akabear wrote: » I understand the concept of avoiding or limiting fast travel, especially to maintain the immersion of the game world. However, there are some issues arise such as when it comes to deep dungeon delving and the need for players to leave a group in such situations. Imagine a scenario where a group of adventurers invests a significant amount of time to reach the deepest levels of a challenging dungeon. At some point, a player may have to leave the group for various reasons, but the dungeon is too perilous to navigate solo. This raises several questions about how to handle such situations:Group Escort: Does the departing player require the group to escort them back to the dungeon entrance or safety? This ensures their safe return but may disrupt the flow of the dungeon exploration for the rest of the group.Player Death and Town Porting: Alternatively, could the player choose to sacrifice their character's life as a means of returning to town, offering a quick exit but at the cost of character progression and potentially disrupting the overall group experience?Group Dependency: Must the group always work as a cohesive unit, risking losing their progress if someone needs to leave? This could encourage players to stick together but might discourage individual freedom. Lineage 2 introduced town teleport scrolls and fast teleport scrolls which addressed this issue. These items not only solved the problem of unwanted PvP situations but also provided a way for players to leave challenging situations quickly. While I support the idea of no fast travel to specific locations, I hope to see some mechanism in place to address these potential challenges when it comes to deep dungeon exploration or difficult area town return or clan hall return. Perhaps specific teleport scrolls that were location specific or function specific or equivalent. Finding a balanced solution that allows players some flexibility without disrupting the core group-based gameplay experience could enhance overall enjoyment.
tautau wrote: » I played a LOT of L2 and the 'scrolls of escape' that would take you to the nearest town could easily be abused to create fast travel for AoC. Players would quickly learn the spots to ride their mounts to where they could scroll to the next town, so ride/scroll...ride/scroll...ride/scroll and you are across the map to your zerg. So, a hard NO from me on this one. Yes, it is a hard world where one must 'take a death' to leave a dungeon, though there may be occasional safe spots to log out and come back later in the hope of connecting with a group, or your group.
Dygz wrote: » Some TP scrolls would be a godsend. Nobody wants to be stuck out in the woods without TP.