Your preferred method of fast travel?

Post » Sat Nov 28, 2015 1:21 am

You see, I can understand that, but I went with the completely opposite solution. I use mods to make sure that there is at least a good chance that there will never be nothing ANYWHERE for long, no matter how many times I go there. Like http://www.nexusmods.com/newvegas/mods/50423/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D50423%26preview%3D&pUp=1 for example. One of the problems I have with New Vegas is that the spawns are too static and predictable. It needs more chaos and randomness. And Endless Warfare brings chaos in spades. With it you can turn the entire map into one big war zone if you want to, though I don't go quite to that extreme. But you get the idea.

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LijLuva
 
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Post » Fri Nov 27, 2015 6:14 pm

I can't fathom people choosing the option NOT to fast travel at all.
If Fallout was a skill-based game where mastering of terrain matters; sure. I mean that's how games were played back in the 80s to early 90s when the save option was a luxury.
The thing is the option is available but someone actually replied that they use mods (Which are SUPPOSED to ADD NEW EXPERIENCES to a game.) to DISABLE FAST TRAVEL!?
I mean you actually used mods to make you go through the same habit and routine!?
What the HELL!?
You people do KNOW there are more games out there to play right!? Bethesda alone has a wide library.
That time could have been spent mastering their SKILL-BASED game: Dishonored.
Sure I admit to have gone through those last 3 levels of Ninja Gaiden 1 like 50 times because the bastards sent your character way back to the start of the level if you died in the boss but I only went through that because it was designed that way.

Even WITH fast travel I still play my characters to save as much time as possible, going to Helios 1 before hitting the strip to get those parts needed to repair the arrays in Nellis and stuff like like that. The Freeside Quests alone took about an hour of walking time even skipping the dialogues because it's my 4th playthrough. Holy hell I can't even imagine if it were FO3 with all the subways.

We can respect that but we're also suggesting you there are so much more things you can experience. More games to play.
More things to do outside of gaming. I for one love the Terry Pratchett books but there are 30+ of them. I haven't even gotten through 3/4s of them spending this time playing these games.

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Mr. Allen
 
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Post » Fri Nov 27, 2015 6:12 pm

That's why this would I think be the best of both worlds:

There could even be a button or a setting so the players who want to be completely safe during fast travel can immediately zap to where they want to go, which would work like the standard 'warp' fast travel. The only thing from this I'm not a fan of are forced ambush encounters once you get to your destination, any ambush should be avoidable with appropriate skills (probably perception and sneak).

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michael flanigan
 
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Post » Sat Nov 28, 2015 8:32 am

This could work with an first/third person engine that FO4 is built on BUT I can already see you getting stuck in a random rock during these encounters. This is Bethesda we're talking about here.
If they program it so that these random encounters lie on flat ground on FIXED map positions, it'd make for an interesting game.

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gandalf
 
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Post » Fri Nov 27, 2015 4:45 pm

Actually, I like that idea. Fast Travel on the map screen of your Pip-Boy, but you see the player marker moving on it's own as time passes, a la Fallout 1/2 and Daggerfall.

In an ideal world, they'd take a little note from Daggerfall and allow you to set how "safe" you traveled, whether you traveled at day or night, and rested at camps or in the wild.

Naturally, this would also bring back special random encounters that pull you out fast travel. Random enemy encounters, depending on the zone you were in at the time. Not that we aren't apparently going to have random enemy encounters anyway thanks to the evolution of Burrowing. But the idea has some fun potential.

And to get around the stuck on a rock situation just mentioned? Easy. You go into No-Clipping mode when in fast travel until the game determines you're being pulled out for an encounter, and spawns you, and your encounter, on the closest spawnable patch on the map location.

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Siobhan Thompson
 
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Post » Sat Nov 28, 2015 7:35 am

Yes that's a good point, you'd need to start in a fixed place in each cell.

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Ludivine Poussineau
 
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Post » Fri Nov 27, 2015 5:48 pm

Witcher 3 has the best fast travel system that I've experienced, you can't just randomly travel anywhere but if you find a sign post you can warp to any other discovered sign post. Fallout 4 will probably be like the previous Beth games which is fine, although I wouldn't mind what Witcher 3 did, would add immersion not being able to warp out of a dangerous situation and you have to hoof it back.

