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Concerns about fast travel

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gregski

gregski

Moderator
#541
Apr 29, 2013
Mataresa said:
Well and I'd rather have a good map design, where it is interesting to travel. I don't mind designeted portals like in the first Witcher, but instant travel anywhere seems very :(/> to me. If this is needed it means, that there aren't enough interesting things along the way and that means, they could have kept the smaller areas and chapter design, which I preferred anyway than stupid open world, which is so hyped at the moment. Let's just hope, it doesn't devolve into another sandbox. Why do the games and genres that I like always have to devolve or be broadend, so that I enjoy them less?
Click to expand...
They mention this in every interview out there - that their goal is to design the map in such a way that there's always a Point of Interest in sight, not matter which way you look, and it's in such a distance that you feel compelled to reach it on your own rather than use fast travel.

About open world/sandbox thing - CDPR are known for their ambition and setting ambitious goals for themselves. They already said that making an open world Witcher games was their dream from the beginning but they were held back by certain issues. Now it's a chance not simply to put Geralt in open world and let him roam freely, but also to test themselves as game designers and artists. I find this attitude rather refreshing. Progress by challenge.
 
M

Mataresa

Rookie
#542
Apr 29, 2013
You are right, I probably worry too much. The fear just keeps stirring from time to time. They want to achieve so much and I just can't shake the feeling, that they will miss their goal. I just want a great ending for the series. :)
 
I

ibn5100

Rookie
#543
May 13, 2013
secondchildren said:
In one interview, they said fast travel will be similar to Skyrim.
Click to expand...
There was a game in the TES series that did fast travel right - Morrowind. You couldn't just click on the map and go there. There were two networks of teleports (one required finding keys to activate them, the other was with the mages guild), boats that could take the player from port to port (plus gondolas in the biggest city) and stilt striders - giant bugs used for transporting goods and passengers on land. It was a perfect idea. The player could move from town to town fast enough and it felt natural to go and find means of transport and to remember ho the networks looked like.

A similar idea could easily be implemented into Witcher 3. Carraiges, caravans and even military transports (there could be a conversation option to persuade/bribe the person in charge before you could use it) on land. Possible random or preset encounters in unsafe areas (kill a wyvern that's blocking the road you need to use). Boats, rafts and such for water transport. Teleports that could be granted if you helped mages powerful enough to do it. Ancient ruins with teleports, both working and not (slay a specific monster to get ingredients that can make it functional again). Now THAT is what i call fast travel. Doesn't take you everywhere, but provides a network convenient enough, to reach any major point on the map. It does more.

Just like Tuco Benedicto said, this can affect quests and in a major way. I'll refer to Morrowind again, a game that had no quest markers/compass/big shining arrow stuff but it relied on the NPC giving specific instructions on how to get to a place and the player listening carefully or at least checking the journal for details ("The cave is southeast of town, facing north on the mountain X. If you exit using the south gate just follow the ravine until it branches, then turn east and look for two stones resembling giant pillars. The cave should be nearby."). This made players pay more attention to the conversations, it made the quests feel more realistic. Of course there were situations, where the information was inaccurate or misinterpreted, but it only added to the charm. I remember spending hours trying to find a cave called Milk for a quest and failing to do so because I always ended up at the wrong crossroads for some reason. But the satisfaction when I finally found it was worth it. With almost unlimited fast travel you can just go to a place a few steps away from this giant shining X on the map and loose all that joy of exploring.

That being said, fast travel helps those who have less time to play so… Why not just make the whole thing OPTIONAL at the beginning of the game (or at least turn it on/off ingame). A default version with omnipotent fast travel, markers, compass, quest tracking and all you could ever imagine and a more immersive one with only set travel networks, map/minimap and the journal (with detailed information) for reference. Sounds reasonable as far as I’m concerned.
 
C

cmdr_silverbolt

Senior user
#544
May 13, 2013
The premise of the complaint is that insta fast travel inclusion ruins many factors of gameplay, regardless of it being optional or not.
 
I

ibn5100

Rookie
#545
May 13, 2013
There is always that risk with fast travel. Now it will all depend on the quest design. Bearing in mind two previous games I’m optimistic about the whole thing. I don’t see it being exploited more than instant travel to quest locations during a fraction of them (things like Mystic River anyone?). They can just design the quest in such a way, that some resolve in almost opposite parts of the map which encourages fast travel, but the majority can be done on the spot within an area around one square km and with enough lore and diversity provided to prevent people jumping all around the map hoarding quests. It’s more than doable. Alos both Witcher 1 and 2 didn’t involve a lot of fetch quests, the prime fast travel abusers. The monster extermination and ingredient collecting were an exception, but these were just optional “daily” witcher jobs.
 
C

ChiaroPhox

Senior user
#546
May 15, 2013
San Andreas was a huge place, and fast travel as we face in Bethesda games, wasn't implemented. I say NAY, down with fast travel, 'least it's made lore wise either via a carriage interaction and/or a teleporter. But then again, animate the damned carriage ride!
 
