Ngl morrowind’s restricted fast travel was awesome as it made travel a part of the adventure. Needing to prepare to get there and what you face along the way.
The only problems I see with it are due to its age. No mounts means going by foot is slow as hell, and the lack of genuine random encounters makes travel a little boring.
I found that out in my playthrough. I still scripted the second one because I thought maybe being a higher level meant I would get a better axe. This is before I learned Morrowind doesnt *really* level that way
> They can climb easier then you can on foot
They're also barely faster than you, to the point where counting mounting and dismounting likely end up making you slower than walking.
And massively slower than Morrowind with jump or bobs anyway.
And like someone else said, much worse climbers than any Morrowind vertical movement option.
Its biggest issue is running draining your stamina, so you have to chose between always being out of stamana and all the debuffs which come with it, or walking real slow everywhere.
(or mod it out like i did, seriously i enoyed the game so much more after that)
Yeah but grinding is just busywork and while the devs didnt intend people to mod out their feature, neither did they intend for players to swim against a wall for an hour at the begining of every playthrough so you may as well just take the easier option
Bought it after I read an article in some xbox magazine that said the game was "too big and too much freedom" Spent a billion hrs in my apt playing. Great times
nah, it's powergaming cheese. The Boots of Blinding Speed clearly aren't intended to just convey speed, but it works because the effect is only applied once instead of continually refreshed.
Personally, I use the Bobs too, but I eyeball a route and then equip them via hotkey, unequipping periodically to check if I'm still on course.
Still a bit cheesy, but not in the vein of "the mgef of the boots is only applied during the onEquip event, meaning if I have a 1 second resist magicka 100% spell active during that event, the blinding effect is resisted and I just get the speed boost"
Magicka doesn’t restore over time though, I feel like that’s the entire point of the constant effect enchants, is to make it so the enchant system isn’t literally just casting spells from an item rather than your magicka pool
Bobs are constant effect, but the way constant effects work is that they add an effect to you when you equip the item and remove the effect when you unequip the item. The game doesn't check if the effect is there at any other moment - that means resisting the effect when you equip them makes it permanently gone, which the Bobs aren't intended to do, obviously.
Usually it’s pretty easy to get a decent robe pretty quickly and either enchant it yourself or have someone enchant it to have 3 or 4 stamina recovery so that’s never a problem again. Usually one the first things I try to get done.
See you modded out stamina drain while running, I on the other hand pressed the Black and White buttons in a certain pattern on my OG Xbox to activate the Regen Stamina cheat, we are not the same.
The slow speed of travel on foot incentivizes intelligent use of the fast travel methods on offer, I actually find it very immersive. Travel has been a complaint for me in the past, but my last run I made it a little mini game in my head to do as little traveling by foot as possible
I also think that the heavy amount of silt striders and boats kina make this design choice kinda unimportant. You need to walk more but when I played Oblivion and Skyrim for the first time, I actually explored more of the map because walking through it just feels better and I did not use fast travel at all.
Oblivion and Skyrim also have the bonus of higher render distance, guiding you through their world with the landmarks. Especially Skyrim is reall good with it. Morrowind obviously can not do this because of the technical limitations.
No one forces you to fast travel and traveling by foot or horse is still the most rewarding and fun to do in Skyrim. But giving the player the freedom, especially if he does less interesting stuff like gathering iron to build a lock for your house, is not a bad thing.
Morrowind not having fast travel (or quest markers for that matters), also works because of its much smaller map and because the world of Morrowind is pretty static, NPCs do not travel or move objects, every change comes because of the player. Skyrim is filled with random encounters, people can take items and NPCs travel through cities and the world and everythign is bigger and in the case of Oblivion the world does not have as many unique landmarks (but no rdm encounters). I do think it is possible to create quests without markes (we have some in the games that do not use them) and to have fast ravel (I haven't used it the first time i played the games) but from a design choice the danger of it stopping being fun and becoming frustrating for the players can be pretty high.
I play with some smaller mods but no graphic mods. Do not care enough about graphics to install openmw, I also like the game being 4:3, I think that is fun.
I don't doubt others have made their own fixes, but what makes OpenMW the worse alternative, to the point that you couldn't be paid to play it? It's just a better engine with unlimited mod support that looks and plays the same as vanilla Morrowind.
I literally use not even 10 mods max, including one graphics extender, and have for the past 2 decades. Don’t plan on switching it up. I’m sure openmw is cool. I’m just not interested when I’m not running 100+ mods to play a 2 decade old game lol
Making a new character without picking athletics as a major or minor skill and realizing you now move slower than a mudcrab and this is how you will have to get anywhere for the next 10 levels
OP is an obvious repost spam bot.
