OnyStyle wrote: » TheWandered wrote: » To speculate as to what is too much time and what is too little time is also to assume that you know what the gameplay is going to be. For example, why would you think you'd ever need to run from one end of the continent to the other? How often would you ever expect this to occur? Also, there won't just be airships. Scientific metropolises offer teleportation within their vassal network, which can extend across seas, and also include islands.[3][9][8] Flight paths between coastal nodes or nodes within specific regions.[3][4][1][5] Airships between metropolises.[3] This was previously stated to be between scientific metropolises.[4][2][6] Family summoning.[10] I really think this is a non-issue and not even worth commenting on until people are actually in-game to test it. I've mentioned all these systems already and do not think it's enough. The reason I can assume the gameplay and travel frequency is simple. Content will be split between metropolises. With their own raiding dungeons (both instanced and non instanced), node events etc. These dungeons won't have the same drops which give players a reason to go explore other regions. Not to mention the times you may want to participate in war, do trade routes, and other such stuff.
TheWandered wrote: » To speculate as to what is too much time and what is too little time is also to assume that you know what the gameplay is going to be. For example, why would you think you'd ever need to run from one end of the continent to the other? How often would you ever expect this to occur? Also, there won't just be airships. Scientific metropolises offer teleportation within their vassal network, which can extend across seas, and also include islands.[3][9][8] Flight paths between coastal nodes or nodes within specific regions.[3][4][1][5] Airships between metropolises.[3] This was previously stated to be between scientific metropolises.[4][2][6] Family summoning.[10] I really think this is a non-issue and not even worth commenting on until people are actually in-game to test it.
Scientific metropolises offer teleportation within their vassal network, which can extend across seas, and also include islands.[3][9][8] Flight paths between coastal nodes or nodes within specific regions.[3][4][1][5] Airships between metropolises.[3] This was previously stated to be between scientific metropolises.[4][2][6] Family summoning.[10]
OnyStyle wrote: » @TheWandered Trading routes and such obviously should not be able to utilize this method of travel.
OnyStyle wrote: » I've mentioned all these systems already and do not think it's enough. The reason I can assume the gameplay and travel frequency is simple. Content will be split between metropolises. With their own raiding dungeons (both instanced and non instanced), node events etc. These dungeons won't have the same drops which give players a reason to go explore other regions. Not to mention the times you may want to participate in war, do trade routes, and other such stuff.
Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[11] – Jeffrey Bard We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[12] – Sarah Flanagan
TheWolfofGar wrote: » OnyStyle wrote: » @TheWandered Trading routes and such obviously should not be able to utilize this method of travel. How do you stop people selling crafted gear? are people going to have to travel naked? are you going to need an empty inventory? what about consumables can you travel with any food? the only way to stop trading using the system would be to make you unable to do content at your destination defeating the purpose of the method of travel, if you can take consumables, equip the gear you want to sell, or have any crafted item in your inventory or how do you propose that the loophole gets closed?
perryuppal wrote: » Games like ArcheAge have already solved this issue. Items for trading routes would be in special packs that need to be carried in a back slot, or on a caravan mount designed specifically for trade routes/caravans. If you have these items, you cannot use the "quick travel" methods such as airships and anything else that may be available.
TheWolfofGar wrote: » Any item can conceivably be sold or are consumables excluded, are you just going to travel across the map and leave all your potions/food at home? usually food and potions have a relatively large stack limit or are you suggesting a boe system where the gear wear on the ship is then unable to be sold cause you could fly out a full suit of crafted gear, and fly home naked otherwise
TheWolfofGar wrote: » OnyStyle wrote: » @TheWandered Trading routes and such obviously should not be able to utilize this method of travel. How do you stop people selling crafted gear? are people going to have to travel naked? are you going to need an empty inventory? what about consumables can you travel with any food? the only way to stop trading using the system would be to make you unable to do content at your destination defeating the purpose of the method of travel, if you can take consumables, equip the gear you want to sell, or have any crafted item in your inventory or how do you propose that the loophole gets closed? OnyStyle wrote: » I've mentioned all these systems already and do not think it's enough. The reason I can assume the gameplay and travel frequency is simple. Content will be split between metropolises. With their own raiding dungeons (both instanced and non instanced), node events etc. These dungeons won't have the same drops which give players a reason to go explore other regions. Not to mention the times you may want to participate in war, do trade routes, and other such stuff. Many of the things you are listing are time investment activities, and likely things preplanned in advance, if you know your guild is going to wage war on the other side of the map for some reason on Tuesday, why not travel there on Monday, then you are ready and waiting to go to war, Trade routes that is the activity, getting to the destination is the end goal it's the getting there that has the content with potential caravan raiders etc. you can also break this up into multiple days of gameplay today were going from node A-B-C tomorrow C-B-A. If your group wants to do the dungeon on the other side of the map or just explore you want the world to be big because travelling is part of the content. You mentioned Skyrim, as someone who has played Skyrim while ignoring fast travel I can tell you it's still engaging and fun, if all you do is "climb in back and well be off" you will miss over half of the content. I can understand only having 2 hours a day to play but that is something you need to work around not something the devs should design around. if you have a spare 30 travel to where you plan to game beforehand meet your friends there or join a family and they can summon you to link up when you log in.
