Glorious Alpha Two Testers!

Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here

If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.

Why The Game Needs Fast Travel

124

Comments

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited February 26
    Ludullu wrote: »
    And pretty much like L2, where you TP to the nearest TPable location, but then still gotta run for a while to get somewhere valuable.

    This is the sort of fast travel Ashes should have. It is what EQ2 had, though due to the insanely large size of the world after 20 expansions, EQ2 does have far too many teleport locations now.

    IMO fast travel locations in Ashes should be specifically removed from the node system. They locations should exist where they exist, end of story. If players build up a node close to such a location, that is on them.

    With a total of 100 or so nodes in Ashes, I'd want to see about 12 - 15 teleport points around the world - but I would want them to function in a way where you need to travel to one of these teleport locations in order to teleport to another location (puts in a trade off of building up a node near one vs far away from one).

    A lot of people think something like WoW or ESO when they hear fast travel, and are adamantly against it. However, you don't need that level of fast travel in order to actually fulfill the function that fast travel is supposed to fill. It doesn't need to take you directly to your content, it just needs to make that traveling time more manageable.
  • Ludullu wrote: »
    I haven't truly played EVE, so I'm not sure if I'm right here, but isn't it pretty much the biggest mmo world and has no fast travel?

    Even the alpha testing that I did for an upcoming EVE project had a way smaller world, but it still had no fast travel and going to the other side of the map was a wholeass adventure, with dangerous mobs camping gates, people controlling systems and killing anyone who's not with them, proper planning of jumps cause you had to control fuel expenditure (and stations for refueling weren't present in each system) and in a later update you even needed an item that would jump you through unconnected systems, which had its own radius so you'd need to plan for that as well.

    And I fucking loved that part of the game :)

    there's some fast travel in EVE these days, but it is not as simple as in RPG MMOs, in eve you gotta send a guy alone against all odds and infiltrate enemy lines and then he lits a cyno, the cyno is like litting up a beacon that everybody can see and works as a one way magic portal. However, all your enemies will warp to your cyno if they want too, everybody can see the cyno on their UIs lol

    you can also build a structure that works as gate travel, people can destroy it tough

    so EVE, has a bit of fast travle, but it is limited to certain conditions, ship types, theres fuel consumption, there are also timers you cant just keep teleporting at all
    PvE means: A handful of coins and a bag of boredom.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Arya_Yeshe wrote: »
    Ludullu wrote: »
    I haven't truly played EVE, so I'm not sure if I'm right here, but isn't it pretty much the biggest mmo world and has no fast travel?

    Even the alpha testing that I did for an upcoming EVE project had a way smaller world, but it still had no fast travel and going to the other side of the map was a wholeass adventure, with dangerous mobs camping gates, people controlling systems and killing anyone who's not with them, proper planning of jumps cause you had to control fuel expenditure (and stations for refueling weren't present in each system) and in a later update you even needed an item that would jump you through unconnected systems, which had its own radius so you'd need to plan for that as well.

    And I fucking loved that part of the game :)

    there's some fast travel in EVE these days, but it is not as simple as in RPG MMOs, in eve you gotta send a guy alone against all odds and infiltrate enemy lines and then he lits a cyno, the cyno is like litting up a beacon that everybody can see and works as a one way magic portal. However, all your enemies will warp to your cyno if they want too, everybody can see the cyno on their UIs lol

    you can also build a structure that works as gate travel, people can destroy it tough

    so EVE, has a bit of fast travle, but it is limited to certain conditions, ship types, theres fuel consumption, there are also timers you cant just keep teleporting at all

    This isn't a bad idea for a way to counter a zerg, tbh.

    If guilds are given a 12 hour cooldown port to any location the caster is at, where once activated the guild members can port to it for the next minute, but anyone else can port to it for the next 5 minutes (and get a notification, and can see it on their map), this could actually be a type of fast travel that creates good PvP scenarios rather than bad ones.

    It doesn't replace the type of fast travel talked about above where the idea is to get people to content in a reasonable amount of time, but it could be valuable to have regardless.
  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    With a total of 100 or so nodes in Ashes, I'd want to see about 12 - 15 teleport points around the world - but I would want them to function in a way where you need to travel to one of these teleport locations in order to teleport to another location (puts in a trade off of building up a node near one vs far away from one).
    I miiight be fine with one per continent (with obvious inventory limitations and all), but even more than 5 for the whole realm feels like too much to me.

    Mainly cause the current A2 map is 2/3 of the horizontal length of a continent and you can cross it fairly quickly even with the current mounts. Even just 10 teleports would mean 5 per continent, which would cover nearly the whole length of the continent, at which point you're roughly 10-15 minutes away from any point on the map, cause it'd be ~6-7 min to the closest Gate and then the same amount to your goal.