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GEo LIme
 
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Post » Fri Nov 27, 2015 10:09 pm

Similar to Morrowind, really. And something like that is what I'm also hoping for. The Vertibird footage shown at e3 may also indicate this.

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Daniel Brown
 
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Post » Fri Nov 27, 2015 8:31 pm

any map travel warps you to a fixed position, it's been like this in all beth rpg's

technically, you could also warp to a cell's center (that's what coc on console does, but how random encounter setups work, that'd not be used in this scenario), which could basically place you inside a rock, which totally wouldn't matter though, since models don't have collision from the inside to out, so you could just walk out anyway (other than npc's, who depend on a navmesh which will likely not be there inside that rock)

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Jessica Lloyd
 
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Post » Fri Nov 27, 2015 9:46 pm

I'd rather they take out the warping and let you call a vertibird or a Brahman Convoy to travel distances. Warping makes the map feel smaller and takes away what could potentially be a decent (protect your vehicle while you ride) mini-quests.

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Misty lt
 
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Post » Sat Nov 28, 2015 2:01 am

*sigh*.....it is NOT warping, time still goes on and all time-based events still happen, IT is LITERALLY just walking there with nothing happening while journeying there, which saves time when NOTHING WOULD HAPPEN ANYWAY, like going from jacobs town back to the rest of teh map, there is NOTHING there, at all, LITERALLY nothing, anyone who finds that walk fun must be INCREDIBLY easy to please. And NO ONE really likes those stupid mini-quests to get to places, kingdom hearts tried it, and it was universally HATED, to the point it became optional, even after it was made A LOT better.

also, after Mass effect, Driving quests in any kind of shooter like this is NEVER a good idea

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Yonah
 
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Post » Fri Nov 27, 2015 11:42 pm

Im going to Vertibird everywhere!

Mainly so I can fly around miniguning people from my High up position. Its also A good way to see places I want to go. Im hoping we can use our flare stuff to also mark places me might want to visit later.

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Pumpkin
 
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Post » Fri Nov 27, 2015 6:29 pm

Sorry - it kind of sounds condescending, but it isn't meant to be - this ain't world of warcraft -.- (I don't want to waste my time in a singleplayer game waiting to reach a destination (I can't even talk to people in teamspeak while doing this, as I am not using teamspeak while playing singleplayer games (I want to be alone while doing this!)))

greetings LAX

ps: I voted for the "warp" it's a good system :)

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Sylvia Luciani
 
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Post » Sat Nov 28, 2015 2:57 am

Instant fast travel.

If you don't like it, don't use it. If you lack the self control it takes to refrain from fast traveling then frankly it's on you.

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e.Double
 
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Post » Sat Nov 28, 2015 8:41 am

Amen, brother.

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Nicola
 
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Post » Sat Nov 28, 2015 1:26 am

Save me running around by travelling to the locations I actually want. Was always miffed that I could only port to just OUTSIDE the Strip. Eurrgh! Heading down to the last zone to talk to the ambassador or Michael Angelo becomes a loading screen nightmare.

Plus, padding 'play time' with travelling is not exactly uncommon. It's easy to boast that you have "X hours of gameplay" when its mostly just filler. Take Dragon Age: Inquisition for instance. It boasts far over a hundred hours of gameplay, but its story is only like 3 hours long and behind gates you unlock with fetch quests - walk here, get that, walk there, deliver these, walk back. I mean sure, there's a horse. It moves sliiightly faster than you do, you need to play mount/dismount animations, and you can't loot crafting mats while riding. (So what's the point.)

Finally, I often fast travel to the location I'm already standing on so followers will stop mucking around and arrive already, as well as deal with other bugs like being stuck in the map and such.

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Harry Leon
 
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Post » Fri Nov 27, 2015 11:06 pm

That little hand pumped rail car from the Pitt DLC was pretty sweet.
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Neliel Kudoh
 
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