OnyStyle wrote: » As for your second point, I disagree in that the designers shouldn't be designing around such things. Those are exactly the types of things they should be designing around.
Noaani wrote: » OnyStyle wrote: » As for your second point, I disagree in that the designers shouldn't be designing around such things. Those are exactly the types of things they should be designing around. @OnyStyle You are correct in that developers should design around travel times. The thing is, they have. In Ashes, we have the ability to re-base ourselves closer to the content we want to run. This isn't even all that painful to do. If you find yourself spending a lot of time in an area far away, move closer. If you want to go to another part of the world to explore, consider it a multi-day excursion. The problem is in thinking that you can just pick any content on the day and go off and run it.
OnyStyle wrote: » I do not think my thinking is wrong. Perhaps I could think of it as a multi-day excursion, but why would you ever want to lock yourself into that? Maybe I go to one area to do a dungeon/raid with friends. Next day I want to play and they aren't online but I still want to play the game.
I have a different question what demerit is there in adopting my system? Development time? Trivial because they already have an airship system in place between scientific metropolises. Trivialize ground content? Also false, because I do not suggest instantly teleporting to the destination. I still have to run to my destination after getting to the nearest metropolis, which can take another couple minutes of running. You want to make traveling to a destination feel like an actual decision? If you don't think a 10+ minutes via an airship doesn't feel like an actual decision, I would have to respectfully disagree. Do you want to ensure people are actually "exploring"? Fine, let it be unlocked as soon as they discover that node on their own for the first time.
OnyStyle wrote: » As for your second point, I disagree in that the designers shouldn't be designing around such things. Those are exactly the types of things they should be designing around. What if instead of the current travel time it was instead 24 hours to travel between nodes. You would be crazy to tell someone that travel time shouldn't be taken into consideration when designing the game.
TheWandered wrote: » Mate, they've had plans for airships to be in the game for a while now. You should really delve into the wiki before being concerned about problems they already have answers for. Here's some more info: From one end of a Metropolis (stage 6) node to the other 2.83 minutes 1.67 minutes From the center of a node to the center of its direct neighbor 5 minutes 3.5 minutes From the northernmost to southernmost points of a continent 75 minutes 50 minutes Also, you should keep in mind that they are hoping for Around 8-10k concurrent users per server. Making the map smaller would destroy the world and make many things impossible if not a huge inconvenience.
OnyStyle wrote: » The world size might be too big, let me explain. As I have grown older I have had less and less time to be able to dedicate to playing a game. And I am afraid the map size has become too large for people who can't dedicate a TON of time to play per session. For example, Steven has mentioned it taking about an hour to traverse from one end of a continent to another. So, if I am in the center of a continent it would probably take about 30 minutes to get to any of the edges. Unless there is teleporting (which I am not advocating for), I could potentially be spending 1/4 or 1/2 of my play session just traversing the world to get to the content I ACTUALLY want to do. If I want to hop in and go raiding with some of my buddies on another continent, I should be able to get there in a reasonable amount of time. What I'd like to see is a sort of shared airship system that goes from one metropolis to another where I could just hop on that ship to more easily go to another area. You could make this airship make a full cycle around every 10 minutes. This won't trivialize ground content because this ship only goes between metropolises. Trading routes and such obviously should not be able to utilize this method of travel.
OnyStyle wrote: » I really think this is a non-issue and not even worth commenting on until people are actually in-game to test it. I've mentioned all these systems already and do not think it's enough. The reason I can assume the gameplay and travel frequency is simple. Content will be split between metropolises. With their own raiding dungeons (both instanced and non instanced), node events etc. These dungeons won't have the same drops which give players a reason to go explore other regions. Not to mention the times you may want to participate in war, do trade routes, and other such stuff.
I really think this is a non-issue and not even worth commenting on until people are actually in-game to test it.