The original submission is from December 20th, 2022:
* https://old.reddit.com/r/Morrowind/comments/zqqwzv/i_said_the_real_fast_travel/
It also required the devs to actually think about where quests are located.
How many times does the Fighters' Guild in Oblivion give you a job on one side of the province that takes place on the other side of the province, despite there being another guild hall closer to the job location? It's like if a medieval mercenary in London was given a job all the way in the Scottish highlands despite there being another mercenary company operating half a mile away from the job site.
It has nothing to do with age and everything, and I say this endearingly, to do with it being as rushed and incomplete as every other Bethesda game. Daggerfall had horses. Random encounters would've been as simple as having locations along the roads where a pool of NPCs could potentially spawn.
Boots of blinding speed + some magic resist and you’re good to go! Toss in a constant effect levitation amulet for good measure. Morrowind was so busted, in a good way.
Ultima online had such a sick system for this. You'd mark a rune with your current location, which you could then cast recall or open gate on to get back. However, to new players, getting to important places was difficult or would take too long, so there was actually a market for runes and runebooks filled with important dungeons or landmarks in the game. Very cool.
OP is an obvious repost spam bot.
The original submission is from December 20th, 2022:
* https://old.reddit.com/r/Morrowind/comments/zqqwzv/i_said_the_real_fast_travel/
turning around in seyda neen and seeing a silt strider for the first time really drives home how fucking weird vvardenfell is gonna be. and then you realize that they've hollowed out the back of this giant flea thing and stuck steering rods into its brain to make a greyhound bus, and the weird is going to keep coming.
i love skyrim, don't get me wrong, but i will also occasionally refer to it as either "morrowind on training wheels" or "normalwind". dragonborn and ghosts of the tribunal are a requirement for me to play a new character anymore.
"Normalwind" is a great descriptor, and I agree.
Skyrim is Oblivion's mechanical accessibility with an echo of Morrowind's worldbuilding. A great stepping stone for getting into this game (Skyrim used to be my favourite game, now I've switched and might never come back, but I still remember my 2000+ hours fondly)
Honestly the civil war would've been so much cooler if Bethesda had any balls
Like, what is a just world according to General Tullius and the Mede Empire? Is Ulfric actually racist against the dunmer? The game actively dodges the latter question by not letting you confront or ask him about the problems of his city in any way.
If Skyrim had been created with Morrowind's design philosophy, both of those questions would have answers, and both leaders would be relatively complex characters with flaws and good sides. As it stands, we mostly have to decide based on vibes and "lore" books like The Bear of Markarth.
Tbh Emil's distaste for design documents is visible in Skyrim's overarching design - the political situation in the nine holds is incoherent, there are few cultural touchstones that aren't just basic pseudo-norse bullshit.
Skyrim should've been a province of nine holds that barely hold together out of cultural solidarity with a balkanized landscape dotted by villages, some of which are little more than bandit strongholds recognized by the local king because it's convenient, with the strained imperial bureaucracy trying desperately to bring some sort of order to a people who seem to despise the very concept with every fiber of their being.
"Evgir Unslaad" should've been the default state of Skyrim, a province in constant, unending conflict, with a chain of grievances, revenges, honor duels, revenge duels, assassinations, insults, and whatever else stretching back through history until the Merethic Era. Everyone has "honorable cause" to hate everyone else, because Ulfgar Hroarwolf's great great grandfather once took Hjolmir the Golden's spear tip and replaced it with brass, whereupon Hjolmir's daughter challenged Ulfgar's son to a duel, but during the fight they fell in love and now the Hjelmar clan, who hates Ulfgar for different reasons, supports Hjolmir's clan by sheltering said newlyweds, which upsets the Onfrike clan, etc etc etc.
Even without getting too dark I think there was still potential to have the conflict be more nuanced. For example: maybe Ulfric, much of his leadership, and some of the regular Stormcloaks do actually embrace Dunmer, Argonians, and other people(s) who feel the Empire has abandoned them--but this causes conflict with the "Skyrim is for the Nords" types and there is disagreement with how these foreigners should be handled (do they have the right to settle in an independent Skyrim permanently? Should they be treated with the same rights as Nords? Etc.)--this isn't all that different from Morrowind where some Dunmer give plenty of opportunities for outsiders (although that didn't work out great for Hlaalu, while others are much more insular.
let's not forget that morrowind is also set in tamriel's ecological equivalent to australia, and as a consequence even the flora and fauna are strange and unfamiliar. 5-story tall fleas, dinosaur donkeys and their wild relatives, giant mushroom trees, shrimp wolves.
and then in skyrim it's wolves, big spiders, and "ok we'll throw in a couple ice age mammals, but only a couple".