    And while the dungeons themselves might (and should) take way longer to go through, this still doesn't stop zergs from gathering in one spot real quickly. And maybe you could add some throughput limitations or some "overloaded" mechanics, and some convoluted inventory restrictions - but then what's the good balance to let normal people use these frequently enough to not feel the super far travel impact as much, while also limiting the zerg's ability to just dominate the map.
  • SaabynatorSaabynator Member
    edited February 26
    Maybe there could be an oxcart kind of thing, where it just goes from city to city, and you can be safely afk the whole way. So people with limited time can make dinner or whatever, if they are going from one city to the next. It could be a building a city choose to build or not, maybe. Then it takes a bit of time, and you can do whatever you need to do in the mean time, RL. But its slow enough, that people who are at the computer wont use it.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Anyone down for barrels in rivers and rapids for fast travel like The Hobbit?
    2a3b8ichz0pd.gif
  • Volgaris 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

    Yes that can happen and it will happen probably a few times. Your travel should be planned, and a consequence to traveling far is not being around your node to defend it. The point of a system like this is so you CAN NOT be anywhere anytime you want. All pvp games have some form of tactical planning, some have strategic planning, very few have logistical planning. Ashes seems to aim to have some forms of logistical mechanics such as caravans and nodes and the events around them. If fast travel is implement to too high a degree you'll break a lot of what they're trying to make.

    what i would like at least, when in the case you being far away from your node and not aware it will get attacked, to implement something like an emergency waypoint ( like existed in gw2). You had to install it (which takes 3 minutes to spawn) and would create a temporarily emergency waypoint at the objective, once activated, it would be an uncontestable waypoint, which lasts for 40 seconds and can be reused indefinitely until it expires with a 20 minute cooldown. Even thought trolls and spies did exist and they did like to abuse and waste the ewp (it could be set to instead anyone can activate to only the person that installed and its guild members can activate it).
    Also someone mentioned a situation involving a dungeon, well in throne and liberty there are few waypoints when a dungeon has multiple layers, you cant use them out of it only when inside and you need to interact with a respective one to select which floor you want to get to so then you can get to another (tl dungeons wps).
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Let's take Eve as an example. Some 30,000 active on the mega server. Most people running alts. That makes about 15,000 or less actual independent people. All private servers for the other mentioned games have even less. Let's keep going to the most hollow game designs rather than adding actual functional gameplay. You might be happy to die deep behind enemy lines, down several floors of a dungeon, no hope of getting a single ore out of the place because you wanted the harshest corruption penalties, the longest levelling, the biggest map, the slowest active response times, the artificial progress of the node system, the procedural generation for the localised events, the world bosses that give no world buffs and 90% of people need not even attempt. Oh. And to top it all off the biggest concern is how to limit a fast travel system to only 2 locations when a science node transport network already has the best chances of defence and active responses because the same people were happy to limit flying mounts, home hearthing and of course, player housing. An absolutely stunning defence of why fast travel is not needed.
    2a3b8ichz0pd.gif
  • VolgarisVolgaris Member, Alpha Two
    Kallysha wrote: »
    Volgaris 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

    Yes that can happen and it will happen probably a few times. Your travel should be planned, and a consequence to traveling far is not being around your node to defend it. The point of a system like this is so you CAN NOT be anywhere anytime you want. All pvp games have some form of tactical planning, some have strategic planning, very few have logistical planning. Ashes seems to aim to have some forms of logistical mechanics such as caravans and nodes and the events around them. If fast travel is implement to too high a degree you'll break a lot of what they're trying to make.

    what i would like at least, when in the case you being far away from your node and not aware it will get attacked, to implement something like an emergency waypoint ( like existed in gw2). You had to install it (which takes 3 minutes to spawn) and would create a temporarily emergency waypoint at the objective, once activated, it would be an uncontestable waypoint, which lasts for 40 seconds and can be reused indefinitely until it expires with a 20 minute cooldown. Even thought trolls and spies did exist and they did like to abuse and waste the ewp (it could be set to instead anyone can activate to only the person that installed and its guild members can activate it).
    Also someone mentioned a situation involving a dungeon, well in throne and liberty there are few waypoints when a dungeon has multiple layers, you cant use them out of it only when inside and you need to interact with a respective one to select which floor you want to get to so then you can get to another (tl dungeons wps).

    I think that'd break a lot of stuff. I'd use that way point to get across the map fast to gather and run back. I'd use it to attack a Node with my guild too that's across the map. Fast travel in this fashion would make this game suck. It'd be a never ending stream of massive attack after massive attack from enemies across the map. Distance would no longer be a safety variable. For guilds that want to focus on attacking and never build up Nodes this would be a great boon. I could find myself in a guild that would "abuse" this feature and I'm still against it. Attacking a Node far away should be a challenge more so than one in the same Zone.

