Why Oblivion's fast travel svcks

Post » Sat May 28, 2011 5:33 pm

I completely Agree with greatcarbuncle. I hated Oblivions system and the worst thing about it was every time I started a new character I said to myself "I'm Not Gonna use fast Travel" But I Always did. If there had also been a Morrowind style Travel System in Place I think I would have succeed in not using it but there wasn't. If you want to make the world seem bigger than Oblivions don't put its travel system in. I'm Begging you Bethesda! :D
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JERMAINE VIDAURRI
 
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Post » Sat May 28, 2011 5:46 pm


Now, could you imagine if you did like fast travel, but COULDN'T use it?


This is a good point I believe everyone should keep in mind. While I personally sympathize with the role players who would like more fast travel options it shouldn't be at the cost of removing the system altogether. There are people who actually enjoy the system in Oblivion and are put off by the idea that you are for a change (those who want the change).

When presenting your ideas or debate try to find comprimise that allows both sides the same freedom without eliminating options. I posted some ideas that could be added to the current fast travel system without eliminating it.

In order to fast travel in RDR, you have the following methods:
1. You can travel between towns by getting on board a carriage.

2. You can find a flat spot, not near any enemies and not inside a settlement, set up a camp, and fast travel. I think it may have been possible to FT from your home as well.


Thanks for the refresher. I like the camp idea just because it is an attempt to employ a role player's perspective to travel.
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Siidney
 
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Post » Sun May 29, 2011 12:38 am

I′d like to add that I don′t think anyone who is against fast travel hates it because of some deep inner hatred for the concept in on itself. But because of the implications for the game world. If they had thrown fast travel into Morrowind as a last minute notice there would not have been rage like there was with Oblivion because Morrowind had other travel options, it had multiple spells to aid traveling, multiple travel services, well crafted scenery (really walking past a Dwemer ruin could often look awesome, in Oblivion it would just have been the same flat area and then some hole down into the ground or into some hill.) and in general it felt nice to travel in Morrowind.

Skyrim could have both, the depth of travel I want and fast travel for the others who don′t care or mind. After all no one is forcing me to fast travel, that is correct, but I′m being forced to suffer the consequences of the difference in design when fast travel enters the fray in Oblivion.
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Amy Smith
 
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Post » Sat May 28, 2011 11:38 am

If you don't like axes you have swords and bows and an arsenal of weapons at your disposal. I don't understand what is so hard to understand about it.
If you don't like shrimp, don't eat them.


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. ;)
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Petr Jordy Zugar
 
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Post » Sat May 28, 2011 10:57 pm

I think the issue with fast travel is more the quest design. There should be bigger quests, that have you required to make a decent dtrip, but a lot of stuff should be localized. Thus no need to run for 20 mins to get to a quest, then 20 mins back. Because this type of quest encourages fast travel.

Exactly, we all hate fetch quest. If weren't for that there be no problem with the fast-travel. In fact if weren't for fetch quests I would have never of used fast-travel. I liked riding around on my horse. (Flying was better though)
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Izzy Coleman
 
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Post » Sat May 28, 2011 10:46 am

Not using it is not much of an option when you are given quests that require you to transverse the world, look at an object, talk to someone or perform some small task, then transverse the world again back to where you started, or similar variation of that, which were not uncommon in Oblivion.
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Queen
 
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Post » Sat May 28, 2011 3:57 pm

Wouldn't it make more sense to implement fastravel in-game? I'm all for fast travel, but I'd rather have transportation services than instant transmission.

Ofcourse it will, and I couldn't agree more.
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kristy dunn
 
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Post » Sat May 28, 2011 11:03 pm

For Skyrim, they could just explain Fast Travel as using Thu'um to teleport from one place to another. Some Thu'um users are capable of using shouts that transport them to wherever the shout lands.
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Jessie Rae Brouillette
 
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Post » Sat May 28, 2011 12:50 pm

The problem with fast travel threads is that the anti-fast travel faction... well, portrays themselves as the anti-fast travel faction, when they really aren't. If you continue to frame your arguments as simply reasons why Oblivion-style fast travel should be completely removed, then you're going to continue to be frustrated by people using iron tight arguments against said removal. There is no counter-argument to "Don't like it, don't use it," because that's pretty much the definitive answer to a feature that's completely optional. In short, you have managed to straw man yourselves, by positioning yourselves as though you were against having the option to use Oblivion-style fast travel at all.

