MDS wrote: » Is it a bummer I cant TP home before I log off at the end of the night? yes is it a bummer it takes a while to run to a dungeon? yes Are there more negatives of not having fast travel? yes Do I want fast travel? NO All modern MMOs have fast travel and it guts the whole experience of adventuring in a world. We all need to stop asking for instant gratification. Teleport me here so can do a thing so I can quickly get home to do another thing quickly..... Traveling is content and while not always exciting, has the potential to be so fun. Lets try something different. Keep fast travel to an extreme min in Ashes, please.
Tjaeden wrote: » Is this something you guys would like to see in AoC? A Hearthstone with a steep gold/glint cost based on Distance x Inventory?
Tjaeden wrote: » In Albion Online, they added a teleport-home spell. It cost Silver to cast, and was based on Distance to Home x Danger zone modifier x Inventory Items. If you had Gatherable items in Inventory, it would cost up to 100x as much. [Since Albion has real $ to Silver in game, these teleports could literally cost you $5] So this was for pvpers/scouts/explorers to go out and check the world out, and have an option to get home. It was NOT for moving goods - circumventing Albion's very pvp-focused trade networks. Is this something you guys would like to see in AoC? A Hearthstone with a steep gold/glint cost based on Distance x Inventory?
Kallysha wrote: » MDS wrote: » Is it a bummer I cant TP home before I log off at the end of the night? yes is it a bummer it takes a while to run to a dungeon? yes Are there more negatives of not having fast travel? yes Do I want fast travel? NO All modern MMOs have fast travel and it guts the whole experience of adventuring in a world. We all need to stop asking for instant gratification. Teleport me here so can do a thing so I can quickly get home to do another thing quickly..... Traveling is content and while not always exciting, has the potential to be so fun. Lets try something different. Keep fast travel to an extreme min in Ashes, please. So im going to put this scenario happens your node and guild are set on the riverlands right but you are on the other half of the map all the way up there in the north of it, suddenly you get a call that your node is getting attacked! When you finally manage to arrive there, war is over and the node its gone lost! « this will 100% happen btw
Imanek wrote: » Kallysha wrote: » MDS wrote: » Is it a bummer I cant TP home before I log off at the end of the night? yes is it a bummer it takes a while to run to a dungeon? yes Are there more negatives of not having fast travel? yes Do I want fast travel? NO All modern MMOs have fast travel and it guts the whole experience of adventuring in a world. We all need to stop asking for instant gratification. Teleport me here so can do a thing so I can quickly get home to do another thing quickly..... Traveling is content and while not always exciting, has the potential to be so fun. Lets try something different. Keep fast travel to an extreme min in Ashes, please. So im going to put this scenario happens your node and guild are set on the riverlands right but you are on the other half of the map all the way up there in the north of it, suddenly you get a call that your node is getting attacked! When you finally manage to arrive there, war is over and the node its gone lost! « this will 100% happen btw Above all, keep imagining and don’t stop now. Then, when you want to discuss concrete details, I encourage you to do some research on the game to distinguish between your imagination and the reality of the project. Sieges will be declared X days in advance to allow the defense to organize, switch the city into siege mode, and build fortifications. Currently, like many others, the existing feature is absolutely not representative of what awaits us at launch, nor of what is already present on the PTR. So rest assured: in practice, you will have plenty of time to reach your city, even on foot and without a mount.
rambox wrote: » Vote No for fast traveling! Vote yes Harder Exp grnd! If they make this game easy for Soloing its gonna be taken over by RMT
akabear wrote: » With no fast travel, should there be a destination, say a dungeon for discussion sake, that takes a good hour or so to get to the depths, and one party member disconnects and the remaining party no longer has the ability to fight their way out to safety again, what then for the party that remains and what then for that member that is able to re-connect later but finds they are alone in the dungeon and unable to leave solo?
Songcaller wrote: » akabear wrote: » With no fast travel, should there be a destination, say a dungeon for discussion sake, that takes a good hour or so to get to the depths, and one party member disconnects and the remaining party no longer has the ability to fight their way out to safety again, what then for the party that remains and what then for that member that is able to re-connect later but finds they are alone in the dungeon and unable to leave solo? It's called holes in the grand design. Unfortunately, disconnected millionnaires who run groups and are never alone, have little experience with the issues in the base design which has the opposite trigger than the one desired.
Songcaller wrote: » Steven used to say grinding would be doable but not efficient. TTK is a shambles. Enchanting is a shambles. Im not talking about fleshed out systems. Im taking about the foundation system design choices. Its not even about placeholders. 🤔