    It's hard to say what the game needs because so much is missing or a placeholder, and it's a mistake to compare it to other games, or say that Ashes needs something from GW, TL, WoW, or whatever. Because we don't know what it needs yet really. Fast travel has a purpose in some games, but in general it waters down the experience. It'll turn a massive open world game like Ashes into a Lobby/Loading screen game. Some people want that lobby based system to quickly get to the action, and that's a fair point, but others don't want it. And when you have so much of the game's competitive systems based around travel, if you implement fast travel that solves your problem then why even have the travel problem for the player to solve?
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Omg. Apparently flight simulator is the most competitive game in the world because *News Flash* travel has been stated to be competitive.
    2a3b8ichz0pd.gif
  • KallyshaKallysha Member
    edited February 26
    Volgaris wrote: »
    Kallysha wrote: »
    Volgaris 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

    Yes that can happen and it will happen probably a few times. Your travel should be planned, and a consequence to traveling far is not being around your node to defend it. The point of a system like this is so you CAN NOT be anywhere anytime you want. All pvp games have some form of tactical planning, some have strategic planning, very few have logistical planning. Ashes seems to aim to have some forms of logistical mechanics such as caravans and nodes and the events around them. If fast travel is implement to too high a degree you'll break a lot of what they're trying to make.

    what i would like at least, when in the case you being far away from your node and not aware it will get attacked, to implement something like an emergency waypoint ( like existed in gw2). You had to install it (which takes 3 minutes to spawn) and would create a temporarily emergency waypoint at the objective, once activated, it would be an uncontestable waypoint, which lasts for 40 seconds and can be reused indefinitely until it expires with a 20 minute cooldown. Even thought trolls and spies did exist and they did like to abuse and waste the ewp (it could be set to instead anyone can activate to only the person that installed and its guild members can activate it).
    Also someone mentioned a situation involving a dungeon, well in throne and liberty there are few waypoints when a dungeon has multiple layers, you cant use them out of it only when inside and you need to interact with a respective one to select which floor you want to get to so then you can get to another (tl dungeons wps).

    I think that'd break a lot of stuff. I'd use that way point to get across the map fast to gather and run back. I'd use it to attack a Node with my guild too that's across the map. Fast travel in this fashion would make this game suck. It'd be a never ending stream of massive attack after massive attack from enemies across the map. Distance would no longer be a safety variable. For guilds that want to focus on attacking and never build up Nodes this would be a great boon. I could find myself in a guild that would "abuse" this feature and I'm still against it. Attacking a Node far away should be a challenge more so than one in the same Zone.

    It's hard to say what the game needs because so much is missing or a placeholder, and it's a mistake to compare it to other games, or say that Ashes needs something from GW, TL, WoW, or whatever. Because we don't know what it needs yet really. Fast travel has a purpose in some games, but in general it waters down the experience. It'll turn a massive open world game like Ashes into a Lobby/Loading screen game. Some people want that lobby based system to quickly get to the action, and that's a fair point, but others don't want it. And when you have so much of the game's competitive systems based around travel, if you implement fast travel that solves your problem then why even have the travel problem for the player to solve?

    The emergency waypoint could only be utilized by citizens/defenders from that node not like anyone out there can utilize it, that do be absurd, far less people who decide attack it. Well i can tell you didnt play gw2 wvw so you not familiar how it worked, very simple the name says it all tho, used when an emergency thats it, definitely couldnt be utilized by who ever was attacking/enemy only by the people of that server in this case citizens/defenders from that node; its pretty much a defensive waypoint that can be submitted when in case there is very few people around to defend the node, needs to be activated and only lasts a short x time (in the case 40 seconds, although for the node concept maybe a minute wouldnt be a bad idea) wvw maps and population were far smaller in comparison with aoc scope) and then also has a long cooldown to reactivate it, can only be activated in the period of when a siege happening or a war over the node. *looks like you got everything backwards of what i said tho*
  • s0b3its0b3it Member, Alpha Two
    edited February 27
    Fast travel is cope. It would destroy fundamental systems in the game. Everyone would reside around a specific city, town or location. and the large majority of the map would be empty. ESO is so mind numbingly boring because of how easy it is to travel everywhere and zones feel pointless and lifeless aside from the major town hubs. Exploration is so underrated, people want everything handed to them on a platter leaving nothing to the imagination.

    Why have a fast or flying mount if you can just teleport everywhere? It just reduces mounts to a mere cosmetic... do you understand yet?
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Ludullu wrote: »
    at which point you're roughly 10-15 minutes away from any point on the map,

    That is what the goal should be. There is no reason an entertainment company that operates in an online capacity should demand more than 10 minutes of a distinct lack of entertainment before the entertainment starts. I don't sit through a lecture when I go bowling.

    In regards to zergs, if they have to travel 10 minutes from a teleport to get to the last known location of a target, they won't bother. The only way it would be viable to zerg with this paradigm would be if your target moved close to a teleport and you were all ready for it, or if you had someone following said target.

