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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
A Plea To The Game Devs
ArchivedUser
Guest
I Have One Wish Game Devs
Please, for the love of every god in the Pantheon of Ashes of Creation, do NOT give us the ability to teleport around this world!- Do NOT automatically teleport us to a dungeon/instance in some queue system.
- Do NOT give us the ability to teleport from node to node.
- Do NOT let us to instantly return to our Guild Halls.
- Do NOT allow us to "Hearth" back to our Freeholds.
- Do NOT even give us the option to instantly appear next to our in game "significant other".
So please, please, don't give into temptation. Don't give in to the cries of the masses, begging for the "time saving" teleportation feature that they scream for. Keep the world feeling alive!
Yours truly,
Krojak
0
Comments
But not a teleport over a vast distance type of thing. And even there is a long distance teleport it shouldn't be common.
Part of Intrepid's plan to lessen the occurrence of "zergs" is to not have players able to be summoned to other players or fast travel in general.
How that will prevent preplanned zergs, I have no idea lol. But that is one thing they have said so far.
On the one hand, it can make sense in a lore perspective. On the other, it would kill any concept of a road travelling Caravan to trade goods between nodes, as they could pay a fee and use the portal instead.
Until we have a better idea of map size I think It's probably best to knock fast travel on the head completely. I think it's more than reasonable to accept that in a PvP orientated game.
It will also add to the anticipation and excitement of attackers and defenders if Nodes are attacked out of thin air and It'll take a while to react.
Googled it: teleporting to your home by suicide.
I think the simple solution is to drop your stuff on death, followed by a corpse run to get it back? I'm scared about people mining a resource node, and teleporting back to their home.
I agree with you on this. While I was spoiled by porting anywhere I wanted back in WoW, I never got to see the world, except spawn rooms and end content areas I was farming, which got dull after a while and since players got 2-3 types of hearthstones, there was never a true need for mage portals. Not to mention being able to get to locations where friends were instantly in pvp/ pve, without much lag time, didn't give a real urgency to timing. "Hold the raid guys, I need to go get some more pots" "Alright, everyone go repair and we will get summons going again.". These type of things have made raids somewhat lazy, not that it had anything to do with the actual raid mechanics, but guilds were always able to leave mid raid, rather than hunkering down and getting content done that everyone has committed to. This is much like a group of friends playing D&D and someone leaving the table when it's not their turn. The person has been cheated, because they could have an epic moment and someone isn't there to experience it, and that player has no idea what is going on now and the DM has to fill them in, wasting time. Moral of the story, force players to play smarter, otherwise you might not be invited back to a group if it takes you an hour just to go to town and repair/buy pots because you didn't think to do so ahead of time. Now to My "however" part concerns magic.
Mages/Wizards have always had an appeal to people with their abilities to open portals to other worlds/ specific locations, and they themselves having epic "End Scene" moments when they wave their hand and *Poof!* they are gone. I would like for them to keep a measure of this epic feeling. I don't want to see things like back in my wow days when trade chat was alive with "This is Mr.Snufflekins Portal shop! For a modest fee I can take thee anywhere! Need to get to the Veil, or need a shortcut to Ironforge? I can do that! PST for more info!" or the ever popular "LF mage to port me to the next city over. PST."
I think mages should have the ability to teleport to areas on the map, because that is just a perk for that class, but maybe something not so broad as the WoW system. Here is my suggestion:
Leylines
- Mages pick a location, only one, and they mark the ground with arcane runes. When they activate this spell, they are taken to this location ((Yes, basically a hearthstone that can be set anywhere... just sounded cooler the way I said it))
Mage Ultimate
- It was discussed that Summoners might be able to summon a monster on a siege battle field. So here is what Mages might be able to do:
Mages in a node open a portal to a siege exclusive raid. Players inside that node can put together their raid teams and enter the dungeon before the siege begins. The boss/bosses hold artifacts or magical items that can help with a siege anything from a long lost legendary weapon, to crystals that can shield a city from siege engines ((My guess similar to the one we saw during the Predator Pre-Alpha trailer)). Now, the mages feel cool, because only they can open this portal to the raid, and it takes a group effort to not only open the portal, but keep it sustained until the beginning of the siege.
I don't want there to be a scenario where large guilds have the ability to just zerg every piece of content and control the narrative. That is a reason why I have promoted not allowing fast travel to be so abundant. I don't want people to just instantly port a 100 players at the first sniff of a caravan moving across the land . There is time associated with travel and when there is time associated with travel, you reduce the possibility of zerging occurring.
Source: Discord QnAAlso in the community doc, pretty similar, also in the streams talked about. I understand, it's a valid concern, but they did speak against randomly teleporting everywhere rather firmly.
I picked that quote specifically for "there is time associated with travel" the world is built with that in mind.
Anyway, after reading through the thread I'm now in Kojack's court and agree that instant travel would be a detriment to immersion.
However, exploration could be discouraged if we don't have some type of Oh Sh!rt button, so-to-speak, to get out of a dangerous situation when we get in over our head, without too many severe consequences. (Any body remember Corpse retrieval in EQ dungeons? Yeah, lets avoid that to an extent).
What caused you to have this concern today???