The real problem is that you don't care about Oblivion-style fast travel. In fact, you're the opposite of being anti-fast travel. you want more fast travel options, ones that make more sense to you within the context of the game narrative. If you actually came out and said this, and started actually calling for the thing you want instead of something completely different, maybe you'd have more luck.

tldr: Your problem is saying "No Oblivion-style fast travel" when you really don't care if there's Oblivion-style fast travel or not. What you want is "Morrowind-style fast travel".

:foodndrink:
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Eoh
 
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Post » Sun May 29, 2011 2:40 am

Skyrim could have both, the depth of travel I want and fast travel for the others who don′t care or mind. After all no one is forcing me to fast travel, that is correct, but I′m being forced to suffer the consequences of the difference in design when fast travel enters the fray in Oblivion.


Sounds like an idea that pleases everyone, but I doubt that Bethesda would waste time and disc space to add both. :mellow:
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A Dardzz
 
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Post » Sat May 28, 2011 3:58 pm

Sounds like an idea that pleases everyone, but I doubt that Bethesda would waste time and disc space to add both. :mellow:


Sure, but there'd be no harm in asking, right?
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gary lee
 
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Post » Sun May 29, 2011 12:17 am

Exactly, we all hate fetch quest. If weren't for that there be no problem with the fast-travel. In fact if weren't for fetch quests I would have never of used fast-travel. I liked riding around on my horse. (Flying was better though)


Fetch quests have their places too. Fetch quests provide a relatively simple and quick way to start a player off. Every CRPG is going to have fetch quests, so don't hate, appreciate.
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NEGRO
 
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Post » Sun May 29, 2011 1:12 am

That doesn't do anything to address Oblivion's issues with boring landscape and zero alternatives to its fast travel system. That's simply the "don't like it, don't use it" argument with some padding.


Except that Oblivion didn't have a boring landscape, it was a beautiful landscape with realistic and varying formations. Does the ground have to split open and try to eat you to make it believable and not boring? Also, it isn't the "don't like it, don't use it", it was the opposite. It was showing how Morrowind's cuts out options for everyone where the current fast travel does not. It allows for all the people that want to fast travel whenever they want from anywhere they want, while the people that want the Morrowind fast travel system can do it by just not using the fast travel system except when they are in town and only to another town. See what I'm getting at? Oblivion's fast travel can cater to everyone's version of fast travel while Morrowind's limits people. Also, making a redundant travel system like adding in unbelievable travel networks spots that are always there and ready to take you somewhere no matter what time of day and seem to somehow not have other customers, when you can have one fast travel system that anyone can use and RP with their own way of fast travel they like. Why make a second travel option when you can add something else unique in with that development time?
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Killah Bee
 
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Post » Sat May 28, 2011 1:53 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. ;)


Indeed, but those are dead-end arguments in a way. The same factions who think "Don't like, don't use" is an airtight and logical argument will turn any suggestion for in-game methods like those you mention into another "fair and balanced" ( :rolleyes: ) argument: "OMG You're one of 'those people' who think Morrowind was the be-all and end-all, and just want Skyrim to be Morrowind 2.0 OMG!"

