Volgaris wrote: » @Orrion Travel info can be found here. You should check out the wiki a bit for anything else that concerns you.https://ashesofcreation.wiki/Fast_travel Anyway you slice it easy, fast, teleport like travel shrinks the world. I think Airships, flight paths, ect will be enough to appease you (maybe?). It's hard to judge the when 90% isn't in and the 10% we're "testing" is just a placeholder. How fast should you be able to travel from edge to edge? I don't care if it's 8 hours or more. It might be if you're running a basic caravan from corner to corner lol. You'll just never make it there lol. That'd be a hell of a guild event though.
Ludullu wrote: » Orrion wrote: » Exactly how does fast travel make features irrelevant? If anything, it makes players more willing and able to go exploring new areas and discovering new things - because it doesn’t take them forever to get over there and start doing it. You're thinking from the standpoint of only experiencing POIs, as if there's no content outside of that. This game is not built only around POIs, so travel lets you see all the other stuff in the game, instead of just TPing to your little cave and only farming it for a few hours.
Orrion wrote: » Exactly how does fast travel make features irrelevant? If anything, it makes players more willing and able to go exploring new areas and discovering new things - because it doesn’t take them forever to get over there and start doing it.
Orrion wrote: » I want to be doing things in the game. Not waiting to do things in the game. And when the world is fully built out and populated - that's exactly what you'd be doing. And the same will be true for the group that's waiting on someone. You use the argument of "well, irl shit happens, so people have limited gameplay time". But that irl shit could also mean that the person is late to the preestablished gathering time. Would your group immediately say "nah, fuck that guy, we ain't waiting for him"? Or would you immediately quit the game if you have to wait for someone to join you?
Orrion wrote: » I want to be doing things in the game. Not waiting to do things in the game.
Travel times is not the issue here. Variable content availability is. And the wow-like "only dungeons matter" type of design is exactly what leads to the thoughtprocess of "oh damn, I gotta go all the way to that spot?". When there's only one way to play the game and that way requires only a precise number of people (let alone composition of classes) and THEN they also have to travel - yes, that's a design issue that should be resolved with faster travel. But when the game is built around open world locations, big living world and pvp interactions - travel is one of the most meaningful parts of the game, because that IS the game.
Correct me if I'm wrong, but I think EQ also revolved around dungeons as main POIs of the game where everything else didn't matter as much. Was there no difficulty variance in mob/boss composition at/around those POIs? What would a party occupy themselves with if one of their members were late to the gathering?
Tjaeden wrote: » How do we explain why Fast Travel does not belong in this game? If you live in Joeva - all your crafting and gathering is there. You like the weather. You know what spots to grind for glint. WHY would you want to go to Sunhaven? It's like driving to Florida to visit grandparents, you do it rarely, once a year. If you live in New Aela, but want to grind in Carph, guess what? You are visiting/staying in Mireleth for a week. The TRAVEL is part of the game. When the Riverlands Oak becomes the biggest export to the Tropics, or Sandstone comes out of the Desert, the gathering and trading of materials - the MOVEMENT of goods, IS a core loop of the game.
Urlic wrote: » I don't know. "Fast Travel" always seems like it guts the tone of the story for me. People popping in and out of areas and crowding around the NPCs needed for questing, having 50 people pop in and kill a mob for a guildmate that you also need or just to strip the crafting resources is really more than a tiny bit annoying. I feel like it's one of those 1,000 tiny cuts that games die by.
Noaani wrote: » No, you won't. You'll see more copper, more oak. Even if Intrepid do somehow manage to make it so that there really are region specific raw materials like you are thinking, unless that is what you came for, you won't bother getting them. Why would you - you're about to get involved in some form of content that is likely to see you killed at least a few times. You'll see more quests that are as mundane as the ones where you came from. The game worlds design limits the kinds of quests the game can have - you won't find some amazing new thing, you'll find more "kill 10 rats" quests - that you won't bother taking because you are heading towards a specific piece of content. Why would you stop for this kind of thing? You may see mobs with a different skin, but they will still drop glint. It may be a different glint, but it still functions the same. Since you are again heading somewhere you are expecting to die at least a few times, there is no point holding things up to get any of this glint from these mobs in skins that are new to you.