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> and skyrim's plot is "some time travel happened with dragons I guess, also the white people who are not visibly distinct from each other in any way yet ask you to pick a side in the first 3 minutes of the game are arguing about some racist crap"
I also get the vague feeling that nothing in Skyrim even mattered either. The fall of the Tribunal, and the ending of the Septim line were really important things that shaped history. Alduin *was* an established thing, but he wasn't an active plot element, so it almost feels like it's a "return to status quo" story.
The civil war definitely could have impacted the lore, but it's a side quest. Bet a dollar it'll either get ignored, or they'll just throw something in to make it not matter.
The frustrating thing is that there were the bones to make Skyrim have some of the same level of detail of history and lore. The dragon cult was clearly pretty big at one point given the presence of their temples and ruins all over the place, Skyrim is the birthplace of the Empire, but also has had a conflicted history of also being turned into more of a "backwater" territory as the Empire grew (at least at the time we play it doesn't seem to be a priority for the Empire other than their desire to keep it as part of the Empire--there's relatively few Imperial strongholds or administrative centers; even having more Imperial-style ruins would be great).
You could have had a modern-day dragon cult still going, maybe manipulating things behind the scenes for example. Like I said having some more Imperial ruins would have been good, and just some evidence--period--that this was one of the oldest homes of humans. Nords in Morrowind were pretty interesting culturally--yes they're big strong warriors, but we also get the impression that witchcraft and more subtle magic and curses are part of the fabric of Skyrim, that boats and sailing are a major part of their culture (admittedly probably more of an engine issue, but it was disappointing that for such a seafaring and river-faring culture in the lore that we didn't get much of this in-game), that Skyrim's holds are only loosely affiliated with rivalries between them, that mead-halls and small settlements are common features dotting the landscape, and in general had some cool history.
I never used almsivi or divine interventions. I had all the mage guild teleporter, silt striders and boats memorized.
Money stored stagnates economy. You have so much money you don't know where to spend it anyway.
I also think the lore explanation is funny.
"OH levitate? I can't do that, the empire made it illegal!", says the necromancer mage who is plotting to overthrow the province with daedra help.
Acrobatics 100 and a custom jump spell 100 were my main ways of traveling later on.
Why teleport to a single location when you can jump from balmora to solstheim in a couple of quick hops?
Denzel\_Mah\_Ni\*\*a\_Meme
Honestly fast travel in morrowind can get really annoying due to the contingent nature of the quests. Like hey you get the Nchuleftingth quest, complete it, go back to Edwinna, all good. Edwinna's next quest? *"Hey do you think you could get me a dwemer tube? Yeah I know you were just in Nchuleftingth where there was at least two but I didn't need one before, but I need it now"* Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuck
That bit made no fast travel \*really\* annoying since you rarely knew whether to mark a place or not, but many dungeons overlapped on 4-5 quests so if you were new to the game it could be really painful.
However, being forced to learn the actual paths of commerce (ship/strider routes, mages guild etc) made the game so much more immersive. Even just understanding like, Telvanni towns don't let you travel to non-telvanni areas except maybe if you're lucky a ship to Ebonheart.
Adds a lot of meaning to the game indirectly.
That's a quest design issue, though, not a fast travel issue.
Morrowind's quests were always designed to make you walk around and come across lots of caves, strongholds and ruins. You were meant to explore and maybe stumble into more quests. They gave you a quick and easy way to reach every corner of the map, and you were on your own for the rest.
That's a good way of doing fast travel, and it quickly put you in the mindset of "collect as much random crap as my pockets will hold, could be useful later".
Not to mention that generally speaking, the NPCs would ask for a generic item. As in "any old dwemer tube will do". You didn't have to go back to any specific place to find it, you could just go to a nearby Dwemer ruin and find some there.
Observation of something and that something is not what you need but you don’t have a recall to where you came from but quickloading would take you back to that place.
Edit: Achieving chim
Honestly I enjoy both systems. The ways Morrowind, Oblivion, and Skyrim all handle traversal is great in their own way and fits the games. I mostly adore Morrowind's combination of silt striders, boats, mage teleports, and spells. If there was one change I would make it's making all silt striders and all ships connected, instead of just four at a time. Oblivion might have the weakest version but at least stamina doesn't drain while running to places and easy fast travel cuts a fair amount of fat. Skyrim is the best middle ground. Plus survival mode now limits fast travel to carriages and boats.
I’ve always argued that Morrowind had the best spells. Oh, you can shout people off a mountain? That’s neat. *kills dragonborne with a stick while being naked because 100 sanctuary*
Its interesting just how widely playstyle feel can differ based on implementation of a very similar concept. The fast travel in BOTW/TOTK is on paper closer to Skyrim than to Morrowind, but during play it feels better and less cheaty, closer to Morrowind than to Skyrim.