    I would think things like disabling teleports during a war would be a given, and adding a cooldown on being able to join a caravan attack or defense would be possible (not the biggest fan of this, but it would be effective). With these in place, I don't really see what people could complain about in relation to zergs.
  • TjaedenTjaeden Member, Alpha Two
    WHY do we want Fast Travel?

    What specific feature do players THINK they need?

    Flight paths? You never need to leave your node.
    Hearthstone? What CD/cost or limitations is acceptable?
    Teleport Spells/Summons? We don't even have the Family system in yet OR the summoner (kind of joking).

    Like, what *exactly* do pro-fast-travel players want to skip?

    Skip PVP? Why?
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited February 27
    Tjaeden wrote: »
    WHY do we want Fast Travel?

    What specific feature do players THINK they need?

    For the most part, the reason people want some amount of fast travel is because actually traveling around a game world isn't enjoyable, and people play games for enjoyment/entertainment.

    You are right in that the specifics of what people are after should shape any such system, but you are also kind of missing the point, and are also basing your suggestions on versions that you hae seen as opposed to thinking about what Ashes needs.

    For example, flight paths, why would their existence mean you never need to leave your node?

    Or Hearthstones, why would they need to have a cost?

    The point is to reduce the monotonous aspects of the game, which is largely travel (in this situation). Flight paths could do that - adding 4 or 5 points per continent would reduce travel times from a potential hour or more down to perhaps 15 - 20 minutes to get to any location. The notion of putting flight paths from nodes directly to (for example) dungeon entrances is not what anyone is asking for (or, not what most are asking for), but cutting travel time down to a situation where it is never unreasonable should not be, well, unreasonable to ask.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Tjaeden wrote: »
    WHY do we want Fast Travel?

    What specific feature do players THINK they need?

    The ability to (probably once a day) gather together with close ingame social connections for content even if you were delayed in getting to play that day.
    Tjaeden wrote: »
    Flight paths? You never need to leave your node.
    If true, lack of flight paths is acceptable to those I know.
    Tjaeden wrote: »
    Hearthstone? What CD/cost or limitations is acceptable?
    Can be once daily, if necessary, otherwise https://ffxiclopedia.fandom.com/wiki/Warp
    Tjaeden wrote: »
    Like, what *exactly* do pro-fast-travel players want to skip?
    The inability to coordinate due to 5-10 minute differences in schedules, and of course would like to 'skip' the misery of having to call off entire plans because one member's internet went out for 4-10 minutes.
    Tjaeden wrote: »
    Skip PVP? Why?
    For some weird reason even people who don't 'cry about unfairness' seem to have this dislike of 'losing stuff because of being outnumbered because someone had to leave suddenly and calling it a night for the adventure means they either have to log off in-place or strand that person'.

    Something about 'the quality of the PvP', whatever that means.
    "I blame society."
    "For what...?"
    "Just about everything, really."
  • VolgarisVolgaris Member, Alpha Two
    Kallysha wrote: »
    Volgaris wrote: »
    Kallysha wrote: »
    Volgaris 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

    Yes that can happen and it will happen probably a few times. Your travel should be planned, and a consequence to traveling far is not being around your node to defend it. The point of a system like this is so you CAN NOT be anywhere anytime you want. All pvp games have some form of tactical planning, some have strategic planning, very few have logistical planning. Ashes seems to aim to have some forms of logistical mechanics such as caravans and nodes and the events around them. If fast travel is implement to too high a degree you'll break a lot of what they're trying to make.

    what i would like at least, when in the case you being far away from your node and not aware it will get attacked, to implement something like an emergency waypoint ( like existed in gw2). You had to install it (which takes 3 minutes to spawn) and would create a temporarily emergency waypoint at the objective, once activated, it would be an uncontestable waypoint, which lasts for 40 seconds and can be reused indefinitely until it expires with a 20 minute cooldown. Even thought trolls and spies did exist and they did like to abuse and waste the ewp (it could be set to instead anyone can activate to only the person that installed and its guild members can activate it).
    Also someone mentioned a situation involving a dungeon, well in throne and liberty there are few waypoints when a dungeon has multiple layers, you cant use them out of it only when inside and you need to interact with a respective one to select which floor you want to get to so then you can get to another (tl dungeons wps).

    I think that'd break a lot of stuff. I'd use that way point to get across the map fast to gather and run back. I'd use it to attack a Node with my guild too that's across the map. Fast travel in this fashion would make this game suck. It'd be a never ending stream of massive attack after massive attack from enemies across the map. Distance would no longer be a safety variable. For guilds that want to focus on attacking and never build up Nodes this would be a great boon. I could find myself in a guild that would "abuse" this feature and I'm still against it. Attacking a Node far away should be a challenge more so than one in the same Zone.

