I'm not saying that wayshrines or fast travelling are bad. Nor am I saying that all zones should get rid of their wayshrines. But I think that a zone with minimal wayshrines would offer a unique kind of experience for the game.
I mostly play PvE. I rarely delve into PvP, because it's not really my thing. But I love Cyrodiil. Not because of the faction war, but because it is exciting to explore. It feels expansive. Journeys through Cyrodiil feel like an adventure. I have to plan out my trips, and while I'm travelling along them, I take the scenery in a lot more. When I reach my destination, or come across something unexpected- it feels special.
When I'm in Cyrodiil, I always find myself fantasising on a PvE zone that could be like it. A zone where the only wayshrines are in major cities. The zone would need to be large and open, but filled with goodies and incentives for players to go out and explore. Perhaps NPCs that drop special loot to hunt down? In my mind, a large zone like this would make coming across other players a special experience.
There would be some problems of course. It would be more difficult for newer players to travel who lack mount upgrades. Also, death when you do not have soul gems, or getting stuck would be extremely punishing. The solution to that, I believe, would be to introduce a marker system, where if you die or get stuck, you go to a marker that is only active when you are in its area.
Or perhaps I'm fantasising too much and this is a terrible idea in practice. How do you feel about this idea or something similar?
Or perhaps I'm fantasising too much and this is a terrible idea in practice. How do you feel about this idea or something similar?
No, thanks. If not using wayshrines is your fancy, I say more power to you - don't use them.
But don't force me to do the same. Not even in that mythical one zone you talk about. You see, that zone would not be enjoyed by people like me. It would be much easier for you to simply avoid using the wayshrines. Problem solved.
We have one, it's called Elsweyr.
NPCs are unable to use wayshrines because they're not Vestiges, essentially:
Like everyone has time to walk from place to place, also i hate to be forced on others people RP just like Necromancer bounty or people wanting Vampire to be illegal, i just want to fast play the game it's how i like it
The sad truth is, that if they want to reduce/remove wayshrines, they will do so regardless of what any of us say/think.
They removed flying in WoW, to the consternation of the majority of their playerbase and they didn't give a cr*p how they felt, or even (apparently) that their sub numbers fell off a cliff.
We have one, it's called Elsweyr.
I see your point, but I think having the choice would defeat the purpose of such a zone. It would remove that 'frontier feel' from it. Sometimes, forcing players to do things isn't always a bad thing. It would force players to coordinate and plan their journeys in my mind. Like how people coordinate in Cyrodiil. If wayshrines were available, then groups would always use them.
SeaGtGruff wrote: »I think wayshrines are one of the things that are "wrong" in the game.
Anyway, the existence of the wayshrines seems a bit out-of-place, in the sense that (AFAIK) none of the NPCs seem to know anything about them, or at least never talk about them; and the fact that you can simply take a wayshrine to another zone-- even zones in other alliances-- seems contrary to storylines where you're trying to accomplish some goal in order to finally be able to leave that zone. And why don't the alliances ever invade each other by taking wayshrines?
But the wayshrines are integral to making the game more accessible, more playable, and more fun. Taking them away would be a bad move, and at this point trying to better retrofit them or explain their existence within the logic of the NPCs' in-game world would be silly.
SeanBlader wrote: »No, thanks. If not using wayshrines is your fancy, I say more power to you - don't use them.
But don't force me to do the same. Not even in that mythical one zone you talk about. You see, that zone would not be enjoyed by people like me. It would be much easier for you to simply avoid using the wayshrines. Problem solved.
This is my favorite comment, and a great example of the hypocrisy of the double standards that people don't even think about. Don't force me to go to your zone that doesn't have any fast travel, but if you want to explore the final penultimate zone in the game you are absolutely forced to PvP, even if it's against your will and you're trying to mind your own business and not bother anyone else.
So if I don't PvP, I'm essentially blocked from that zone, but hell no there can't be a zone that blocks impatient people by lacking fast travel destinations. It's a pretty typical double standard for a lot of games.
I don't have anything against Watchdog for that, I just wanted to point out the discrepancy there.
lordrichter wrote: »We have one, it's called Elsweyr.
This explains your forum name!I see your point, but I think having the choice would defeat the purpose of such a zone. It would remove that 'frontier feel' from it. Sometimes, forcing players to do things isn't always a bad thing. It would force players to coordinate and plan their journeys in my mind. Like how people coordinate in Cyrodiil. If wayshrines were available, then groups would always use them.
I am sure that wayshrines would be very popular in Cyrodiil, given the "horse simulator" comments that tend to come from the people who hang out in there.
As an aside, after thousands of years of habitation, the idea of a "frontier" in Tamriel is merely a reflection of ignorance on the part of the traveler. Someone has lived there most of that time, and to them, it is home.SeaGtGruff wrote: »I think wayshrines are one of the things that are "wrong" in the game.
Anyway, the existence of the wayshrines seems a bit out-of-place, in the sense that (AFAIK) none of the NPCs seem to know anything about them, or at least never talk about them; and the fact that you can simply take a wayshrine to another zone-- even zones in other alliances-- seems contrary to storylines where you're trying to accomplish some goal in order to finally be able to leave that zone. And why don't the alliances ever invade each other by taking wayshrines?
But the wayshrines are integral to making the game more accessible, more playable, and more fun. Taking them away would be a bad move, and at this point trying to better retrofit them or explain their existence within the logic of the NPCs' in-game world would be silly.
One of the interesting things about the original Morrowind was the variety of transportation methods. Mage's guild, silt striders, boats, and Propylon Chambers provided an in-world means of travel, but it was like plotting a course across a city using several bus routes. I am sure some players got confused, frustrated, and lost. After all, BGS ditched that for Oblivion and replaced it with a "know of it, go to it" extra-world fast travel that persisted into Skyrim.
Honestly, I can't see half the players of Skyrim tolerating being limited to an in-game travel system, and given the in-game travel system that came with Skyrim, it sounds like BGS agreed.
In ESO, they serve a dual purpose of fast travel and safe respawn. The latter seems to be more solidly positioned in the game, making me think that was the main purpose of wayshrines and fast travel was added later. In both roles, they are clearly outside of the game world.
I do think that ESO would have been better served by an in-game network of transportation (in and between zones) that appeared to follow main roads and commerce paths and, while just as instantaneous, was more grounded in the game world rather than being outside of it. I would have eliminated the wayshrine fast travel, although I would have retained their locations and respawn purpose.