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A Plea To The Game Devs

13

Comments

  • ArchivedUserArchivedUser Guest
    edited June 2017
    Im fine with teleporting. 
    To me its about finding a happy medium
    Old game i used to play, to teleport you had to buy town scrolls from the npc in said town. If you dropped or forgot to get scrolls you had to walk there.
    In aoc there seems to be alot of nodes, they could do the same. Whose gunna carry scrolls for every node?
    The reason i like some form of teleport. When someone kills you, you can call a friend to help and it wont take 1hr to walk there to help. Eventually there was wars of 100+ ppl in the middle of no where in the open world. Without some form of teleporting it just takes too long and no pvp wars happen cause it take an hr for anyone to show up. Of corse they could put limits on when you can use scrolls, like transporting goods and such.
  • @Atrocities
    I guess this will make proximity to a friendly city an actual boon when adventuring. So reinforcements are near by. If you're venturing far from home, you should go with protection. 
  • 100% Approve of the OP.
  • I have to agree with Krojak, even though i am surprised in doing so but i would love to do away with the fast travel.  In a game where you can be killed anywhere it just adds more meaning to the world if you have to travel it on foot or mount.
  • There are valid and well-reasoned argument son both sides of the debate but the reality is we're probably going to get something in the middle. A compromise that will be aimed at keeping as many people happy as possible.
  • I look forward to actually learning to navigate and recognise landmarks while moving around the world to get from place to place again. And discovering what random secrets the devs might place in the world to reward exploration. 
  • I look forward to actually learning to navigate and recognise landmarks while moving around the world to get from place to place again. And discovering what random secrets the devs might place in the world to reward exploration. 

    Good point - I expect exploration to be exciting especially with the prospect of PvP around every corner, which is also a good point you raise in that roaming the terrain will allow you to know the terrain, which is a big advantage, especially if you ever get a 1/2vX.
  • I look forward to actually learning to navigate and recognise landmarks while moving around the world to get from place to place again. And discovering what random secrets the devs might place in the world to reward exploration. 
    How nifty would it be for "cartographer" to be a profession?  To be able to create maps for players to buy, after having *fully* explored certain areas and cleared every square inch on your own map.  Maybe something with barely any detail, but it's at least a rough sketch of the area.  The more time you spend there doing "stuff" the more detail you add to your maps.
  • I look forward to actually learning to navigate and recognise landmarks while moving around the world to get from place to place again. And discovering what random secrets the devs might place in the world to reward exploration. 
    Constantly changing landmarks...
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Dygz said:
    I look forward to actually learning to navigate and recognise landmarks while moving around the world to get from place to place again. And discovering what random secrets the devs might place in the world to reward exploration. 
    Constantly changing landmarks...
    I'm guessing the man made landmarks will change. Geographical features like mountains and lakes probably (I guess) shouldn't change too much. 

    And I guess the landmarks won't change overnight as well so you should be able to see the landscape change as you regularly ride past.


  • Krojak said:
    I can see a world where the mage class can do this, much like how Mages were paid by players to provide portals to the major cities in WoW. This has a feeling of community to it. 
    Completely agree with this. I recall positively these situations, as it was in WoW when you needed the Rogue to perform a lock picking. I personally love the idea that a hard task should be possible only with a great, community effort...not only regarding combat.

    I think that the chance to teleport back home should exist, to avoid boring back tracking, but conceived in such a way that it could not be over-exploited (a cooldown, or similar). Personally, I think that feeling how big the world is, thinking twice before starting a new journey to reach a far away destination, is exactly the kind of ideas which may lift up AoC above the average MMORPG.


    Wreyna
     said:
    This, in turn, creates regional cultures, which would be pretty awesome! I think I've only seen this before in EVE, where different areas and security levels of worlds lead to oftentimes radically different player cultures. Some people will never even visit some areas because of the distances and dangers involved in travel.
    This sounds amazing. Never heard of cultural differences in a MMORPG, but definitively looks like something which enriches the experience.

  • For me it's mostly important to not be able to teleport with valuable goods. And specially not with a wagon.