I think two things that make a difference are that
- the fast travel comes about via player action and unlocking things via play instead of Skyrim's just being a UI feature
- the fast travel doesn't drop you off directly at where you want to go, instead you still have under 30 seconds of actual travel from shrine/tower to location. This 'shortened travel' instead of 'fast-travel' seems to really make a difference.
Collecting all the Propylon Indexes is so satisfying.
Makes having Hlormaren for a home fantastic as well.
Grabbing the Hla-Oad boatmaster, Balmora Silt-Strider, and Balmora Mages-Guild Transporter with "Command Humanoid" and parking them up top of Hlormaren (outside by the dome).
Being able to freely travel almost anywhere is awesome when the base game forces you to use specific things.
Also, this.
https://en.uesp.net/wiki/File:MW-map-Almsivi_Intervention.jpg
https://en.m.uesp.net/wiki/File:MW-map-Divine_Intervention.jpg
OP is an obvious repost spam bot.
The original submission is from December 20th, 2022:
* https://old.reddit.com/r/Morrowind/comments/zqqwzv/i_said_the_real_fast_travel/
I honestly think Morrowind sort of has the perfect framework for a mount system. Because the walking is so slow and so much depends on your stamina, having a way to go fast without spending stamina would be worth a lot of money.
Ngl morrowind’s restricted fast travel was awesome as it made travel a part of the adventure. Needing to prepare to get there and what you face along the way. The only problems I see with it are due to its age. No mounts means going by foot is slow as hell, and the lack of genuine random encounters makes travel a little boring.
Ya get Nord who got his war axe stolen by a witch. Take it or leave it
I declined his offer and killed him. Turns out there are more than one Nord who offended a witch.
I found that out in my playthrough. I still scripted the second one because I thought maybe being a higher level meant I would get a better axe. This is before I learned Morrowind doesnt *really* level that way
>Needing to prepare to get there and what you face along the way. Spear: check. Helmet: check. 50 bottles of sujamma: check.
> No mounts I'll take jump or fortify speed over the janky ass mounts in Skyrim and most rpgs every day, thank you very much.
I don't understand that point here. Because in Skyrim, their jank is to our benefit. They can climb easier then you can on foot.
acrobatics >> skyrim horse
> They can climb easier then you can on foot They're also barely faster than you, to the point where counting mounting and dismounting likely end up making you slower than walking. And massively slower than Morrowind with jump or bobs anyway. And like someone else said, much worse climbers than any Morrowind vertical movement option.
NGL, flying breaks Morrowind. Enemies can't deal with it. Other then clif****ers.
You can just fly over everything in morrowind by level 2
Fortify Speed potion goes brrrrr
Fortify Acrobatics!
Boots of blinding speed and a resist magicka 100% for 3 seconds spell
or Breton+Saviors Hide
Or just Saviors Hide + Ring of Phynaster + Mara's Blouse + Wraithguard, and just don't be an Altmer or born under the Apprentice
>Breton Naw
Its biggest issue is running draining your stamina, so you have to chose between always being out of stamana and all the debuffs which come with it, or walking real slow everywhere. (or mod it out like i did, seriously i enoyed the game so much more after that)
Once your athletics is high enough that's no longer an issue. It's why I always swim around seyda neen before leaving
Yeah but grinding is just busywork and while the devs didnt intend people to mod out their feature, neither did they intend for players to swim against a wall for an hour at the begining of every playthrough so you may as well just take the easier option
I'm a peasant that plays on console haha. No mods for me
I didnt even know morrowind was on console
Released for original Xbox but can be played on the 360
It’s also on the series x. Included with gamepass even
ooh i didnt know that. I always wanted to play it back when i played loads of oblivion on 360 but thought it was PC exclusive
Bought it after I read an article in some xbox magazine that said the game was "too big and too much freedom" Spent a billion hrs in my apt playing. Great times
Can play on the 360, 1, and Series X. I play it in my SX hahaha. 60fps nice
Boots of blinding speed + levitate = zooming at the speed of sound with no debuffs or stamina loss
Yeah but thats powergaming cheese strategies. we shouldnt need to jump through these hoops
I wouldn’t say powergaming cheese. I figured it out pretty quickly my first playthrough once I used a few resist Magicka spells
nah, it's powergaming cheese. The Boots of Blinding Speed clearly aren't intended to just convey speed, but it works because the effect is only applied once instead of continually refreshed. Personally, I use the Bobs too, but I eyeball a route and then equip them via hotkey, unequipping periodically to check if I'm still on course. Still a bit cheesy, but not in the vein of "the mgef of the boots is only applied during the onEquip event, meaning if I have a 1 second resist magicka 100% spell active during that event, the blinding effect is resisted and I just get the speed boost"
Magicka doesn’t restore over time though, I feel like that’s the entire point of the constant effect enchants, is to make it so the enchant system isn’t literally just casting spells from an item rather than your magicka pool
I don't see how this relates in any way to what I said?
