taurus_skyglaive wrote: » no fast travel please ever it would ruin the persistence of the world
Imanek wrote: » Do you really think your vision is less inconsistent than the game's own design?Alright, let me break down my arguments. First, let’s consider the game’s universe. The game is designed to be largely sedentary, where the main objective is to develop a node, level it up, and establish a vassal network with lower-level nodes. This should naturally encourage citizens of these nodes to commit to increasing their influence and protecting themselves from other powerful regions.Why would fast travel be detrimental and play directly into the hands of zerg guilds?Let’s start with the obvious: caravans. Imagine you’re part of a medium-sized guild, transporting goods or running a trade caravan to a neighboring node. In the current system, a zerg guild would have to be nearby to launch a massive attack. But with a fast travel system, one player can just sound the alarm, and within two minutes, you’ll have 400 people on you, leaving you no time to respond or organize a countermeasure. The same problem applies to naval systems.Example Scenario You defeat a world boss, and fortune smiles upon you a valuable relic drops. But guess what? A zerg guild spots you, and within two minutes, 300 players arrive to steal it from you. These are people who, under normal circumstances, would’ve needed 40 minutes to reach you. But thanks to fast travel, they’re on you almost instantly, with zero effort. If you played at the beginning of Alpha 2, you’ve seen how this plays out on a smaller map. All the routes were camped, caravans were destroyed on sight, and what I call "server killers" were running rampant. They weren’t interested in testing or providing feedback; they were just hell-bent on destroying every caravan for fun. As a result, many guilds left the game, and ironically, the same zerg guilds later complained that there was nothing left to do. Of course, because they drove away three-quarters of the server’s population.Moving on... If a world boss spawns near your node, a normal guild or alliance would have a fair shot at engaging it. But with your proposed system, zerg guilds can rush any boss on the map with ease. Now, consider the regions and their unique resources. This design encourages transportation of goods via caravans, enhancing the node’s progress and missions. With the old system, there was a real incentive to load your mule with resources and transport them from one region to another. But with fast travel? Any player can just teleport wherever they want, whenever they want, making this unique gameplay feature useless. The people who understand the negative consequences of fast travel don’t want it. The developers don’t want it. And frankly, the only ones who could possibly benefit from such a system are the large zerg guilds who would be able to mass-move wherever they please, with no penalties. What’s the point of choosing and belonging to a node for resources if, with just a click, you can instantly be wherever you want to gather?So, where’s the real inconsistency? You can prefer a game where zergs rule the world, where a small minority of players can wreak havoc across two entire continents. Or, you can support the game developers who have already anticipated these issues and are working to address these recurring problems. In any case, you will have fast mounts, public transportation systems, and teleportation between scientific nodes and their vassals. No need for anything else to maintain balance for everyone.To wrap this up, Ashes of Creation was designed with a clear, well-thought-out vision. The developers have said it, repeated it, and written it down for everyone to see (I'll share the link) — they don’t want fast travel. And it’s not just for one reason, but for many reasons I’ve already mentioned, and plenty of others. But despite all that, there are still players who want everything right away. They’re willing to make the game feel dull just to be able to click on a point on the map and teleport instantly, even if it means throwing away six important features of the game. But a real RPG is so much more than that. It’s about running into people on the road, stopping at an inn to chat, stumbling upon a group doing RP. It’s those random encounters that breathe life into the world and make the experience so much richer. But no, some people would rather rush through everything like they do in real life, never taking the time to actually enjoy the journey. Traveling around, watching nodes grow and evolve, witnessing changes, living that constant exploration... That’s what makes the world feel alive. I genuinely hope the developers have the financial means to see their vision through. Because a world that keeps evolving, that truly feels alive, perfectly matches their idea of travel based on exploration rather than just a magical click on the map.
uNworn1 wrote: » Not everyone have time in life run 2 haurs in game from one node to another.... So yes fast travel must be in game, who don`t like it just dont use and will be for you the same like now