Morrowind was perfect without fast-travel. You had to come up with creative solutions. On the way to Balmora and don’t want to hike through the ash hills? Just use the spell Waterwalking and use the river as a convenient highway.
Use Divine Intervention to teleport to the next temple in a town, then use the siltstrider to travel to the next city or boats to go alongside the coast. Mage Guild offered teleport devices to other cities. The Spells Mark and Recall did the rest.
That being said, first mod that I made for Morrowind back in the day, was an extention of the transport network, with a bunch of teleportation points, and random silt strider stops all over. As much fun as it was to jump around, it gets old eventually
When I’m sick I often get nauseated, almost like vertigo. So my answer is none of them.
If I’m not nauseated, any of them. I play a lot of low-impact, easy games. Animal Crossing on the Switch is both of those, until you see a knee-high tarantula! (They are in the game and are big because they’re not to scale, like most of the bugs. They run away from you though… unless you have a net out, in which case they will attack! You can’t die in AC though, they just knock you out and you wake up in front of your house, no harm no foul.)
I play Blue Prince on Mac and on Xbox (it’s also on PlayStation and PC). It’s a puzzle game, kind of a deck-building (but not really) building game (also not really). It’s pretty unique. I absolutely suck at it, but I like taking a run every other day or so. It’s fun to fail at. You have to get to the 46th room of a house, but its 9x5 grid resets every day, and as you come to a door, you choose the room to “build” (or blueprint, the name is a pun) and when you run out of moves, you call it a day and try again the next (in-game) day. It’s weird but it’s pretty chill. There’s one scene where you think there will be a jump scare, but it never happens (entering the Security Room).
Hello, honestly I’ve been in a gaming rut. I’ve been playing Halo MCC with one friend group, and Peak with the other. I’ll take any shooter, open world game, or friend slop multiplayer game.
Nah the best bug was cats dying of alcohol poisoning because they’d walk through the tavern, get booze spilled on them, and then lick it off themselves when cleaning. Since they weren’t programmed to drink booze directly, they had 0 tolerance for it and would easily die from it.
Nonono, alcohol tolerance is a function of the creature’s weight, and it works perfectly.
The problem was the amount of alcohol that would get transferred on their paws when walking on spilled booze. If the alcohol was spilled from a mug, then the game would place the equivalent of a full mug of booze on each paw, which would then be ingested when the cat cleaned them.
Four full mugs of beer would be more than enough to waste anything the size of a cat.
The kicker is, everything you mentioned is intended behavior.
animals wander around (maybe implemented just to make things more lively)
creatures get splattered with whatever liquids are splashing around (perhaps initially implemented to have dwarfs get splattered with blood on a kill or to have things gradually get wet close to a waterfall)
animals clean themselves, licking off whatever dirt there is
All these mechanics just naturally interact, by virtue of being implemented in a generic way, which allows for this amazing emergent behavior.
IIRC the bug was that the amount of booze ingested by the cats during cleaning wasn’t scaled correctly to how much splatter they received or should’ve. Either way they ended up with excessive amounts of alcohol and overdosed immediately.
This was me with Horizon Zero Dawn. I finished my first playthrough without ever fast traveling. Then after the credits rolled I spammed it.
No ragrets. Was fun.
I’ve been hooked on Dragon’s Dogma 2 for a bit now.
I haven’t even used a fast-travel item because world traversal and exploration is so much fun. It’s a game that actually uses it’s open world as something other than an overworld to move to the next quest.
I’m practically allergic to fast travel, no matter the game. I don’t play games to “get through them”. I’d I’m playing something where I’m that bored with traveling in an alternate universe, I should probably just pick another game.
I take transit in Cyberpunk and it makes the world feel way more alive. Downtime is something some games are entirely built around so the moments of action have that much more impact. I admit some games do this poorly, but those are ones I typically just avoid in the first place.
I like when my games feel more like roleplay and less like an action movie.
I’m currently playing The Outer Worlds on the hardest difficulty which, among other things, disallowes fast-travel. For the most part, the worlds have been small and it hadn’t been a problem, but yesterday I had to go back and forth to 3 locations several times in a row in different corners of the map. It only took a five minutes each time, but ugh. It got old.
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Aktywne