    It's hard to say what the game needs because so much is missing or a placeholder, and it's a mistake to compare it to other games, or say that Ashes needs something from GW, TL, WoW, or whatever. Because we don't know what it needs yet really. Fast travel has a purpose in some games, but in general it waters down the experience. It'll turn a massive open world game like Ashes into a Lobby/Loading screen game. Some people want that lobby based system to quickly get to the action, and that's a fair point, but others don't want it. And when you have so much of the game's competitive systems based around travel, if you implement fast travel that solves your problem then why even have the travel problem for the player to solve?

    The emergency waypoint could only be utilized by citizens/defenders from that node not like anyone out there can utilize it, that do be absurd, far less people who decide attack it. Well i can tell you didnt play gw2 wvw so you not familiar how it worked, very simple the name says it all tho, used when an emergency thats it, definitely couldnt be utilized by who ever was attacking/enemy only by the people of that server in this case citizens/defenders from that node; its pretty much a defensive waypoint that can be submitted when in case there is very few people around to defend the node, needs to be activated and only lasts a short x time (in the case 40 seconds, although for the node concept maybe a minute wouldnt be a bad idea) wvw maps and population were far smaller in comparison with aoc scope) and then also has a long cooldown to reactivate it, can only be activated in the period of when a siege happening or a war over the node. *looks like you got everything backwards of what i said tho*

    I didn't play GW or GW2 for long. Felt to arcady for me. People seemed to like them. At the end of the day, there's going to be Fast Travel methods added to the game. And they might be enough to get you back to help defend your Node in time depending on your distance. If not though, then I'm still on the side of no portals, teleports, ect. Outside what they already have planned, even then I think it could be too much. But I am someone who plays Hard Core modes for open world games where fast travel is disabled.
  • PouilleuxPouilleux Member, Alpha Two
    edited February 27
    Hi,

    i used to play AoC (Age of Camelot)
    fast travels were not there, BUT...
    There was a good solution for that...
    u used to pay (npc) few silver, and
    Your Horse (the one from the npc) was doing the travel following the road from one city to another...(automatic)
    you don't win time (cause the way is the same) and you could stop the run when you wanted...even if you could get attacked...
    this could be an alternative between the "Tp" that could break the game...
    and ... nothing...?

    But i understand the way for "no fast travel" it won't make difference to me...

    Thanks to read till the end, sorry for my poor english...
  • Arya_YesheArya_Yeshe Member
    edited February 27
    I wonder if players will take on the challenge of working as ferrymen for some coins

    People who have war targets on the way to their destination may simply pay someone to take them to their destination by traveling around the continent safely by boat
    PvE means: A handful of coins and a bag of boredom.
  • TjaedenTjaeden Member, Alpha Two
    Arya_Yeshe wrote: »
    I wonder if players will take on the challenge of working as ferrymen for some coins

    People who have war targets on the way to their destination may simply pay someone to take them to their destination by traveling around the continent safely by boat

    Caravans for passengers has been brought up - a lot of people like that idea.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Arya_Yeshe wrote: »
    I wonder if players will take on the challenge of working as ferrymen for some coins

    While this could be an interesting aspect to the game, it does nothing to solve the issue of "I have a group of people that want me for some content, but they and that content are 45 minutes away".
  • Tahiti02Tahiti02 Member, Alpha Two
    Orrion wrote: »
    I know it's been said that the game will not have point-to=point fast travel.

    However, I feel like this is a mistake. The points of not having fast travel are o encourage world exploration and open world PvP. Given that there are PvP areas, large scale wars, and a node spawn system that is dynamic, these reasons are already covered. We will have plenty of reason to go exploring the world.

    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.

    At the very least, we need what EverQuest had - classes with the ability to create portals and gates to other locations. Druids and Wizards both had the ability to travel around, and at later levels they could do so for groups.

    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.

    So, please, consider throwing us a bone or two here.

    Disagree completely. You seem to want to do everything, all the time, quickly. What about the entire idea of an adventure? Needing to travel to a far away land and explore. You will have plenty of things to do but dont expect instant gratifications, we have plenty of those games, we dont need another.

    The idea of AoC is that you wont be travelling from the top of the map to bottom every day. That will be a journey days if not weeks in the making. And its good, we will get living breathing world with literally empires on opposite sides of the map.

    NO FAST TRAVEL.
  • Tahiti02Tahiti02 Member, Alpha Two
    Orrion wrote: »
    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.

    Collecting POIs serves zero purpose if you have no way to return to them except hopping on your horse. It’s not like the area doesn’t show up on your map. There’s no fog of war or anything similar. I can see Oakenbane Keep on my level 6 mage despite never going down into that area. Going there for the Emberspring serves little purpose as well, since you automatically have the nearest Emberspring as a respawn point if you die.

    Further, again, dynamic spawns prevent the economy from worsening. There aren’t going to be set spawn points. I would argue that without fast travel people are more likely to farm the hell out of basic stuff. What am I gonna do with my time - ride 30 minutes and farm a small inventory’s worth of mats and ride back or ride around Winstead and farm ash and oak, basalt and granite? Most people are gonna farm ash and oak, basalt and granite.