Frankly, I'm afraid any rational discussion of the issue is impossible as you're damned if you do, and damned if you don't. If you offer alternatives you're a "Morrowind worshipper," if you avoid getting that tag by offering no alternatives it's "don't like it don't use it." With the occasional exception who'll go on at length to try and prove that there's no difference between Oblivion "teleportation" and Morrowind "in-game travel systems," then go on to claim that Oblivion's system is thus superior- except that if there's no difference, how can either be "superior?"
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Makenna Nomad
 
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Post » Sun May 29, 2011 1:12 am

hey look another thread about fast travel
I think Oblivions fast travel was fine, and walking is actually an alternative, if you use enchantments you can go very fast
I went from anvil to diverock in 15 minutes
its also been confirmed in, so if you dont like it, get over it
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Megan Stabler
 
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Post » Sun May 29, 2011 2:16 am

Fetch quests have their places too. Fetch quests provide a relatively simple and quick way to start a player off. Every CRPG is going to have fetch quests, so don't hate, appreciate.

Yeah I know, but after the fifth time I was told to get this item and return to Cloud Ruler Temple I wanted to punch Martin in the face.

I mean that's why table top RPGs had such great narratives because if you keep giving people fetch quest you'd get punched in the face.
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Katie Samuel
 
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Post » Sat May 28, 2011 11:05 pm

Just so I understand.

People want travel services in game that would actually cost you in-game money instead of using the fast travel that would allow you to keep your money?

Is that just the immersion obsession again?
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Josh Trembly
 
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Post » Sat May 28, 2011 12:32 pm

Indeed, but those are dead-end arguments in a way. The same factions who think "Don't like, don't use" is an airtight and logical argument will turn any suggestion for in-game methods like those you mention into another "fair and balanced" ( :rolleyes: ) argument: "OMG You're one of 'those people' who think Morrowind was the be-all and end-all, and just want Skyrim to be Morrowind 2.0 OMG!"

Frankly, I'm afraid any rational discussion of the issue is impossible as you're damned if you do, and damned if you don't. If you offer alternatives you're a "Morrowind worshipper," if you avoid getting that tag by offering no alternatives it's "don't like it don't use it." With the occasional exception who'll go on at length to try and prove that there's no difference between Oblivion "teleportation" and Morrowind "in-game travel systems," then go on to claim that Oblivion's system is thus superior- except that if there's no difference, how can either be "superior?"


Just repeating this: Have you considered offering alternatives without removing the Oblivion fast travel system? Just a thought?
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Alan Cutler
 
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Post » Sat May 28, 2011 7:10 pm

So OP, i read your post and got the idea that you don't like fast forward couse you find Oblivion's world lacking or having repetitive diversion. I see your point - you want a more diverse world in Skyrim that encourages exploration :)

But agree with me that fast forward is a good mechanic and comes in handy so we don't need to ditch it ;)

Also about the "making sense" factor, well how does entering a red elipsovid sphere that burns in fire and takes you in the netherworld to fight crocodiles that walk on two legs [a.k.a oblivion gates :obliviongate:] makes any sense? Games don't make sense, they make you feel good ;)
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Gavin boyce
 
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Post » Sat May 28, 2011 2:56 pm

Indeed, but those are dead-end arguments in a way. The same factions who think "Don't like, don't use" is an airtight and logical argument will turn any suggestion for in-game methods like those you mention into another "fair and balanced" ( :rolleyes: ) argument: "OMG You're one of 'those people' who think Morrowind was the be-all and end-all, and just want Skyrim to be Morrowind 2.0 OMG!"

Frankly, I'm afraid any rational discussion of the issue is impossible as you're damned if you do, and damned if you don't. If you offer alternatives you're a "Morrowind worshipper," if you avoid getting that tag by offering no alternatives it's "don't like it don't use it." With the occasional exception who'll go on at length to try and prove that there's no difference between Oblivion "teleportation" and Morrowind "in-game travel systems," then go on to claim that Oblivion's system is thus superior- except that if there's no difference, how can either be "superior?"


Well the problem is I have offered compromises that give alternatives like travel networks in the game but are only available at certain times of the day because they are ferrying other people around, making it fit into the living world but then it just gets shot down and people say "Morrowind or nothing!" So I find it hard to sympathize when people say they want an alternative but only if it's Morrowind. The fact of the matter is that you can get the same effect out of Oblivion's fast travel as Morrowind's fast travel if you only fast travel from a town to another town instead of from where you are to your choice destination. It boils down to development time to make a second system to cater specifically to a certain persons view of fast travel when all that person has to do is not use fast travel unless they are in a town and only to another town. Is that really so hard to do?
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Glu Glu
 
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Post » Sat May 28, 2011 11:10 am

Just so I understand.