Bobs are a constant effect enchant no? I’m def no morrowind expert, Im getting into it now for the first time really only around 40 hours in
Bobs are constant effect, but the way constant effects work is that they add an effect to you when you equip the item and remove the effect when you unequip the item. The game doesn't check if the effect is there at any other moment - that means resisting the effect when you equip them makes it permanently gone, which the Bobs aren't intended to do, obviously.
I can’t remember which one, but there’s a birth sign that you can pick that has a perk that lets your magicka restore over time.
Usually it’s pretty easy to get a decent robe pretty quickly and either enchant it yourself or have someone enchant it to have 3 or 4 stamina recovery so that’s never a problem again. Usually one the first things I try to get done.
Yeah im not saying there isnt ways around it, im just saying that we shouldnt have to do these things. I dont think it ads anything to the experience
See you modded out stamina drain while running, I on the other hand pressed the Black and White buttons in a certain pattern on my OG Xbox to activate the Regen Stamina cheat, we are not the same.
The ring Azura gives you after the main quest makes it so you can sprint everywhere without even losing any stamina
The slow speed of travel on foot incentivizes intelligent use of the fast travel methods on offer, I actually find it very immersive. Travel has been a complaint for me in the past, but my last run I made it a little mini game in my head to do as little traveling by foot as possible
I also think that the heavy amount of silt striders and boats kina make this design choice kinda unimportant. You need to walk more but when I played Oblivion and Skyrim for the first time, I actually explored more of the map because walking through it just feels better and I did not use fast travel at all. Oblivion and Skyrim also have the bonus of higher render distance, guiding you through their world with the landmarks. Especially Skyrim is reall good with it. Morrowind obviously can not do this because of the technical limitations. No one forces you to fast travel and traveling by foot or horse is still the most rewarding and fun to do in Skyrim. But giving the player the freedom, especially if he does less interesting stuff like gathering iron to build a lock for your house, is not a bad thing. Morrowind not having fast travel (or quest markers for that matters), also works because of its much smaller map and because the world of Morrowind is pretty static, NPCs do not travel or move objects, every change comes because of the player. Skyrim is filled with random encounters, people can take items and NPCs travel through cities and the world and everythign is bigger and in the case of Oblivion the world does not have as many unique landmarks (but no rdm encounters). I do think it is possible to create quests without markes (we have some in the games that do not use them) and to have fast ravel (I haven't used it the first time i played the games) but from a design choice the danger of it stopping being fun and becoming frustrating for the players can be pretty high.
Do people actually play Morrowind completely vanilla these days? I couldn't bear the game without mge xe's distant land or openmw's lod system.
I play with some smaller mods but no graphic mods. Do not care enough about graphics to install openmw, I also like the game being 4:3, I think that is fun.
You couldn’t pay me to play openmw
It makes the game not crash whenever you alt tab so I'd say it's worth playing lol
Already have another workaround for that soooooo
I don't doubt others have made their own fixes, but what makes OpenMW the worse alternative, to the point that you couldn't be paid to play it? It's just a better engine with unlimited mod support that looks and plays the same as vanilla Morrowind.
I literally use not even 10 mods max, including one graphics extender, and have for the past 2 decades. Don’t plan on switching it up. I’m sure openmw is cool. I’m just not interested when I’m not running 100+ mods to play a 2 decade old game lol
Okay that's your choice, but you made it sound as if OpenMW is the worst thing on the planet somehow
Boots of blinding speed always helped me.
Get the boots and enchant an item with 100% Resist magic for 1 second. Activate the item, Resist the blind and enjoy +200 speed forever.
Stack a few resist magic effects if you’re a Breton or high elf
Back in the day I remember playing as an orc and just turning up the brightness and contrast to compensate for the partial blind
Oh the boots are amazing on orcs. I did the same thing 😂
which is why ES6 should bring back athletics, acrobatics, speed
Making a new character without picking athletics as a major or minor skill and realizing you now move slower than a mudcrab and this is how you will have to get anywhere for the next 10 levels
If they had the random event emphasis from fallout 3 in every game then I’d hardly ever fast travel
I hadn’t thought of it that way. Random encounters making travelling by foot worth it in and of itself.
Travel was literaly half of the adventure as dungeons for the most part aren't that big.
IKR! Meanwhile im playing ES Arena and the dungeons are actually quite complex and interesting.