    One must walk across this dangerous world.
  • Gothix said:
    For me it's mostly important to not be able to teleport with valuable goods. And specially not with a wagon.

    One must walk across this dangerous world.

    Yeah yeah, like time traveling in the Terminator. 
    You can only fast travel completely naked. 
    Gotcha.
    Good idea! ;)
  • Gothix said:
    For me it's mostly important to not be able to teleport with valuable goods. And specially not with a wagon.

    One must walk across this dangerous world.

    Yeah yeah, like time traveling in the Terminator. 
    You can only fast travel completely naked. 
    Gotcha.
    Good idea! ;)
    So this is THAT kind of game, eh?

    *Slowly begins to undress, hips swaying to the music*
  • Krojak said:
    Gothix said:
    For me it's mostly important to not be able to teleport with valuable goods. And specially not with a wagon.

    One must walk across this dangerous world.

    Yeah yeah, like time traveling in the Terminator. 
    You can only fast travel completely naked. 
    Gotcha.
    Good idea! ;)
    So this is THAT kind of game, eh?

    *Slowly begins to undress, hips swaying to the music*
    Way ahead of you 
  • nagash said:
    Krojak said:
    Gothix said:
    For me it's mostly important to not be able to teleport with valuable goods. And specially not with a wagon.

    One must walk across this dangerous world.

    Yeah yeah, like time traveling in the Terminator. 
    You can only fast travel completely naked. 
    Gotcha.
    Good idea! ;)
    So this is THAT kind of game, eh?

    *Slowly begins to undress, hips swaying to the music*
    Way ahead of you 
    That's because you have no skin! You're practically always naked!
  • Krojak said:
    nagash said:
    Krojak said:
    Gothix said:
    For me it's mostly important to not be able to teleport with valuable goods. And specially not with a wagon.

    One must walk across this dangerous world.

    Yeah yeah, like time traveling in the Terminator. 
    You can only fast travel completely naked. 
    Gotcha.
    Good idea! ;)
    So this is THAT kind of game, eh?

    *Slowly begins to undress, hips swaying to the music*
    Way ahead of you 
    That's because you have no skin! You're practically always naked!
    That was the joke 

  • Rhoqaro said:
    Completely agree with this. I recall positively these situations, as it was in WoW when you needed the Rogue to perform a lock picking. I personally love the idea that a hard task should be possible only with a great, community effort...not only regarding combat.
    ^ this. 

    Having to go to my rogue friends in WoW and ask them to lockpick stuff for me felt awesome,because I had to interact with other players (go figure, a rarity in MMOs) to get something done. The same was true with looking for random warlocks while playing in the hopes they could help summon my friends from the other side of the world.

    Would be fantastic to have this type of interaction in many aspects of the game.
  • Ghyx said:
    Rhoqaro said:
    Completely agree with this. I recall positively these situations, as it was in WoW when you needed the Rogue to perform a lock picking. I personally love the idea that a hard task should be possible only with a great, community effort...not only regarding combat.
    ^ this. 

    Having to go to my rogue friends in WoW and ask them to lockpick stuff for me felt awesome,because I had to interact with other players (go figure, a rarity in MMOs) to get something done. The same was true with looking for random warlocks while playing in the hopes they could help summon my friends from the other side of the world.

    Would be fantastic to have this type of interaction in many aspects of the game.
    I think this is a very underrated aspect of MMOs that has been overlooked and forgotten over time.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Gothix said:
    For me it's mostly important to not be able to teleport with valuable goods. And specially not with a wagon.

    One must walk across this dangerous world.

    Yeah yeah, like time traveling in the Terminator. 
    You can only fast travel completely naked. 
    Gotcha.
    Good idea! ;)
    *Kneels down naked
    *Signals to the team that it's time to head back to town

    "Come with me if you want to leave."
  • Why not keep it as is for the start. Let public pressure for SOME types (like hearth stones) teleporting to build. Then let Intrepid weave the magic/technology discovery into the game via quests and stuff.

    Player anger and rage is much less when adding things than it is when taking things away....

