Apok wrote: » umm I would argue the complete opposite is true, this is why something like ESO forces you to travel the zones by collecting those POIs is part of leveling your character. Not to mention the easier you make it to move around the map the worse off your economy is, games like NW and FFXIV have this problem where all your mats are either dirt cheap or super expensive cause everyone's just able to jump on the ones everyone wants or farm the hell out of basic stuff.
Talents wrote: » Fast travel is shit in an MMO like Ashes for more reasons than just not allowing you to explore the world. One such reason is Ashes has a heavy emphasis on open-world PvP, which naturally means there will be "zerg" guilds. However, no fast travel fucks over zerg guilds. Lets say your guild plans a caravan run or an attack in a certain part of the map, and the zerg guild is spread around the map doing their own thing. With fast travel, they just fast travel to the nearest point to you in 2 minutes and fuck you over with no counterplay. Without fast travel, now they have to travel literal hours to all converge from around the map, by which point you've likely done whatever it is you planned to do. Ashes map is currently around 8% of the intended final size, and it already takes a fair few minutes to travel across the singular biome. Add in the Ocean and the other dozen+ zones, and you have huge map with no fast travel that fucks over those zergs.
Noaani wrote: » Ashes design in regards to PvP and the economy does mean that fast travel will screw other those aspects. However, Ashes large world size means that no fast travel will screw over players wanting to run content. Its almost as if major decisions about this game are being made by someone that has never created a game before or something. Ashes needs fast travel of some form to be playable as an MMORPG, as opposed to a PvP murderbox or economy simulator. Not the family summons - but something.
Volgaris wrote: » Fast travel shrinks the world and is a tool for attacking other players with zergs. Zergs don't need any more help... There will be "science node teleports", "flight paths", "airships", and "fam summoning". I think this will be enough. It's a 15/20 minute to travel from west to east on the current map. Once the map is complete it could be a hour or more if done on a basic mount only. But with all the options it will probably be more than enough, too much I think. Traveling across the world should be something that can be done on a whim. It should be something you plan and logistically think about. Once travel becomes trivialized the world shrinks to loading screens and POIs. The game isn't met to be solo'd, it's met for guilds, guilds should be planning events and organizing people to meet their goals. Probably the biggest reason you won't see any type of teleport fast travel outside the family summoning and science nodes is Intrepid put a lot of work into mounts. Teleport fast travel will devalue these mounts more than deepseek tanked nvidea stock.
Volgaris wrote: » @Orrion Getting an ember spring also allows you to set it as home. A POI like HH isn't going to give you anything. Either way I don't see how POI collecting gives any value to either side of the argument. The only thing you "collect" are ember springs for respawning. As far as zergs go there isn't much controlled pvp content. Caravans or node wars... larger numbers will normally win. Anything that helps large groups of players quickly move from point A to B will be a massive advantage to those large groups. I'd argue more like 15 to 20% of the map is complete at least size wise, filler content is lower. I do agree they need to innovate or "modernize" but I don't see fast travel as something innovative, that's just the copy/paste from past mmos after they were over the hill. People will scream for QoL systems until the QoL systems are basically playing the game for them. dungeon finders, teleporting to dungeons and back to where you were when done. ect ect. Too much still isn't in the game to really say it needs some travel QoL. Travel is part of the game and too much is built off of it, if you remove travel with teleports then everything will need to be worked. What everything is, well is still incomplete, a placeholder, or just not in yet.
Imanek wrote: » The game absolutely does not need fast travel. This is precisely what makes Ashes of Creation so strong: its deliberately slower pace and structured approach, which add to its charm. Imagine how easy it would be to call a guild when spotting a passing caravan – within just two minutes, 40 hungry players would show up for a raid. No place in Verra would ever feel like a pseudo-safe zone anymore; a single call could instantly mobilize a massive group of players. In the end, the map will feel larger, allowing some players to distance themselves from toxic guilds or zergs that dominate many other games. Some regions will be calmer, while others will be more intense, reinforcing the essence of a true RPG world. Take the time to enjoy the scenery and immerse yourself in the game. We are still in the early testing phases, and a mail system will soon be implemented to address some of the current minor inconveniences. But as it stands, the movement system is already well-designed.
Orrion wrote: » So.. you’re telling me it’s better for people to be unable to participate in content? That’s not a winning formula for any game I’ve ever heard of.
Orrion wrote: » I’m all for enjoying the scenery, but remember - some people don’t have all day to play Ashes. Players are not going to happy when they have maybe 2-3 hours a night to play a subscription based game and the majority of their time is spent traveling across the overworld to their destination for the evening. They’re going to go play something else.
Orrion wrote: » It is far more difficult to plan events and organize people if you can’t count on being able to get everyone to the same locale in a timely manner. People have work, lives, families, emergencies, events, etc. If I have to log out at a certain time at night and we have something scheduled the next day a half hour from where I was, and I can’t log in a half hour beforehand, what are they supposed to do? Wait on me? Do they then wait on the next guy who is 10 minutes out after me? And the guy 5 minutes after that? What about everyone else who is already there because they had more freedom of time that day?
Orrion wrote: » Imanek wrote: » ..... Let’s take the case of New World, if you will. They already had a fast travel system that was expensive. Then, they launched Fresh Start servers with free fast travel. Yet, they still lost even more players. Clearly, fast travel wasn’t the main concern of New World players, since they abandoned the game even faster. In Ashes of Creation, the game is designed around a settler-like experience. You settle in a region, develop it, explore its dungeons and points of interest. The game isn’t about zipping across the entire map effortlessly. Plus, we already know there will be fast mounts at the Master and Grand Master levels. We’re talking about a mega-server with a large population—so it’s actually a good thing if players are spread out. If you want to teleport instantly from one place to another with no effort, that’s simply not the vision of the game. That’s not what has been promised, and I sincerely hope it won’t change. The entire design revolves around long-distance travel. If you remove that, you might as well throw half the game’s features in the trash. I could instantly gather resources from every region. I could attack caravans in any region with no effort. I could jump into every dungeon and farm whatever I want. I could complete treasure maps all over the world with no challenge. At that point, the game loses its depth, just to cater to players who want everything instantly. Ashes of Creation is built around meaningful choices—and that’s exactly how it should be.
Imanek wrote: » .....
Ludullu wrote: » Orrion wrote: » So.. you’re telling me it’s better for people to be unable to participate in content? That’s not a winning formula for any game I’ve ever heard of. Orrion wrote: » I’m all for enjoying the scenery, but remember - some people don’t have all day to play Ashes. Players are not going to happy when they have maybe 2-3 hours a night to play a subscription based game and the majority of their time is spent traveling across the overworld to their destination for the evening. They’re going to go play something else. Ashes is not a game where you're meant to experience literally all of the content in the game.
Noaani wrote: » There is a very large amount of space between what Ashes is now, and a game where players would feel they can see all content.