People want travel services in game that would actually cost you in-game money instead of using the fast travel that would allow you to keep your money?

Is that just the immersion obsession again?

Yes.

I guess immersion doesn't matter to you? Will you be proposing alien DLC packs in a year's time?
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Marina Leigh
 
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Post » Sat May 28, 2011 9:02 pm

"Don't like it, don't use it" is a great argument only when a certain element is the problem, but what if the very existence of the element is the problem? How are you going to solve that? Imo a menu option would be nice - that would even things out for everyone. :foodndrink:
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Princess Johnson
 
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Post » Sat May 28, 2011 3:03 pm

Indeed, but those are dead-end arguments in a way. The same factions who think "Don't like, don't use" is an airtight and logical argument will turn any suggestion for in-game methods like those you mention into another "fair and balanced" ( :rolleyes: ) argument: "OMG You're one of 'those people' who think Morrowind was the be-all and end-all, and just want Skyrim to be Morrowind 2.0 OMG!"

Frankly, I'm afraid any rational discussion of the issue is impossible as you're damned if you do, and damned if you don't. If you offer alternatives you're a "Morrowind worshipper," if you avoid getting that tag by offering no alternatives it's "don't like it don't use it." With the occasional exception who'll go on at length to try and prove that there's no difference between Oblivion "teleportation" and Morrowind "in-game travel systems," then go on to claim that Oblivion's system is thus superior- except that if there's no difference, how can either be "superior?"

Kudos for that little discourse there. I sincerely had to laugh out while reading the last sentence. That could be a perfect illustration out of a logic handbook. That's worth a signature!
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Melanie
 
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Post » Sat May 28, 2011 5:53 pm

Just so I understand.

People want travel services in game that would actually cost you in-game money instead of using the fast travel that would allow you to keep your money?

Is that just the immersion obsession again?


Pretty much.

I still don't see why we can't just have both instead of having to turn this into yet another Morrowind versus Oblivion deathmatch. Some people will think it's silly, yes, but hey - whichever system you don't like, you don't have to use!
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Tiffany Castillo
 
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Post » Sat May 28, 2011 7:09 pm

Except that Oblivion didn't have a boring landscape, it was a beautiful landscape with realistic and varying formations. Does the ground have to split open and try to eat you to make it believable and not boring? Also, it isn't the "don't like it, don't use it", it was the opposite. It was showing how Morrowind's cuts out options for everyone where the current fast travel does not. It allows for all the people that want to fast travel whenever they want from anywhere they want, while the people that want the Morrowind fast travel system can do it by just not using the fast travel system except when they are in town and only to another town. See what I'm getting at? Oblivion's fast travel can cater to everyone's version of fast travel while Morrowind's limits people. Also, making a redundant travel system like adding in unbelievable travel networks spots that are always there and ready to take you somewhere no matter what time of day and seem to somehow not have other customers, when you can have one fast travel system that anyone can use and RP with their own way of fast travel they like. Why make a second travel option when you can add something else unique in with that development time?


Well now with npc schedules it does not have to be like MW were they were there all the time. My game of OB did not have dull landscapes(UL mods) but I understand console owners complaints about Ob lands scapes. I really hated the lake of good waterfull, one of natures greatest natural wonders. Something that a faw weaker game Gothic 3 did very well. Along with a great hand crafted world. For epic cliffs, rivers and other natural points of interest. That Ob lacked on the consoles.

And you can play with out fast travel, I did and will do the same with Skyrim. Which will be better than OB as there is hand crafted landscapes instead of pro gen landscapes.

And if a certain feature is really make or break for you and you really want the game otherwise, play on pc. Mods will take care of your needs.
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Jynx Anthropic
 
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