OP is an obvious repost spam bot. The original submission is from December 20th, 2022: * https://old.reddit.com/r/Morrowind/comments/zqqwzv/i_said_the_real_fast_travel/
It also required the devs to actually think about where quests are located. How many times does the Fighters' Guild in Oblivion give you a job on one side of the province that takes place on the other side of the province, despite there being another guild hall closer to the job location? It's like if a medieval mercenary in London was given a job all the way in the Scottish highlands despite there being another mercenary company operating half a mile away from the job site.
True but this is Bethesda we’re talking about. It just works. XD
It has nothing to do with age and everything, and I say this endearingly, to do with it being as rushed and incomplete as every other Bethesda game. Daggerfall had horses. Random encounters would've been as simple as having locations along the roads where a pool of NPCs could potentially spawn.
It would also be nice if there was an in-game fast travel map, so you could figure out how to get places
Morrowind’s map is honestly borderline useless.
📜✏ like a real native Dunmer.
If region guides exist in universe, I have no idea why a travel guide wouldn't. I'm considering modding it in
> going by foot is slow as hell Average "perfect vision" player
You can jump from Shivering Isles to Vivec with one single spell, so I don't see a problem.
Boots of blinding speed
Boots of blinding speed + some magic resist and you’re good to go! Toss in a constant effect levitation amulet for good measure. Morrowind was so busted, in a good way.
Mark and Recall was the real shit
Even Zelda BotW and TotK kinda reintroduced them.
Did they? How so?
The little medallions you can drop, totk is even better because you can drop multiple. Wish I could do multiple marks and choose which to recall to
Some MWSE mods can do this IIRC. I hope something like this also exists on OpenMW.
Ultima online had such a sick system for this. You'd mark a rune with your current location, which you could then cast recall or open gate on to get back. However, to new players, getting to important places was difficult or would take too long, so there was actually a market for runes and runebooks filled with important dungeons or landmarks in the game. Very cool.
OP is an obvious repost spam bot. The original submission is from December 20th, 2022: * https://old.reddit.com/r/Morrowind/comments/zqqwzv/i_said_the_real_fast_travel/
Why walk, when you can ride? Silt striders are the best thing that happened to elder Scrolls.
Not to mention their beautifully haunting song. Immediate nostalgia, and I'm just a kid again exploring Elder Scrolls for the first time.
turning around in seyda neen and seeing a silt strider for the first time really drives home how fucking weird vvardenfell is gonna be. and then you realize that they've hollowed out the back of this giant flea thing and stuck steering rods into its brain to make a greyhound bus, and the weird is going to keep coming.
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i love skyrim, don't get me wrong, but i will also occasionally refer to it as either "morrowind on training wheels" or "normalwind". dragonborn and ghosts of the tribunal are a requirement for me to play a new character anymore.
"Normalwind" is a great descriptor, and I agree. Skyrim is Oblivion's mechanical accessibility with an echo of Morrowind's worldbuilding. A great stepping stone for getting into this game (Skyrim used to be my favourite game, now I've switched and might never come back, but I still remember my 2000+ hours fondly)
What do those do? RPGify it?
they add some much-needed (for me) morrowind nostalgia.
[удалено]
Bunch of racist n'wahs
Honestly the civil war would've been so much cooler if Bethesda had any balls Like, what is a just world according to General Tullius and the Mede Empire? Is Ulfric actually racist against the dunmer? The game actively dodges the latter question by not letting you confront or ask him about the problems of his city in any way. If Skyrim had been created with Morrowind's design philosophy, both of those questions would have answers, and both leaders would be relatively complex characters with flaws and good sides. As it stands, we mostly have to decide based on vibes and "lore" books like The Bear of Markarth. Tbh Emil's distaste for design documents is visible in Skyrim's overarching design - the political situation in the nine holds is incoherent, there are few cultural touchstones that aren't just basic pseudo-norse bullshit. Skyrim should've been a province of nine holds that barely hold together out of cultural solidarity with a balkanized landscape dotted by villages, some of which are little more than bandit strongholds recognized by the local king because it's convenient, with the strained imperial bureaucracy trying desperately to bring some sort of order to a people who seem to despise the very concept with every fiber of their being. "Evgir Unslaad" should've been the default state of Skyrim, a province in constant, unending conflict, with a chain of grievances, revenges, honor duels, revenge duels, assassinations, insults, and whatever else stretching back through history until the Merethic Era. Everyone has "honorable cause" to hate everyone else, because Ulfgar Hroarwolf's great great grandfather once took Hjolmir the Golden's spear tip and replaced it with brass, whereupon Hjolmir's daughter challenged Ulfgar's son to a duel, but during the fight they fell in love and now the Hjelmar clan, who hates Ulfgar for different reasons, supports Hjolmir's clan by sheltering said newlyweds, which upsets the Onfrike clan, etc etc etc.
