Glorious Alpha Two Testers!
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.
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.
No fast travel but what about some scenarios.
akabear
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
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.
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.
0
Comments
but anything more than that its a big no for me
I definitely see the points you are making and I can see why you are making them.
It'll be cumbersome to go back to the old school restrictions on travel but it might be worth trying them out.
At least for A2 I'd like, at the start, to stick with the no fast travel rule. It adds a level of tention to a dungeon run, for example, when the ability to teleport around isn't there.
Even disallowing fast travel back to town adds danger. You have to successfully get home with the stuff you looted. Have to avoid ganks or even dieing to mobs.
Let try out the no travel option for a little while at least. If it proves untenable then travel options can always be added in as needed.
There is zero reason to have a fast travel
The encounters you have along the way is what makes it a real MMO
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.
Obviously if not challenging, the yes they will be able to be traversed.
However if it is sufficiently challenging to get to the deep depths of a dungeon as a group, I saw no possibility of exiting without the same group within current understanding of mechanics other than requesting your group to escort you out.
And, yes, agree early to tell
Especially for those of us who are ESAKs or SEKAs on the Bartle Scale.
Means we can quickly travel to parties and other social events even when we are on exploring other sides of the world.
But, no fast travel is not necessarily a dealbreaker.
Been around 15 years since played L2, so a bit rusty on what the details were.
Agreed, the scrolls were great to;
There were sufficient town to town portals to not need to use to port between towns.
Can see if scrolls were available that they could be used to fast travel between towns by only running short distances before becoming in range.. but then again, back with L2, after owning a clan hall.. we rarely ported anywhere else.
Workaround I would have would be;
In L2 the scrolls were used to
Workaround I could see for teleport scroll or equivalent is
But again, it is about the adressing the objective not specifically the solution proposed.
Well, there's also the chance that mob leashes are somewhat short and you can simply outrun majority of them on a mount, so getting out of a dungeon won't be a problem at all.
Hell, have a few animals that are small enough to run in dungeons, which would then provide an additional revenue stream for animal husbanders.
In other words no, no TP scrolls.
Nobody wants to be stuck out in the woods without TP.
That’s the fun of it
No need to make this a lazy style game
Welplaid.
Normally the like would have sufficed, I know. Forgive me, y'all know why I do, heh.