Shalafi
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- Joined
- Nov 6, 2009
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More like
What should Skyrim bring from MORROWWIND
which is, pretty much everything
What should Skyrim bring from MORROWWIND
which is, pretty much everything
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More like
What should Skyrim bring from MORROWWIND
which is, pretty much everything
The problem with fast travel is that once it's included in the game, the quests are designed for it to be used. Rather than having quests be strictly regional in nature, you tend to see more requests made of you to travel to other towns that are on the opposite side of the map. With a map that's supposed to represent an area much larger than a few miles across, any trivial request of you to traverse large stretches of it (fast travel or not) robs the game world of its implied scale.
Any devs actually read these forum posts?
Not including fast travel would "upset" too many people and since they are going for a more player friendly deal this time, then it's probably in.
A nice texture pack (for those that can handle it) would be nice. A lot of people would appreciate it.
Voices were my major complaint with Oblivion (never played Morrowind). I really hope they improve on the voice acting, because it got really old having to listen to the same 3 voices for hundreds of different characters. Anyone know if Bethesda has said anything about this in regards to Skyrim?
Guys, for the 570720274126879375329th time
Fast travel is OPTIONAL, you do NOT have to use it, so why should anybody give a shit if it's included?
I seriously have not heard this much bitching about an optional feature in 73 years, and this isn't limited to just this thread, but in several Oblivion threads.
Patrick Stewart. Yes.
Everything else "the whirling shitstorm that is Oblivion" can stay behind
The problem with fast travel is that once it's included in the game, the quests are designed for it to be used. Rather than having quests be strictly regional in nature, you tend to see more requests made of you to travel to other towns that are on the opposite side of the map. With a map that's supposed to represent an area much larger than a few miles across, any trivial request of you to traverse large stretches of it (fast travel or not) robs the game world of its implied scale.
I don't think that Oblivion was a bad game by any stretch of the imagination, it was certainly a great game for it's time, but the faults in it are so blatantly obvious and easy to pick on, and that's the real problem.
I almost wonder if it was a limitation of the game engine (at the time, remember, it's a 2006 game) or Bethseda's imagination?
Cause we all know Morrowind had better environments and more interesting locales than Oblivion did. Much better story to boot, especially when you do the whole House (of your choice) storylines.
Not really. Sure, the more important quests were all over the map,but the small quests that you get from NPCs usually don't require much traveling at all.
Anyways, when you get a quest, it's usually to an area that you haven't explored yet. You wouldn't have the waypoint to fast travel to unless you had done a bunch of exploring before doing any quests.
Sorry dude, but not everyone has the time or patience to spend traveling 45 minutes just to do nothing but reach the next location they need to be at.
Play Far Cry 2 if you like that kind of gameplay, then report back on what a great game it was.
That game has exactly what you are looking for.
And to intentionally not use a game mechanic for the sake of adding difficulty or immersion, I probably don't have that will power. If the game had a built in instant-kill-badguy button for when you're lazy and not wanting to fight some high hitpoint NPC, most people would probably end up using that too. A bit of a strawman, but we're pretty much there in a lot of games now.
who cares about fast travel. If it's in, mod it out. If it's out, mod it in. Personally, I think Bethseda should just have these as setting. It shouldn't cost them much development time. Hardcore mode is one way to do this.
Guys, for the 570720274126879375329th time
Fast travel is OPTIONAL, you do NOT have to use it, so why should anybody give a shit if it's included?
I seriously have not heard this much bitching about an optional feature in 73 years, and this isn't limited to just this thread, but in several Oblivion threads.
It is a problem when the damned game is designed around using fast travel.
Keep fast travel out of skyrim, instead add silt striders to major towns, boats to coastal towns, and have a mark and recall spell to fill in the gaps. There you go: ease of travelling long distances without breaking immersion like, "lulz I'm gonna teleport there!".
You even had the mages guild teleportation devices too.
Guys, for the 570720274126879375329th time
The problem with fast travel is that once it's included in the game, the quests are designed for it to be used. Rather than having quests be strictly regional in nature, you tend to see more requests made of you to travel to other towns that are on the opposite side of the map. With a map that's supposed to represent an area much larger than a few miles across, any trivial request of you to traverse large stretches of it (fast travel or not) robs the game world of its implied scale.
I like fast travel and hope it's included but it definitely has an effect on game design like hughJ mentioned just above. I don't know what's so hard to understand about that point because most people just pretend it doesn't exist and it's been mentioned plenty of times.
Yeah I agree. As much as people say fast travel shouldn't affect people who dont want it... it does. It takes a lot of the joy out of wandering across the world when you know in the back of your head you could just open the menu and fast travel. A hardcore mode where you select at the start of the game that you dont want to be able to fast travel would solve a lot of the problems.
They should add caravans. Random traders like in Fallout. Some caravans could ask a small fee for transport. That could be "fast travel". Or like in STALKER, where you have guides.
Interesting, I still like the silt strider suggestion. I think they should leave fast travel in, I used it quite a bit, I sure as hell am not going to spend an hour lugging myself from one location to another and doing nothing in between that time.
I think there should be enough random occurrences that spending an hour lugging yourself from one location to the next should be entertaining. That said I also think it will add a bit more of an epic feel to a quest rather than the I'm going to teleport to here kill this dude and teleport back shit I dealt with in oblivion.
Likewise arranging a map layout designed around preset lines of travel would not be as natural compared to doing one without such concerns.
Again, that was OPTIONAL
I would expect that any sort of fast travelling options between points would be placed after the general environment had been designed. The West came before the Railroad.
Considering that the 'real world' has 'fast travel', I'm don't see why a game environment couldn't also be natural and realistic and still have different travel options.
Why would they need to set it as an option?
It already IS optional, you either use it or you don't.
Talk about redundancy
Interesting, I still like the silt strider suggestion. I think they should leave fast travel in, I used it quite a bit, I sure as hell am not going to spend an hour lugging myself from one location to another and doing nothing in between that time.
Yeah, when you break it down it is redundant. But it would keep most people happy nevertheless. Especially when such a mode is tagged as hardcore mode. The smart thing for devs to do is to make as many people as possible happy when the feature to implement doesn't cost a lot of work and doesn't have negative side effects for other groups of people.
Nobody would want to fast travel if the world was more interesting and dynamic.