Now now, don't get your panties in a bunch or whatever. All I'm pointing out is that you can't really take a stand on the intergrity of the Elder Scrolls series if you only played part 4. It's not unlike someone who only saw Terminator 3 saying that they loved it and all Terminator movies should follow that model, whereas the rest of us are saying, "If they want to make more movies like that, fine, but they don't belong in the Terminator mythos.Shivari post=9.69399.658724 said:Right, I never played Morrowind. Poor me, I guess that means my opinion doesn't matter then.tiredinnuendo post=9.69399.658690 said:See, but for those of us who played Morrowind, you just sound uninformed.
Morrowind *had* fast travel, and it made sense. You had striders, boats, mark and recall, the various interventions, and the super jump artifact that everyone made for themselves at some point. Oblivion's fast travel was *lazy*. That's the problem.
It may be *lazier* compared to what Morrowind had, but if you loved that so much than only fast travel from cities to other cities or whatever. Just act it out if it bothers you so much.
In short, there are already plenty of super generic RPGs that basically play themselves for you. The Elder Scrolls was never that way, and that's not what this series of games is for.
I'd be fine with them implementing a difficulty setting and the compass only being available on the easiest difficulty, but again, that's not what the Elder Scrolls was for. It's for exploring, and a magical compass is the enemy of all that is exploring the world. The fact is that, in Oblivion, the compass was required because the landscape was not hand-drawn. There was nothing to distinguish any 100-yard square from any other 100-yard square. The attention to detail was gone. Therefore, there was nothing to give directions based on. Go north until you're in a green field exactly like all the other green fields?Shivari post=9.69399.658724 said:With the compass, sure, we could have those type of directions and the compass as an option. That way it could work out for everyone.Likewise with the compass. In Morrowind, you would have quests that had directions like, "Head to the east along the mountain range until you come to two trees growing in the center of the field, from there, head south until the river curls past you, the follow that southwest to an alcove in the rocks, at which point the light of the sun shall shine upon the temple doorway." And if you followed those directions, you got there.
In Oblivion, the quests were, "There is a cave to the south. Follow your magic compass." The option to not use it just wasn't there in the same way. It was, again, lazy.
Don't get me wrong, your arguments sound good on paper, they just don't hold up against experience.
- J
If they put back in the detailed world, there would be no need for a compass, but again, I guess they could put an easy difficulty or something for people who feel that they need it.
- J