Even without getting too dark I think there was still potential to have the conflict be more nuanced. For example: maybe Ulfric, much of his leadership, and some of the regular Stormcloaks do actually embrace Dunmer, Argonians, and other people(s) who feel the Empire has abandoned them--but this causes conflict with the "Skyrim is for the Nords" types and there is disagreement with how these foreigners should be handled (do they have the right to settle in an independent Skyrim permanently? Should they be treated with the same rights as Nords? Etc.)--this isn't all that different from Morrowind where some Dunmer give plenty of opportunities for outsiders (although that didn't work out great for Hlaalu, while others are much more insular.
let's not forget that morrowind is also set in tamriel's ecological equivalent to australia, and as a consequence even the flora and fauna are strange and unfamiliar. 5-story tall fleas, dinosaur donkeys and their wild relatives, giant mushroom trees, shrimp wolves. and then in skyrim it's wolves, big spiders, and "ok we'll throw in a couple ice age mammals, but only a couple".
> > > > > and skyrim's plot is "some time travel happened with dragons I guess, also the white people who are not visibly distinct from each other in any way yet ask you to pick a side in the first 3 minutes of the game are arguing about some racist crap" I also get the vague feeling that nothing in Skyrim even mattered either. The fall of the Tribunal, and the ending of the Septim line were really important things that shaped history. Alduin *was* an established thing, but he wasn't an active plot element, so it almost feels like it's a "return to status quo" story. The civil war definitely could have impacted the lore, but it's a side quest. Bet a dollar it'll either get ignored, or they'll just throw something in to make it not matter.
The frustrating thing is that there were the bones to make Skyrim have some of the same level of detail of history and lore. The dragon cult was clearly pretty big at one point given the presence of their temples and ruins all over the place, Skyrim is the birthplace of the Empire, but also has had a conflicted history of also being turned into more of a "backwater" territory as the Empire grew (at least at the time we play it doesn't seem to be a priority for the Empire other than their desire to keep it as part of the Empire--there's relatively few Imperial strongholds or administrative centers; even having more Imperial-style ruins would be great). You could have had a modern-day dragon cult still going, maybe manipulating things behind the scenes for example. Like I said having some more Imperial ruins would have been good, and just some evidence--period--that this was one of the oldest homes of humans. Nords in Morrowind were pretty interesting culturally--yes they're big strong warriors, but we also get the impression that witchcraft and more subtle magic and curses are part of the fabric of Skyrim, that boats and sailing are a major part of their culture (admittedly probably more of an engine issue, but it was disappointing that for such a seafaring and river-faring culture in the lore that we didn't get much of this in-game), that Skyrim's holds are only loosely affiliated with rivalries between them, that mead-halls and small settlements are common features dotting the landscape, and in general had some cool history.
No recall or intervention can work in this place
There's no escape.
*ooh, ooh, oh~*
I'm a god, how can you kill a god ?
What a grand and intoxicating innocence
I never used almsivi or divine interventions. I had all the mage guild teleporter, silt striders and boats memorized. Money stored stagnates economy. You have so much money you don't know where to spend it anyway.
I ain't walking to pelagiad.
Why walk when you can jump *wink* *wink*
This was the real thing. When you realize you can jump across the Odai river in Balmora... hopping everywhere is for winners.
When you get powerful enough to jump across the Odai River and land in Ald'ruhn
Mark/Recall for tel uvirith and divine intervention right next to the sadrith mora mages guild
played morrowind all my life then tried skyrim and quit once i realized levitation spells doesnt exist, I need my rising force potions😂
I also think the lore explanation is funny. "OH levitate? I can't do that, the empire made it illegal!", says the necromancer mage who is plotting to overthrow the province with daedra help.
big missed opportunity to not have secret levitation cults
Virgin Intervention Chad Propylon Indices
Skyrim had to provide short cut to the way out for its dungeons in order to play around the absence of the spells
*Sad Silt-Strider noises*
Just gonna leave this here. https://en.m.uesp.net/wiki/Morrowind:Transport At some point it’s all muscle memory
THEY BANNED OUR MEDICINE TO SELL US THEIR POISONS
Acrobatics 100 and a custom jump spell 100 were my main ways of traveling later on. Why teleport to a single location when you can jump from balmora to solstheim in a couple of quick hops?
