Xeeg wrote: » I know that large map size is a defining feature of Ashes of Creation and serves multiple functions which are important to many of the interconnected systems. Travel time, and lack of fast travel, are also major core features since the beginning of the game concept. Part of the reason is due to the time sink and inconvenience of travelling across the map. Maybe you only have an hour to play so you don't want to spend 30m of that travelling. Maybe you think 30m of holding W and steering a char is boring AF. It's not something most people like doing. Just think about what often constitutes as "punishment" in these types of games, typically at least running back to your body after death. And it is considered "punishment" because running across a map feels tedious and boring. Now doesn't this pose a bit of a problem? How much time are we really spending travelling as opposed to combat or town stuff? Does Intrepid have a good sense of what a typical player time % will be spent travelling or straight W running from A to B? Maybe the first time it is a fun adventure through an area but the 5th time you do it and you are running for 5-10 mins straight it starts to lose its appeal. If its something like more than 70% of time spent is travelling rather than combat, then travelling MUST be fun somehow. Otherwise most of the game time is spent doing something considered a punishment lol. Our whole progression paths and MMO efforts are spent on things we are only doing 30% of the time or whatever.
Nerror wrote: » So you can just hop on a mount and go pee and make coffee, and hope you won't get attacked.
Nerror wrote: » Ashes will have public transportation: There are multiple types of public transportation services where players can go AFK and be driven somewhere.Players can visit a node building and pay a fee to be driven via road to another node on their land mount of choice. The node building can be upgraded to become a flight path, which allows longer direct connections to other nodes within a specific region that also have a flight path. Airships between metropolises.[4] This was previously stated to be between scientific metropolises. It is possible that some public transportation services could be player-driven. So you can just hop on a mount and go pee and make coffee, and hope you won't get attacked.
There are multiple types of public transportation services where players can go AFK and be driven somewhere.Players can visit a node building and pay a fee to be driven via road to another node on their land mount of choice. The node building can be upgraded to become a flight path, which allows longer direct connections to other nodes within a specific region that also have a flight path. Airships between metropolises.[4] This was previously stated to be between scientific metropolises. It is possible that some public transportation services could be player-driven.
Nerror wrote: » Ashes will have public transportation: There are multiple types of public transportation services where players can go AFK and be driven somewhere.It is possible that some public transportation services could be player-driven. So you can just hop on a mount and go pee and make coffee, and hope you won't get attacked.
There are multiple types of public transportation services where players can go AFK and be driven somewhere.It is possible that some public transportation services could be player-driven.
Noaani wrote: » I mean, if you are still subject to PvP here (which I assume to be the case), I wouldn't be using this.
Arya_Yeshe wrote: » It will be pretty crazy when you decide to travel far and then you won't see for friends for maybe weeks or even months
Drezden wrote: » My God, how much of a gaming impotent do you have to be to ask to be entertained while you move?
CROW3 wrote: » Restricting fast travel has been an intended constraint since very early in Ashes ideation. You’re going to know every inch of your home node just by the volume of travel between adventures, gathering, and node events. This is a good thing in the long run as the node develops and other nodes start encroaching on your home.
Dygz wrote: » My main issue with restricted travel is not being able to impromptu social events - especially with devs. Obviously, socializing is more important to me than zergs.
akabear wrote: » Actually, I never expected to enjoy the casual journey from point a to point b until I played New World. As a casual MMORPG, when able to be side tracked multiple times and/or just pickup unplanned things on the way made the journey all the more enjoyable.
Tahiti02 wrote: » I totally disagree and don't see any issue with the current design. You're not really supposed to travel from one corner of the map to the other all the time. Each node and the surrounding area will be its own little region where you will spend most of your time. Yes, you will have caravans that travel across the map, but big risk = big reward, and obviously a bigger time commitment. We don't need fast travel or reduced traveling time, we have that in WoW and most modern MMORPGs where you just teleport where you need to go and do the stuff and that's it. What's the point of the world in that case? In Ashes traveling will be a journey, it will allow players to feel like going from one corner to another has a purpose and is an accomplishment on its own. Fast travel would also kill pvp since big guilds would be allowed to instantly get to any conflict within a short time, thus giving them even more power. NO FAST TRAVEL AND NO REDUCTION OF TRAVEL TIMES.
SirChancelot wrote: » I've wondered how many people will want to push scientific nodes to max for the better fast travel options.