To me there is a big difference between fast-travel and transportation as in Morrowind. Simple fast travel as in Oblivion or Skyrim is really immersion breaking, because it's just "click at the location and be there" - you aren't really travelling. On the other hand, the silt striders in Morrowind were an actual transportation method; you walk up to the platform, choose your destination and pay for it. The transport by a wagon in Skyrim was similar.
Of course no one forces a player to use fast travel, but if the option is available, people will use it. In order to get the players to travel through the hand-crafted world, you have to force them somehow
Of course no one forces a player to use fast travel, but if the option is available, people will use it. In order to get the players to travel through the hand-crafted world, you have to force them somehow
do you think that there is any use for horses now in Skyrim? Except that "they are there"
Here is a suggestion for travel in Enderal. First, have some type of paid-for transportation such as silt striders or the Skyrim wagon. Second,
instead of having the teleport system as used in Nehrim, have only the mark/recall spells, but allow multiple marks, perhaps 5 or so. That way, a player could have some degree of fast travel but would have to take decisions where to use them most effectively. Third (maybe) have mounts that are easy to control (like using the basic WASD & mouse keys) and that affect the rider's abilities or stats in some way. In fact, perhaps they could have their own skill tree and you could take them to trainers to improve their abilities to fight or travel more quickly. You might even be able to use blacksmith skills for them -- Daedric horseshoes? -- or use alchemy to make them special potions.
In order to get the players to travel through the hand-crafted world, you have to force them somehow
badgesareus wrote:
Here is a suggestion for travel in Enderal. First, have some type of paid-for transportation such as silt striders or the Skyrim wagon. Second,
instead of having the teleport system as used in Nehrim, have only the mark/recall spells, but allow multiple marks, perhaps 5 or so. That way, a player could have some degree of fast travel but would have to take decisions where to use them most effectively.
badgesareus wrote: I disagree. For me, the whole point of a wide-open RPG is for players to go where they want, do what they want, and not be forced into anything, unless they choose to.
I can still remember my first playthrough of Morrowind. I was just on very long hiking trip through Sheogorath Region, when i found myself on the almost northernmost tip of the isles with broken sword, armor, no almsivi, no divine intervention, no recall, no nothing, and to top it all quite low level.
I remember asking myself "how the hell am i going to get back to the civilization"? First i had to swam through the sea filled with nasty creatures, which i had no way of fighting back, then find the main isle, sneak past couple daedric ruins, run from winged twilight, followed by cliffracers and other nasty critters, finally reaching the safety of the harbor(dont remember name), and get back to balmora to fix my stuff. At the time no internet, no console use(didnt know how), and i remember this still today as a highpoint of my gaming times.
Now nothing like this can happen, because the fast travel doesnt allow it. It alleviates the player of decision, because it doesnt impose any cost on making a mistake. RPG is not totally about freedom, is also about the cost which it introduces for lenient approach to it. Its not about rush, its about those little (almost unnoticable) things that you can enjoy if you are in game for 10 minutes or 100 hours.
Without possibility of failure the freedom is obsolete. In Oblivion or Skyrim (or any new bethesda releases for that matter) if you find yourself outmatched you can just teleport from anywhere back to the city, resupply, and teleport back...
It alleviates the player of decision, because it doesnt impose any cost on making a mistake....Without possibility of failure the freedom is obsolete.
So, how do the game developers decide on a certain minimum level of immersion? There are trade-offs for increased immersion; the time and cost of development, the file size, and the playing time. For example, in Nehrim, some people objected to the red/green quest markers. However, without the quest markers, one might have more immersion in the game but more clues would have to be provided to locate the quests, requiring more development, and especially, much more of a translation challenge. So in the instance of quest markers, the developers chose practicality over greater immersion. (perhaps Enderal will be different.) So, in terms of travel/transportation options, you would like to force a high level of immersion, whereas I would urge the developers to set a lower level (i.e., some fast travel/transport) for those who don't need the same level of immersion that you do.
The thing with mark/recall-spells is that they usually make the paid-for travel obsolete once obtained. What do you think about a recall-spell that teleports the player back to a waypoint from where he can teleport himself to waypoints throughout the country, especially the dangerous area where no "silt striders" can go.
(We'll have something way more exciting.)
Something that maybe hasn't been mentioned alot:
If you have played the Morrowind expansion: Bloodmoon you'll probably remember the quest chain where you helped developing a plot of land into a 'thriving' mining colony...
This is something I miss alot! http://uesp.net/wiki/Bloodmoon:East_Emp ... any_Quests
If you have played the Morrowind expansion: Bloodmoon you'll probably remember the quest chain where you helped developing a plot of land into a 'thriving' mining colony...
This is something I miss alot! http://uesp.net/wiki/Bloodmoon:East_Emp ... any_Quests
Yep, a lot of people suggested that! I hope we can find time to implement it! 
Latiro, are you going to make use of the extra content Bethesda has made available for your mod? ( Horse combat for cavalry units and crossbows are a nice addition ). And another question: are you going to diversify the amount of weapon types in Enderal? By that I mean you could for instance add spears and other long range weapons.
We probably will include mounted combat, since it comes with the latest version of Skyrim.
As for the assets that came with Dawnguard - We cannot use them, even though we'd love to. It's too much of a constraint, we don't want to force players to buy Dawnguard in order to play Enderal. We'll have some nice new features on our own, so we hope that'll be enough.
Greetings,
Latiro
As for the assets that came with Dawnguard - We cannot use them, even though we'd love to. It's too much of a constraint, we don't want to force players to buy Dawnguard in order to play Enderal. We'll have some nice new features on our own, so we hope that'll be enough.
Greetings,
Latiro
Are you sure you want to do that? Dawnguard has a LOT of resources that would fit in very nicely in Enderal(especially Volkihar). Why not make a poll instead? If the majority of the people would like you to use the assets from DLCs then why not?Just sayin'.