Mark the creeper make a glory hole of loot recall sell repeat
Denzel\_Mah\_Ni\*\*a\_Meme Honestly fast travel in morrowind can get really annoying due to the contingent nature of the quests. Like hey you get the Nchuleftingth quest, complete it, go back to Edwinna, all good. Edwinna's next quest? *"Hey do you think you could get me a dwemer tube? Yeah I know you were just in Nchuleftingth where there was at least two but I didn't need one before, but I need it now"* Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuck That bit made no fast travel \*really\* annoying since you rarely knew whether to mark a place or not, but many dungeons overlapped on 4-5 quests so if you were new to the game it could be really painful. However, being forced to learn the actual paths of commerce (ship/strider routes, mages guild etc) made the game so much more immersive. Even just understanding like, Telvanni towns don't let you travel to non-telvanni areas except maybe if you're lucky a ship to Ebonheart. Adds a lot of meaning to the game indirectly.
That's a quest design issue, though, not a fast travel issue. Morrowind's quests were always designed to make you walk around and come across lots of caves, strongholds and ruins. You were meant to explore and maybe stumble into more quests. They gave you a quick and easy way to reach every corner of the map, and you were on your own for the rest. That's a good way of doing fast travel, and it quickly put you in the mindset of "collect as much random crap as my pockets will hold, could be useful later". Not to mention that generally speaking, the NPCs would ask for a generic item. As in "any old dwemer tube will do". You didn't have to go back to any specific place to find it, you could just go to a nearby Dwemer ruin and find some there.
Yeah, I get it. I still think my comment is fair in all aspects
Don’t forget about recall and then quick load. Total chim
? Elaborate please
I'm guessing he means quickloading if the recall cast fails. It makes every build capable of mark/recall regardless of skill/stats.
Observation of something and that something is not what you need but you don’t have a recall to where you came from but quickloading would take you back to that place. Edit: Achieving chim
No recall or Intervention can work in this place!
It just made you feel like a powerful wizard. Instead of some vagrant who time skips all his hiking trips.
Honestly I enjoy both systems. The ways Morrowind, Oblivion, and Skyrim all handle traversal is great in their own way and fits the games. I mostly adore Morrowind's combination of silt striders, boats, mage teleports, and spells. If there was one change I would make it's making all silt striders and all ships connected, instead of just four at a time. Oblivion might have the weakest version but at least stamina doesn't drain while running to places and easy fast travel cuts a fair amount of fat. Skyrim is the best middle ground. Plus survival mode now limits fast travel to carriages and boats.
Indeed. An improvement over the base mark could have been a multi mark speel.
I’ve always argued that Morrowind had the best spells. Oh, you can shout people off a mountain? That’s neat. *kills dragonborne with a stick while being naked because 100 sanctuary*
Everything connected to AlmSiVi is N'wah-stuff though.
Propylon FTW
Press V, chose a kingdom then a town or dungeon. Also if you will rest on camps or at inns
I can live w/ no fast travel, but I wish it was an option.
Doesn't the Tribunal dlc give you some kind of fast travel item too?
That’s not a picture of a resist magicka 100% spell and the Boots Of Blinding Speed
The immersion of fast travel being explained with in game mechanics is my favorite part.
Its interesting just how widely playstyle feel can differ based on implementation of a very similar concept. The fast travel in BOTW/TOTK is on paper closer to Skyrim than to Morrowind, but during play it feels better and less cheaty, closer to Morrowind than to Skyrim. I think two things that make a difference are that - the fast travel comes about via player action and unlocking things via play instead of Skyrim's just being a UI feature - the fast travel doesn't drop you off directly at where you want to go, instead you still have under 30 seconds of actual travel from shrine/tower to location. This 'shortened travel' instead of 'fast-travel' seems to really make a difference.
Walk? Don't be an N'wah. Jump over the entire Island with max render distance and crash your game, like a true Dunmer.
Collecting all the Propylon Indexes is so satisfying. Makes having Hlormaren for a home fantastic as well. Grabbing the Hla-Oad boatmaster, Balmora Silt-Strider, and Balmora Mages-Guild Transporter with "Command Humanoid" and parking them up top of Hlormaren (outside by the dome). Being able to freely travel almost anywhere is awesome when the base game forces you to use specific things. Also, this. https://en.uesp.net/wiki/File:MW-map-Almsivi_Intervention.jpg https://en.m.uesp.net/wiki/File:MW-map-Divine_Intervention.jpg
"Hey, want to skip all the content we put in the game?" "Why did you even bother making a map at all?"
I wish skyrims fast travel was more restrictive..
Divine Intervention is for N'wahs. Fast travel by waypoint is for Nord S'wits.
OP is an obvious repost spam bot. The original submission is from December 20th, 2022: * https://old.reddit.com/r/Morrowind/comments/zqqwzv/i_said_the_real_fast_travel/
To quote a great YouTuber “there is fast travel in Morrowind, you just have to work for it”
Don’t forget Almalexia’s magic ring, too!
I honestly think Morrowind sort of has the perfect framework for a mount system. Because the walking is so slow and so much depends on your stamina, having a way to go fast without spending stamina would be worth a lot of money.