S

Sirnaq

Rookie
#547
May 15, 2013
I doubt that cdpr gonna change their mind about fast travel at this point.
 
P

Philby

Rookie
#548
May 16, 2013
Why would anyone be so against it? If it's implemented like Skyrim where you can only fast travel once you've "slow" travelled then what is the problem? You're never forced to fast travel and to be honest depending on my mood or time of day or quest, if I have to backtrack a couple of times to deliver/fetch things etc I might not always want to have an encounter or take time getting there.
 
W

whiplash27

Senior user
#549
May 16, 2013
Do it like TW1. Portals should only be used to go to specific locations. Also no taking the horse with you when you fast travel. If you want to get your horse again, you need to fast travel back to where you left it.
 
Garrison72

Garrison72

Mentor
#550
May 16, 2013
AnthonyF1227 said:
Do it like TW1. Portals should only be used to go to specific locations. Also no taking the horse with you when you fast travel. If you want to get your horse again, you need to fast travel back to where you left it.
Click to expand...
Why? because it's hardcore to ride your horse all the way there? As much as this has been debated, I have yet to see one solid reason to not incorporate fast travel.
 
U

Username.

Senior user
#551
May 16, 2013
"Unlimited fast travel usually affects the way content and the world are designed and it makes having a horse completely pointless" Is not solid enough for ya?
 
Garrison72

Garrison72

Mentor
#552
May 16, 2013
HomemComH said:
"Unlimited fast travel usually affects the way content and the world are designed and it makes having a horse completely pointless" Is not solid enough for ya?
Click to expand...
Who said that? How do you know they will design the world around skipping large masses of land? If it takes 40 minutes to cross the entire map on horseback, don't you think it will get laborious retreading old ground?
 
gregski

gregski

Moderator
#553
May 16, 2013
It's already been said by the devs like at least 27 times that they are designing the world in a way that there's always going to be something in our sight that will encourage exploration(Points of Interest). So CDPR is addressing those concerns from the beginning and at the same time they are giving fast travel option to the players who don't want to spend time backtracking.

Where's the problem?
 
Daywalker30

Daywalker30

Senior user
#554
May 16, 2013
gregski said:
It's already been said by the devs like at least 27 times that they are designing the world in a way that there's always going to be something in our sight that will encourage exploration(Points of Interest). So CDPR is addressing those concerns from the beginning and at the same time they are giving fast travel option to the players who don't want to spend time backtracking.
Click to expand...
Exactly and if they are doing it right, we would miss lots of interesting events/quests/points of interests or whatever if we would use fast travel.
 
gregski

gregski

Moderator
#555
May 16, 2013
Daywalker30 said:
Exactly and if they are doing it right, we would miss lots of interesting events/quests/points of interests or whatever if we would use fast travel.
Click to expand...
But they are doing it so you have a choice - use fast travel or pursue points of interest, rather than a choice of using fast travel vs. travel through empty, boring spaces.

So they are doing it right.
 
S

secondchildren

Forum veteran
#556
May 16, 2013
I'll be damned for stepping in this conversation again...
OP's point (and some other of his supporters) are saying that a "well designed fast travel" is preferable to a "fast travel" system.

Since no gameplay has been released yet and since information about this are still poor, I can't see the point or argueing so much about.... well nothing in my view. I mean nothing until CDPR disclosed a gameplay showing what actually that fast travel is.

And:
It's already been said by the devs like at least 27 times that they are designing the world in a way that there's always going to be something in our sight that will encourage exploration(Points of Interest).
Click to expand...
 
C

cmdr_silverbolt

Senior user
#557
May 16, 2013
Daywalker30 said:
Exactly and if they are doing it right, we would miss lots of interesting events/quests/points of interests or whatever if we would use fast travel.
Click to expand...
Yeah, this is something which bothers me a bit- so if someone wants to play the game properly, does that mean they shouldn't ever use FT?

But I think that once we're playing the game, we'll have a better understanding on whether using FT will adversely affect gameplay. I don't think that CDPR will have us make impractical decisions.

It's likely that certain POIs or events will be "renewable", i.e. you'll have more than one chance to experience them, so if you FT away from somewhere, you can witness that event or whatever again if you come back.

It's also possible that some events will only happen once. If that's the case, then it would be nice if there's an indication which warns you about such an eventuality should you decide to FT.

If you activate a once-in-a-gametime event and choose to FT anyways, then that's your choice.
 
S

Sirnaq

Rookie
#558
May 16, 2013
Heh, they could make some special difficulty with limited fast travel that makes sense and without other facilities.
 
D

Demut

Banned
#559
May 16, 2013
gregski said:
Where's the problem?
Click to expand...
We might get quests that rely on fast-travel and are borderline unplayable without it.
 
C

cmdr_silverbolt

Senior user
#560
May 16, 2013
If you're thinking of inane fetch quests, they're not likely to happen in TW3.
 
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