  • Why not keep it as is for the start. Let public pressure for SOME types (like hearth stones) teleporting to build. Then let Intrepid weave the magic/technology discovery into the game via quests and stuff.

    Player anger and rage is much less when adding things than it is when taking things away....

    I guess we're just speculating for the fun of it. (I hope). At least that's what I'm doing. But I see your point about adding is a much lesser evil than taking away. :smiley:
  • ArchivedUserArchivedUser Guest
    edited June 2017
    How about summoning? if it requires like 4 people to perform this summon?

    /e: Like if summoner could summon another player to his location but this requires help of few other players and this had cooldown of 60min?
  • I love the idea of setting out with a group of friends on journey to an exotic place.
    Getting there will be a trial! You must brave dense forests, traverse snowy peaks or navigate parched desert wastelands! Dangerous areas with dangerous creatures dwelling within!

    Simply arriving at your destination feels like you've accomplished something great!

    Having some exotic places actually far away and difficult to get to really makes the world feel bigger and more immersive.

    The true quest is, and always will be, the journey itself!

  • Aeson said:

    The true quest is, and always will be, the journey itself!

    The journey back can also a great adventure. Especially since you know in the back of your mind that the cutthroats and thieves who saw you travelling the day before will have had time to get their gank squad together and wait for your return. Choosing a path not travelled might be the best choice for your party, leading to more adventures. AoC will hopefully be as perilous as it is beautiful.
  • lexmax said:
    Aeson said:

    The true quest is, and always will be, the journey itself!

    The journey back can also a great adventure. Especially since you know in the back of your mind that the cutthroats and thieves who saw you travelling the day before will have had time to get their gank squad together and wait for your return. Choosing a path not travelled might be the best choice for your party, leading to more adventures. AoC will hopefully be as perilous as it is beautiful.
    Yes! Absolutely!

    This is what I want man! :smile:

  • Aeson said:
    Having some exotic places actually far away and difficult to get to really makes the world feel bigger and more immersive.
    Totally, utterly agree with this.
  • I wonder if we could hover off the ground like in FF just to look cool ^^
  • ArchivedUserArchivedUser Guest
    edited June 2017

    Why not keep it as is for the start. Let public pressure for SOME types (like hearth stones) teleporting to build. Then let Intrepid weave the magic/technology discovery into the game via quests and stuff.

    Player anger and rage is much less when adding things than it is when taking things away....

    I guess we're just speculating for the fun of it. (I hope). At least that's what I'm doing. But I see your point about adding is a much lesser evil than taking away. :smiley:
    But, we know how that's going to go.
    Lots of people won't play because it's too much of a pain being stuck out in the frontier without the ability to hearthstone home.

    Then the devs will add hearthstones.
    Then people will complain about nerfing because they liked thing the way they were originally when the games a challenge.
    "Convenience, convenience, instant gratification, dumbing down the game..."

    Should be a no-brainer to understand that hearthstone is going to be a requirement in the game design.

    In a dynamic world where camps and villages and towns and cities are rising and falling, people are going to continue traveling to see how those changes.
    But, sometimes, we will want to be able to port home, rather than spending hours traveling. For the same reasons the devs don't want the game to seem like a grind.
  • Dygz said:

    Should be a no-brainer to understand that hearthstone is going to be a requirement in the game design.

    I think you are making the assumption that AoC is trying to be like other MMOs. I'm of the opposite opinion, that a fundamentally different game design (ie: the five pillars of AoC), should not require functional "crutches" like hearthstones and other forms of fast travel to make the game system work in practice. 

    Granted, the AoC world is large, but in medieval Earth, the general population had very limited means of travel. Everything had to be provided locally to the county/city/node. Only the bold and adventurous made it out of their zone of influence, and such journeys required considerable planning and support.

    I loved this premise in games like Life is Feudal. It feels really immersive to me, and I really felt like I'd earned my right to see a neighboring town.

    No fast travel to me means that every faintly heard footstep or twig break would carry some fear. Tattered inns along the roadside encountered in the dead of night would feel like hallowed sanctuaries. Zapping to and from a remote capital city with no peril and no effort is about as exciting to me as playing a FPS game in godmode.
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