    Sidebar while I’m at it - we have nowhere near the amount of inventory and storage space we need when every type of material has 5 different rarities.
    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.

    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.

    There are much easier ways to prevent zergs, such as limiting the number of participants for given events. This is 2025, not 1999. Plus, even if you take EQ’s mentioned method of a few classes having teleport capabilities, it’d still take a fair amount of time to coordinate getting everyone to the point of conflict.

    That only 8% of the map is currently complete and we’re already taking this long to travel does not bode well. Players want to be able to spend their time doing what’s fun to them. Running around on your horse for hours on end is not going to fly. That’s simple fact.

    This is, again, especially true when leveling areas are very spread out. We don’t have all the 5-10 leveling areas in the same spots on the map.

    Plus, Ashes is going to run on group content. Playing solo for most classes is difficult, and you’re not going to be able to kill starred enemies anywhere your level. It is therefore in the best interest of the game to facilitate ways for people to group up, get to the same location, and get to killing.

    I love the non-instanced aspect of this game, and the 8 person groups, and the support classes. It reminds me very much of EQ’s early days. But Ashes is going to need to modernize at least some aspects of the game if they expect to retain players, and when you have MMOs coming up on 30 years old doing something essential better than you do, you’ve got to address that.

    This is 2025 and not 1990. Great point! Notice how the MMORPG genre is on its deathbed for the last 20 years. Do you not see the correlation? Stupid point.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Tahiti02 wrote: »
    Orrion wrote: »
    I know it's been said that the game will not have point-to=point fast travel.

    However, I feel like this is a mistake. The points of not having fast travel are o encourage world exploration and open world PvP. Given that there are PvP areas, large scale wars, and a node spawn system that is dynamic, these reasons are already covered. We will have plenty of reason to go exploring the world.

    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.

    At the very least, we need what EverQuest had - classes with the ability to create portals and gates to other locations. Druids and Wizards both had the ability to travel around, and at later levels they could do so for groups.

    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.

    So, please, consider throwing us a bone or two here.

    Disagree completely. You seem to want to do everything, all the time, quickly. What about the entire idea of an adventure? Needing to travel to a far away land and explore. You will have plenty of things to do but dont expect instant gratifications, we have plenty of those games, we dont need another.

    The idea of AoC is that you wont be travelling from the top of the map to bottom every day. That will be a journey days if not weeks in the making. And its good, we will get living breathing world with literally empires on opposite sides of the map.

    NO FAST TRAVEL.

    Fast travel doesn't exclude the notion of exploration.

    In fact, in most games, it requires exploration. If you can't fast travel unless you have been to the location, exploration is mandatory. In this situation, all fast travel is doing is removing the monotony of needing to travel along the same road all the time.
    Tahiti02 wrote: »
    Orrion wrote: »
    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.

    Collecting POIs serves zero purpose if you have no way to return to them except hopping on your horse. It’s not like the area doesn’t show up on your map. There’s no fog of war or anything similar. I can see Oakenbane Keep on my level 6 mage despite never going down into that area. Going there for the Emberspring serves little purpose as well, since you automatically have the nearest Emberspring as a respawn point if you die.

    Further, again, dynamic spawns prevent the economy from worsening. There aren’t going to be set spawn points. I would argue that without fast travel people are more likely to farm the hell out of basic stuff. What am I gonna do with my time - ride 30 minutes and farm a small inventory’s worth of mats and ride back or ride around Winstead and farm ash and oak, basalt and granite? Most people are gonna farm ash and oak, basalt and granite.

    Sidebar while I’m at it - we have nowhere near the amount of inventory and storage space we need when every type of material has 5 different rarities.
    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.

    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.

    There are much easier ways to prevent zergs, such as limiting the number of participants for given events. This is 2025, not 1999. Plus, even if you take EQ’s mentioned method of a few classes having teleport capabilities, it’d still take a fair amount of time to coordinate getting everyone to the point of conflict.

    That only 8% of the map is currently complete and we’re already taking this long to travel does not bode well. Players want to be able to spend their time doing what’s fun to them. Running around on your horse for hours on end is not going to fly. That’s simple fact.

    This is, again, especially true when leveling areas are very spread out. We don’t have all the 5-10 leveling areas in the same spots on the map.

    Plus, Ashes is going to run on group content. Playing solo for most classes is difficult, and you’re not going to be able to kill starred enemies anywhere your level. It is therefore in the best interest of the game to facilitate ways for people to group up, get to the same location, and get to killing.

    I love the non-instanced aspect of this game, and the 8 person groups, and the support classes. It reminds me very much of EQ’s early days. But Ashes is going to need to modernize at least some aspects of the game if they expect to retain players, and when you have MMOs coming up on 30 years old doing something essential better than you do, you’ve got to address that.

    This is 2025 and not 1990. Great point! Notice how the MMORPG genre is on its deathbed for the last 20 years. Do you not see the correlation? Stupid point.

