blat wrote: » Although in this example the scale can be appreciated visually in the moment, unlike the sense of scale that you have after traveling for a period of time across the globe. In that latter case, there's no real frame of reference so the experience feels diminished. Whereas travelling over time builds that sense cumulatively.
blat wrote: » It's not just time though. Slight deviation here but; there is nothing like travelling broad distances over land. Eg W Europe to Asia, feeling the geography & climate change gradually, watching as architectural styles slowly blend into one another. It is a real experience.
blat wrote: » Teleportation (which going to an airport near home then emerging from an airport on the other side may as well be) is incredibly bland and forgettable by comparison.
CROW3 wrote: » Yep. Flying and portals destroyed the 'wow' of WoW for me. Even in DF I tend to use my horse than my dragon. This is one of those design principles where I am damn near 100% on w/Intrepid: the world needs to feel big - in every sense - and wonderous and dangerous like Bilbo stepping out of the Shire.
CROW3 wrote: » Huh - interesting. I feel the opposite, but for kind of the same reasons. Being on top of Mt. Whitney is breathtaking and awesome, but part of the reason is that I spent 8 days walking a hundred miles to enjoy the view. My gut tells me I'd appreciate it less and feel like it's much closer to me if I could just teleport there, chill for 10 min, then teleport to Costco to run errands.
Dygz wrote: » Walking a hundred miles would add nothing to the beauty of any mountain - for me. I would just be highly annoyed by the discomfort every second. And I never have the feeling that discomfort or effort makes the goal a better experience.
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
Dygz wrote: » My main in WoW, Catya, is a Druid cat who typically Stealths or races across terrain in her natural form and then shapeshifts to Tauren -form when she needs to speak to Humanoids.
Xeeg wrote: » Dygz wrote: » My main in WoW, Catya, is a Druid cat who typically Stealths or races across terrain in her natural form and then shapeshifts to Tauren -form when she needs to speak to Humanoids. I do this with my kid in dragonflight. We have a couple dracthyrs who aren't ready to reveal our true forms to humanoids so we always change back to human form before entering towns or interacting with NPCS. At least until we trust them. Our current story arc is trying to find our lost parents/family. Made our characters when dragonflight came out and we have only gained 5 levels lol. We have fun just role playing and picking random side quests we find interesting, like helping the dragon whelp daycare in Valdrakken. =D
Depraved wrote: » but you are an explorer plus you arent walking in a barren land. you have gatherables and other things that make the travel fun, as you mentioned before. walking a long distance shouldn't be a problem for someone who is an explorer first.
CROW3 wrote: » Xeeg wrote: » Dygz wrote: » My main in WoW, Catya, is a Druid cat who typically Stealths or races across terrain in her natural form and then shapeshifts to Tauren -form when she needs to speak to Humanoids. I do this with my kid in dragonflight. We have a couple dracthyrs who aren't ready to reveal our true forms to humanoids so we always change back to human form before entering towns or interacting with NPCS. At least until we trust them. Our current story arc is trying to find our lost parents/family. Made our characters when dragonflight came out and we have only gained 5 levels lol. We have fun just role playing and picking random side quests we find interesting, like helping the dragon whelp daycare in Valdrakken. =D That’s cute. I did something similar with my daughters when they were young. We pretended that a spell had been cast over Azeroth that prevented a number of beasts from getting any sleep. So in all of our adventures we helped put the monsters back to “sleep.” 🤗
blat wrote: » Apok wrote: » I like there to be decent travel times, makes for a decent economy. If things are to easy to obtain then prices will crash on alot of items then you'll be left with one of those market places where half the items are dirt cheap and the other half are overly expensive Same. Tbh also just to keep the world big. It's an obvious point but also amazes me how often it's overlooked; "let's build a huge world.. and then zip around it at 100mph making it small again". Pointless.
Apok wrote: » I like there to be decent travel times, makes for a decent economy. If things are to easy to obtain then prices will crash on alot of items then you'll be left with one of those market places where half the items are dirt cheap and the other half are overly expensive
Noaani wrote: » The only way to have a lot of content in a small world is to instance it.
akabear wrote: » Noaani wrote: » The only way to have a lot of content in a small world is to instance it. Or to move away from mostly 2 dimensional worlds to 3 dimensional. (up or down)
Noaani wrote: » akabear wrote: » Noaani wrote: » The only way to have a lot of content in a small world is to instance it. Or to move away from mostly 2 dimensional worlds to 3 dimensional. (up or down) From a theoretical perspective, this is true. From a practical perspective, I don't see this working for a game like Ashes.
Depraved wrote: » Noaani wrote: » akabear wrote: » Noaani wrote: » The only way to have a lot of content in a small world is to instance it. Or to move away from mostly 2 dimensional worlds to 3 dimensional. (up or down) From a theoretical perspective, this is true. From a practical perspective, I don't see this working for a game like Ashes. we not? we already have the tower of carphin, for example. we have open world dungeons (which are literally vertical/3d). we have the underrealm too .-.
Noaani wrote: » It seems like you are arguing me saying something along the lines of "Ashes won't have vertical content" - but as that is not something that has been said, I really have no idea what your actual argument here is.
NiKr wrote: » Noaani wrote: » It seems like you are arguing me saying something along the lines of "Ashes won't have vertical content" - but as that is not something that has been said, I really have no idea what your actual argument here is. What did you mean by "not working out in practice" then?
Noaani wrote: » In practice, if you are going to use the Y-axis as a means of adding content in a way where it lowers traveling time, you are talking about adding in content for flying player characters, not occasional towers.
NiKr wrote: » Noaani wrote: » In practice, if you are going to use the Y-axis as a means of adding content in a way where it lowers traveling time, you are talking about adding in content for flying player characters, not occasional towers. Depraved was simply talking about dungeons that go down and up. That's the "verticality". If you have a single dungeon that's both above and below ground - you've multiplied the amount of content that the piece of land could contain by how many layers/floors you add to the dungeon. No need for flying or whatever. We already have this in Ashes, because it's using dungeons as the main means of content presentation. And if we get more tower-like structures - we'll have even more verticality in the world.
Noaani wrote: » It's almost as if you are missing the point on purpose. Having a tower or dungeon that goes up or down is not using the Y-axis in a way that reduces travel - which is what we are talking about. We are not talking about whether Ashes has vertical content or not, we are talking about travel times.
NiKr wrote: » And they gave ways to travel vertically as well. I'd definitely expect similar ways in Ashes too. We could have air currents that we can ride on gliders,