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Travel

volatinvolatin Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
I’ve been thoroughly enjoying Ashes of Creation so far, and I love the vast and immersive world of Verra. However, one aspect that I wanted to bring up is the travel system. While I completely understand the intentional design choice to make travel feel meaningful and purposeful, it can feel a bit tedious at times, especially when you need to travel across large distances just to complete a task or objective that, while important, becomes more of a time sink than an engaging experience.

Suggestion: Teleportation Mechanic (Inspired by Everquest)

I’d like to suggest the idea of implementing a system similar to what was seen in Everquest, where certain classes—such as Mages—can have a limited capacity to teleport themselves and others to specific locations. Here’s the basic idea:

Mage Teleportation: In Everquest, Mages could attune their teleportation abilities to a single location, allowing them to create a portal to that place and teleport themselves or others there. This helped ease the burden of long-distance travel.

Benefits for Players: This system would not only help players reach their destination faster. Mages could offer teleportation services to others, potentially charging a fee for their service. This would give a valuable role to certain classes while also adding another layer of player-driven content and opportunities to engage with the economy.

Balance Considerations: I fully understand the importance of balance and would suggest that teleportation could be limited in some way. For example, mages might only be able to attune to a single location at a time, and the use of teleportation could be limited by a cooldown or some form of resource cost or limited by the distance of just one node.

I think this could add a lot of value for players who don’t mind the journey but would appreciate a little more variety in their travel options when they need to get to far-off places for tasks that aren’t part of the core gameplay experience.

Comments

  • kerraikerrai Member, Alpha Two
    There is a planned teleportation system between certain kinds of nodes. The world just isn’t big enough to need it yet.
  • AirborneBerserkerAirborneBerserker Member, Alpha Two
    kerrai wrote: »
    There is a planned teleportation system between certain kinds of nodes. The world just isn’t big enough to need it yet.

    That's not what's being suggested. EQ Wizards (not mages) Could teleport any one to any major city. Which @volatin this will never happen, it would completely destroy reagonilized auction houses.
  • Zapatos80Zapatos80 Member, Alpha Two
    You can already attune and teleport to one location at any time, at the cost of a small XP debt.
  • blktaunablktauna Member, Alpha Two
    Time sink is an accurate description of travel in here. Everything takes an eternity. If I wanted a walking sim, I'd get one.
  • Its_MeIts_Me Member, Alpha Two
    edited January 15
    volatin wrote: »
    I’ve been thoroughly enjoying Ashes of Creation so far, and I love the vast and immersive world of Verra. However, one aspect that I wanted to bring up is the travel system. While I completely understand the intentional design choice to make travel feel meaningful and purposeful, it can feel a bit tedious at times, especially when you need to travel across large distances just to complete a task or objective that, while important, becomes more of a time sink than an engaging experience.

    Suggestion: Teleportation Mechanic (Inspired by Everquest)

    I’d like to suggest the idea of implementing a system similar to what was seen in Everquest, where certain classes—such as Mages—can have a limited capacity to teleport themselves and others to specific locations. Here’s the basic idea:

    Mage Teleportation: In Everquest, Mages could attune their teleportation abilities to a single location, allowing them to create a portal to that place and teleport themselves or others there. This helped ease the burden of long-distance travel.

    Benefits for Players: This system would not only help players reach their destination faster. Mages could offer teleportation services to others, potentially charging a fee for their service. This would give a valuable role to certain classes while also adding another layer of player-driven content and opportunities to engage with the economy.

    Balance Considerations: I fully understand the importance of balance and would suggest that teleportation could be limited in some way. For example, mages might only be able to attune to a single location at a time, and the use of teleportation could be limited by a cooldown or some form of resource cost or limited by the distance of just one node.

    I think this could add a lot of value for players who don’t mind the journey but would appreciate a little more variety in their travel options when they need to get to far-off places for tasks that aren’t part of the core gameplay experience.

    The travel system is not set up just to make travel meaningful and purposeful, one of the primary reason for not having fast travel (family travel will come later) is to limit the ability of zergs to zerg. Your mage portal would directly conflict with the purpose of not having fast travel in the game.
  • SylverwolfSylverwolf Member, Alpha Two
    edited January 15
    volatin wrote: »
    I’ve been thoroughly enjoying Ashes of Creation so far, and I love the vast and immersive world of Verra. However, one aspect that I wanted to bring up is the travel system. While I completely understand the intentional design choice to make travel feel meaningful and purposeful, it can feel a bit tedious at times, especially when you need to travel across large distances just to complete a task or objective that, while important, becomes more of a time sink than an engaging experience.

    Suggestion: Teleportation Mechanic (Inspired by Everquest)

    I’d like to suggest the idea of implementing a system similar to what was seen in Everquest, where certain classes—such as Mages—can have a limited capacity to teleport themselves and others to specific locations. Here’s the basic idea:

    Mage Teleportation: In Everquest, Mages could attune their teleportation abilities to a single location, allowing them to create a portal to that place and teleport themselves or others there. This helped ease the burden of long-distance travel.

    Benefits for Players: This system would not only help players reach their destination faster. Mages could offer teleportation services to others, potentially charging a fee for their service. This would give a valuable role to certain classes while also adding another layer of player-driven content and opportunities to engage with the economy.

    Balance Considerations: I fully understand the importance of balance and would suggest that teleportation could be limited in some way. For example, mages might only be able to attune to a single location at a time, and the use of teleportation could be limited by a cooldown or some form of resource cost or limited by the distance of just one node.

    I think this could add a lot of value for players who don’t mind the journey but would appreciate a little more variety in their travel options when they need to get to far-off places for tasks that aren’t part of the core gameplay experience.

    I understand where you're coming from, however, having it in the hands of mages isn't balanced in my opinion, and fast travel would unbalance other things as well. I believe the vision is to make it feel like a D&D adventure to travel to the place you want to go, and to help prevent zergs.

    A potential compromise that could limit zergs using it, could be something like:

    1) A structure needs to be built in the town (teleporter / gate), and commissioned by the mayor, which would be expensive to maintain. You could only teleport to another town with a teleporter.

    2) Anyone could use it, but it would require quite a bit of glint based on the character's level.

    3) Any character could only use it once every so often (let's say 48 hours game time or more), so a very large cooldown.

    You could justify it by saying there is magic in the world, but teleportation is expensive and has its limitations.

    In my opinion, the Riverlands isn't large enough as it only takes 20 minutes or less to travel from one side to another, but something like this would be beneficial when the game world gets larger, and you need to traverse large distances / continents.
  • super_serioussuper_serious Member, Alpha Two
    Also, isn't the purpose of NOT having fast travels in a large world, to force ppl to pick a homebase and most of the time choose activities that are reachable, like they do irl?

    If you want to be in the import/export business, yes you will travel great distances quite often (and that SHOULD be a thing in AoC), but most ppl don't go to another country to get milk (except my dad, ba dum tsst, etc), they only go occasionally either on vacation or on a specific business trip with an important purpose.

    What OP is presenting as the problem is equivalent to the hurdles of taking a plane from washington to florida to fix a printer... the solution is that you stay in your state and fix THEIR printers instead. :P
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