    The MMO genre is not on its death bed.

    The PvP focused MMORPG sub genre kind of is though.
  • exploring the world is interesting up to a point. When you learn everything, and this will happen quite soon, you will perform actions automatically. ignoring the environment. I played in others, no one reads the quests, no one looks around. no one cares. and this is a big problem. on the other hand, there is no fast movement - this is +. since you can kill players with resources, taking their loot
  • Noaani wrote: »
    Tahiti02 wrote: »
    Orrion wrote: »
    I know it's been said that the game will not have point-to=point fast travel.

    However, I feel like this is a mistake. The points of not having fast travel are o encourage world exploration and open world PvP. Given that there are PvP areas, large scale wars, and a node spawn system that is dynamic, these reasons are already covered. We will have plenty of reason to go exploring the world.

    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.

    At the very least, we need what EverQuest had - classes with the ability to create portals and gates to other locations. Druids and Wizards both had the ability to travel around, and at later levels they could do so for groups.

    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.

    So, please, consider throwing us a bone or two here.

    Disagree completely. You seem to want to do everything, all the time, quickly. What about the entire idea of an adventure? Needing to travel to a far away land and explore. You will have plenty of things to do but dont expect instant gratifications, we have plenty of those games, we dont need another.

    The idea of AoC is that you wont be travelling from the top of the map to bottom every day. That will be a journey days if not weeks in the making. And its good, we will get living breathing world with literally empires on opposite sides of the map.

    NO FAST TRAVEL.

    Fast travel doesn't exclude the notion of exploration.

    In fact, in most games, it requires exploration. If you can't fast travel unless you have been to the location, exploration is mandatory. In this situation, all fast travel is doing is removing the monotony of needing to travel along the same road all the time.
    Tahiti02 wrote: »
    Orrion wrote: »
    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.

    Collecting POIs serves zero purpose if you have no way to return to them except hopping on your horse. It’s not like the area doesn’t show up on your map. There’s no fog of war or anything similar. I can see Oakenbane Keep on my level 6 mage despite never going down into that area. Going there for the Emberspring serves little purpose as well, since you automatically have the nearest Emberspring as a respawn point if you die.

    Further, again, dynamic spawns prevent the economy from worsening. There aren’t going to be set spawn points. I would argue that without fast travel people are more likely to farm the hell out of basic stuff. What am I gonna do with my time - ride 30 minutes and farm a small inventory’s worth of mats and ride back or ride around Winstead and farm ash and oak, basalt and granite? Most people are gonna farm ash and oak, basalt and granite.

    Sidebar while I’m at it - we have nowhere near the amount of inventory and storage space we need when every type of material has 5 different rarities.
    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.

    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.

    There are much easier ways to prevent zergs, such as limiting the number of participants for given events. This is 2025, not 1999. Plus, even if you take EQ’s mentioned method of a few classes having teleport capabilities, it’d still take a fair amount of time to coordinate getting everyone to the point of conflict.

    That only 8% of the map is currently complete and we’re already taking this long to travel does not bode well. Players want to be able to spend their time doing what’s fun to them. Running around on your horse for hours on end is not going to fly. That’s simple fact.

    This is, again, especially true when leveling areas are very spread out. We don’t have all the 5-10 leveling areas in the same spots on the map.

    Plus, Ashes is going to run on group content. Playing solo for most classes is difficult, and you’re not going to be able to kill starred enemies anywhere your level. It is therefore in the best interest of the game to facilitate ways for people to group up, get to the same location, and get to killing.

    I love the non-instanced aspect of this game, and the 8 person groups, and the support classes. It reminds me very much of EQ’s early days. But Ashes is going to need to modernize at least some aspects of the game if they expect to retain players, and when you have MMOs coming up on 30 years old doing something essential better than you do, you’ve got to address that.

    This is 2025 and not 1990. Great point! Notice how the MMORPG genre is on its deathbed for the last 20 years. Do you not see the correlation? Stupid point.

    The MMO genre is not on its death bed.

    The PvP focused MMORPG sub genre kind of is though.

    The MMO genre is on its death bed since social networks appeared.
    People used to play to communicate and interact. is no longer relevant now. only competition and pvp save

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited March 5
    only competition and pvp save

    PvP focused MMO's count their playerbase in the tens of thousands.

    PvE focused MMO's count their playerbase in the millions.

    You are stuck in a bubble of like-minded peers, and can not see out of that bubble.
  • TjaedenTjaeden Member, Alpha Two
    Albion Online topped out over 350,000 BEFORE they released Asian servers.

    And that MMO is more PVP focused than most.

    Saying anything is "on it's deathbed" is so 2006 WoW.

    Ashes is based on "pvp changes the world."

    If that core tenement doesn't pass your metric for a good game, then I hope you find an MMO to your liking.