Orrion wrote: » However, currently we have very little means to do more than 1 thing at a time. What I’m saying here is the game design seems to have big things planned for organized events and open world, but it hasn’t yet given us the tools I think are needed for it. I’m already worried about that, to be honest. Ashes seems very much like a group-leveling experience to me. Solo play is quite difficult for certain classes. And I love open world group leveling - but at the same time you have to facilitate it, and I don’t feel they’ve done that yet.
Orrion wrote: » There was very little to occupy yourselves with if you didn’t have a full party. You could solo, but something at your level would beat most classes’ faces in unless you were a class that could kite.
Ludullu wrote: » Noaani wrote: » No, you won't. You'll see more copper, more oak. Even if Intrepid do somehow manage to make it so that there really are region specific raw materials like you are thinking, unless that is what you came for, you won't bother getting them. Why would you - you're about to get involved in some form of content that is likely to see you killed at least a few times. You'll see more quests that are as mundane as the ones where you came from. The game worlds design limits the kinds of quests the game can have - you won't find some amazing new thing, you'll find more "kill 10 rats" quests - that you won't bother taking because you are heading towards a specific piece of content. Why would you stop for this kind of thing? You may see mobs with a different skin, but they will still drop glint. It may be a different glint, but it still functions the same. Since you are again heading somewhere you are expecting to die at least a few times, there is no point holding things up to get any of this glint from these mobs in skins that are new to you. Obviously you don't believe that Intrepid will do what they've promised to do. And that's fine. I doubt that myself as well, but until we actually see that they've failed, I choose to simply discuss the game from the standpoint of what it's meant to be, rather than what I think it might be.
RonDog98 wrote: » Just had a crazy idea. Limited fast travel for players that aren’t in guilds. That would give casual players everything they need to be happy.
Arya_Yeshe wrote: » RonDog98 wrote: » Just had a crazy idea. Limited fast travel for players that aren’t in guilds. That would give casual players everything they need to be happy. I think this is the worst idea i have ever seen in a long time, then guilds will just have a neutral mailman to haul stuff for the guild and deliver stuff in the other node and circumvent any possibility of danger
Orrion wrote: » Many of your players are going to be people with limited time. We're going to want to spend the time we have doing what we want to do, not auto running and staring at your mount's backside.
Kallysha wrote: » .....
Orrion wrote: » There's simply no point in making us take 20 minutes or more just to cross the map. This is further exacerbated by all the different leveling areas being very spread out and not having any kind of combined storage. If you add in the fact that the map is nowhere near completed, and you'll have players spending the bulk of their time just to get from point A to point B. Case in point was making a group for Oakenhold tonight. We invited a cleric who was in the upper left of the map - it literally took him 25 minutes just to get over to us. That's a lot of wasting 7 other peoples' time.
Evilryce wrote: » Orrion wrote: » There's simply no point in making us take 20 minutes or more just to cross the map. This is further exacerbated by all the different leveling areas being very spread out and not having any kind of combined storage. If you add in the fact that the map is nowhere near completed, and you'll have players spending the bulk of their time just to get from point A to point B. Case in point was making a group for Oakenhold tonight. We invited a cleric who was in the upper left of the map - it literally took him 25 minutes just to get over to us. That's a lot of wasting 7 other peoples' time. Just because that cleric took 25 minutes going from point A to point B doesn't mean it actually takes that long to cross the map, he could've went afk to take a 10 minute and you wouldn't even know it. If you haven't personally traveled from one end of the map to the other, don't be so sure it takes that long without testing it yourself. It literally takes like barely 10 minutes.