Got your point. The problem is not upon arrival, but upon departure, an issue then common to all forms of instant fast-travel. I'll give it a thought.ReptilePZ said:It is, if the ambush is supposed to happen just after you leave the area but you decide to immediately fast travel to town, you'll skip the ambush.
Fast travel does encourage lazy quest design, because it lets the designers get away with a bunch of fetch quests instead of putting in proper content. Couriers in Skyrim basically told you the location of areas you could discover on your own - that's not a proper quest, that's just adding another location on the map.
Under the overarching design ideology, ideally, all systems should be in-game assets. As far as I can tell this is how we can ensure the good old basic game design principle is enforced: all benefits come at a cost and the greater the benefit the greater the cost.
Take navigation. The map should be an in-game object which you hold in your hands. But while you're looking at it you are rendered defenceless and exposed to potential attacks. The reward - orientation - puts you at risk. This is the same reason why inventory management, crafting and bomb or potion making should all happen in real-time, or, at the very least, in slow-motion.
Instant Fast Travel must come at a price as well, and a high cost for that matter since the player reaps tremendous rewards.
Now, the thing with portals and other similar systems is that, though an acceptable solution, their benefits don't reflect character progression. Both a novice and a high level character will essentially get the same out of them. I won't go over the sign proposal again (which could easily be formulated in a non lore defying format) but it attempts to address this issue.