    If you have bugs to report or ideas to make the game better, then please stick around to see what this will be. We are all going to be blown away.
  • VolgarisVolgaris Member, Alpha Two
    Noaani wrote: »
    Tahiti02 wrote: »
    Orrion wrote: »
    I know it's been said that the game will not have point-to=point fast travel.

    However, I feel like this is a mistake. The points of not having fast travel are o encourage world exploration and open world PvP. Given that there are PvP areas, large scale wars, and a node spawn system that is dynamic, these reasons are already covered. We will have plenty of reason to go exploring the world.

    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.

    At the very least, we need what EverQuest had - classes with the ability to create portals and gates to other locations. Druids and Wizards both had the ability to travel around, and at later levels they could do so for groups.

    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.

    So, please, consider throwing us a bone or two here.

    Disagree completely. You seem to want to do everything, all the time, quickly. What about the entire idea of an adventure? Needing to travel to a far away land and explore. You will have plenty of things to do but dont expect instant gratifications, we have plenty of those games, we dont need another.

    The idea of AoC is that you wont be travelling from the top of the map to bottom every day. That will be a journey days if not weeks in the making. And its good, we will get living breathing world with literally empires on opposite sides of the map.

    NO FAST TRAVEL.

    Fast travel doesn't exclude the notion of exploration.

    In fact, in most games, it requires exploration. If you can't fast travel unless you have been to the location, exploration is mandatory. In this situation, all fast travel is doing is removing the monotony of needing to travel along the same road all the time.
    Tahiti02 wrote: »
    Orrion wrote: »
    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.

    Collecting POIs serves zero purpose if you have no way to return to them except hopping on your horse. It’s not like the area doesn’t show up on your map. There’s no fog of war or anything similar. I can see Oakenbane Keep on my level 6 mage despite never going down into that area. Going there for the Emberspring serves little purpose as well, since you automatically have the nearest Emberspring as a respawn point if you die.

    Further, again, dynamic spawns prevent the economy from worsening. There aren’t going to be set spawn points. I would argue that without fast travel people are more likely to farm the hell out of basic stuff. What am I gonna do with my time - ride 30 minutes and farm a small inventory’s worth of mats and ride back or ride around Winstead and farm ash and oak, basalt and granite? Most people are gonna farm ash and oak, basalt and granite.

    Sidebar while I’m at it - we have nowhere near the amount of inventory and storage space we need when every type of material has 5 different rarities.
    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.

    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.

    There are much easier ways to prevent zergs, such as limiting the number of participants for given events. This is 2025, not 1999. Plus, even if you take EQ’s mentioned method of a few classes having teleport capabilities, it’d still take a fair amount of time to coordinate getting everyone to the point of conflict.

    That only 8% of the map is currently complete and we’re already taking this long to travel does not bode well. Players want to be able to spend their time doing what’s fun to them. Running around on your horse for hours on end is not going to fly. That’s simple fact.

    This is, again, especially true when leveling areas are very spread out. We don’t have all the 5-10 leveling areas in the same spots on the map.

    Plus, Ashes is going to run on group content. Playing solo for most classes is difficult, and you’re not going to be able to kill starred enemies anywhere your level. It is therefore in the best interest of the game to facilitate ways for people to group up, get to the same location, and get to killing.

    I love the non-instanced aspect of this game, and the 8 person groups, and the support classes. It reminds me very much of EQ’s early days. But Ashes is going to need to modernize at least some aspects of the game if they expect to retain players, and when you have MMOs coming up on 30 years old doing something essential better than you do, you’ve got to address that.

    This is 2025 and not 1990. Great point! Notice how the MMORPG genre is on its deathbed for the last 20 years. Do you not see the correlation? Stupid point.

    The MMO genre is not on its death bed.

    The PvP focused MMORPG sub genre kind of is though.

    The MMO genre is on its death bed since social networks appeared.
    People used to play to communicate and interact. is no longer relevant now. only competition and pvp save

    I will agree the mmorpg genre is in a downfall. Part of this is because the simplification of the genre for accessibility, another big reason being the greed and scamming sale models (ptw, ect), which Intrepid has indulged in. "Ashes of PreSales". We're selling, we're not selling and we won't again, hey we're selling you better buy if you wanna get into alpha, hey we're not selling. Very much playing to the FOMO, which most mmo player's are weak to.

    I do not agree that pvp and competition save an mmo. There's a reason New World switched to flagged PvP, because the vast majority of players don't like. Look at any MMO with PvP and PvE servers, there's more PvE servers everytime. One reason New World failed is because all it's mechanics were based off the game having open PvP, which now didn't work because players could just not flag. Also some massive game breaking bugs in the war system, and lack of end game content.

    People still play to interact with others, some of the best times is hoping into a new discord and chatting with new people as we kill monsters.
  • MongkhaiMongkhai Member
    It would be nice, if you could fast travel to all X level nodes, but nowhere else.
    And you would be teleported to the dungeon, if you are not with your party.
Sign In or Register to comment.