Siendel wrote: » I loved the approach in UO (launch version) where it took forever to travel, but you could mark runes (if you had that skill) with your current location. So you at least had to go to that place on foot/mount/boat first or pay someone to open a gate for you. That said, I don't see how that would work for AoC without imposing serious travel restrictions on what you could carry through so the world economy design and risk/reward intent isn't destroyed. And you'd have to consider the impact on PVP. I'm sure there are ways they could handle this, but every MMO I've played that had fast-travel also had some sort of exploit tied to it (at least at launch). For a game this early in development I'm fine with them leaving it out for now. Plus there will be a quicker type of travel system once nodes get advanced enough. And there is supposed to be node upgrade choices that speed up travel within their jurisdiction.
Kusaijshi wrote: » i think that is something not everyone things about right now. When the game is released and 10000 aktiv players are on the map they will spread out and search there home. After finding your home you will Mostly stay in this area. I think it is not realy wanted that you are running to 10 different grinding spots at the same day just because you changed 1 group member . You and your guild will mostly stay near 1 metropolis and play around the nodes there. You will be grinding and gathering in this area and it will feel like YOUR home. Only for some big expeditions at the weekends or so you are your group/guild will trael around the world to other metropolises or areas to fight for worldbosses or caravans . AoC is not a game like new world where you casually teleport around the world without thinking why you een did that. if you travel somewhere it shuld have a meaning and not just to bring 5 ores from node 1 to node 2 because it feels better to have them all there .
Chicago wrote: » can't say i don't agree, i don't want to see things like portals or hearthstones, but i would like to see travel options between nodes, could be in the form of blimps, cart systems, or an underground tunnel through the underworld, i do like the fact that there is no flying mounts and teleports, but we do need some other options of travel
Dezmerizing wrote: » Chicago wrote: » can't say i don't agree, i don't want to see things like portals or hearthstones, but i would like to see travel options between nodes, could be in the form of blimps, cart systems, or an underground tunnel through the underworld, i do like the fact that there is no flying mounts and teleports, but we do need some other options of travel Could a potential solution perhaps not be quicker travel, but travel not needing player monitoring? Perhaps mayors could agree on routes with guarded escort caravans that the players can utilize for a cheap cost? Public transportation if you will. One that can still be attacked by enemy players, but the guards make that much less likely (and probably often safer than travelling alone). Otherwise, I suppose BDOs solution of "auto walking" (on roads) would be a viable option?
Kusaijshi wrote: » i think its wanted that you dont have a recall (without a cost). You can fast "recall" by dieng but that costs some of your materials so yea this one hurts . But i think its wanted in the form of worldbosses or stealen goods in your inventory. If you steal dropped cargo from caravans or get a super rare material from a worldboss fight you would just press Return and your loot would be saved. If you need to run home the "loosers" from the last fight get a chance to take the item back before you reach your home. i think that is the reason why there is no return teleport. And with dieng you get a respawn. i for myself was farming mobs on the east of the map and then found a group near my home. i sold my glint and just died. i lost some exp but thats it. i was instant home . i dont want fast travels in this game and i dont want AUTO travel. thats just shit seeing everyone riding afk the same way. and this would only end with PKler camping the afk routes killing the afks who are traveling to other nodes by system
Azherae wrote: » Dezmerizing wrote: » Chicago wrote: » can't say i don't agree, i don't want to see things like portals or hearthstones, but i would like to see travel options between nodes, could be in the form of blimps, cart systems, or an underground tunnel through the underworld, i do like the fact that there is no flying mounts and teleports, but we do need some other options of travel Could a potential solution perhaps not be quicker travel, but travel not needing player monitoring? Perhaps mayors could agree on routes with guarded escort caravans that the players can utilize for a cheap cost? Public transportation if you will. One that can still be attacked by enemy players, but the guards make that much less likely (and probably often safer than travelling alone). Otherwise, I suppose BDOs solution of "auto walking" (on roads) would be a viable option? Just a reminder to all that even though this page starts by saying there will be no 'Go to Waypoint' mechanics, that has been mentioned as an option.https://ashesofcreation.wiki/Player_movement#Public_transportation
Dreoh wrote: » nanfoodle wrote: » I get mounts will get faster and add new skills to help like gliding. Spending 30-45 min to travel across a map, does not feel great. We did this a few times now and once the team broke up just as we got there and had to travel another 30 min to another team that was so badly run, I was earning EXP debt faster then anything. We need faster travel systems, even buying fast horses that are one time rides to different hubs, like DAoC that you could jump off anywhere on the path. Cart systems, or just make the low level mount go faster. No you dont. I'll copy paste the comment I made in a similar thread. Players will ALWAYS be unhappy with the speed of travel and ENDLESSLY clamour for faster transportation. It's ridiculous, short-sighted, selfish behavior. Don't fight to eliminate content, fight to make that content more fun. Don't enjoy travel? Well come up with ideas on how to make travel more fun. Don't argue that travel should be removed. The people who argue for mounts, for faster mounts, for flying mounts.. these people are the same people who eventually become the people who shout that, "there's no content in this game" They are the reason we ended up with Dalaran in WoW, with it's portals to every region in the game. Everyone just hearthing to Dalaran and portaling wherever they want to go, then flying straight to the destination. Retail WoW is a hub-game, like Monster Hunter or Destiny. You hang out in the hub, get teleported or teleport to your destination, do the content, then teleport back. That's not an open world social sandbox mmo. They are the reason we ended up with the LFG auto-dungeon-party system that teleports you to the dungeon instead of having to interact with the community and journey to the dungeon to do it. These people are the reason why classic WoW was so very much requested. These are the people who endlessly tormented the New World devs and community complaining about having to travel everywhere and "needing" mounts. When the world is made based on a speed of travel, and then you increase that speed, the world and content becomes smaller and more trivial. These people are the reason why Ashes is a breath of fresh air, with it avoiding these anti-social, anti-immersion systems. Inconvenience is gameplay.
nanfoodle wrote: » I get mounts will get faster and add new skills to help like gliding. Spending 30-45 min to travel across a map, does not feel great. We did this a few times now and once the team broke up just as we got there and had to travel another 30 min to another team that was so badly run, I was earning EXP debt faster then anything. We need faster travel systems, even buying fast horses that are one time rides to different hubs, like DAoC that you could jump off anywhere on the path. Cart systems, or just make the low level mount go faster.