post » Sat May 28, 2011 4:49 pm

That's so nonsensical. Plenty of the Dark Brotherhood quests made use of fast travel and I think we can all agree that they were far and away better designed than their Morrowind counterparts in the Morag Tong. MT quests were pretty much always a cut and dry "go here, kill him" deal no matter where you went. Stealing Roderick's medicine and replacing it with a poison while remaining undetected, in a cavern crawling with henchmen would not have been made "better" if it were to have happened outside of Cheydinhal. :banghead:

That quest wasn't effected by fast travel though.

Not as I see it, it's structure didn't utilize fast travel specifically.
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Harry-James Payne
 
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Post » Sat May 28, 2011 11:52 pm

I didnt play the DB questline so cant comment o.O

But the contract shifting between Anvil and Cheydinhal , was imo a very annoying, design descion .


And that's a problem more-so with the crappy FG quest line than the distance you need to travel.
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Travis
 
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Post » Sun May 29, 2011 2:37 am

OMG! Go replay Oblivion right now!

What other quests did you not do? The Forlorn watchman? The Daedric shrine quests. You go replay Oblivion right now mister!!!!

You have no idea what your missing.


It was a long time ago - but first i was a nord warrior.
Then 2nd time i was pure mage Breton.

Yeah i do intend to play a sneak charchter over the summer time; to fill the gap until Skyrim :)
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Ian White
 
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Post » Sat May 28, 2011 8:00 pm

It was a long time ago - but first i was a nord warrior.
Then 2nd time i was pure mage Breton.

Yeah i do intend to play a sneak charchter over the summer time; to fill the gap until Skyrim :)


But that's the beauty of it, you don't have to be sneaky to do the DB quests. There is a mage in there and there is a orc that makes it his business to tell you that you shouldn't be sneaky and you should just go all out on the person. They made sure to show you don't have to be sneaky to be a DB assassin, you just have to kill the person and not be arrested in the process hehe.
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Fluffer
 
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Post » Sat May 28, 2011 2:20 pm

That quest wasn't effected by fast travel though.

Not as I see it, it's structure didn't utilize fast travel specifically.


If I'm understanding sep's point, it's that the further you travel (the greater the need to utilize fast travel) the less well thought out a quest becomes.
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Ricky Meehan
 
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Post » Sat May 28, 2011 11:37 am

ahh, missed that part of the spiel.

thanks
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Laura Richards
 
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Post » Sat May 28, 2011 11:15 pm

If I'm understanding sep's point, it's that the further you travel (the greater the need to utilize fast travel) the less well thought out a quest becomes.


But as has been pointed out, wasn't actually quite true. The FG quests were just a bit lack luster, though still somewhat enjoyable, mainly the part where you start having to deal with the Blackwood Company, that's when the FG quests get good. Such as the Hist induced murder spree or beating the information out of the argonian. So fun lol.
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matt oneil
 
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Post » Sat May 28, 2011 6:17 pm

If I'm understanding sep's point, it's that the further you travel (the greater the need to utilize fast travel) the less well thought out a quest becomes.


yeah kinda , am baseing my opinion mainly on the FG quest line , which without FT was almost redundant , because of the back and forth chore/requirement to get another contract or promotion.
It felt like a whole lot of padding was going on by the dev's..
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Paula Ramos
 
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Post » Sat May 28, 2011 5:00 pm

But as has been pointed out, wasn't actually quite true. The FG quests were just a bit lack luster, though still somewhat enjoyable, mainly the part where you start having to deal with the Blackwood Company, that's when the FG quests get good. Such as the Hist induced murder spree or beating the information out of the argonian. So fun lol.


Another thing annoyed me was after all that walking in the FG , i got so far and couldnt go no further , coz the damn body wasn't in the cave, like it was supposed to be..
At that point 120 hr's i left OB behind.
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Richard Thompson
 
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Post » Sat May 28, 2011 7:31 pm

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jessica breen
 
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