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Discussion and Poll on Teleportation

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Comments

  • MeowheadMeowhead Member UncommonPosts: 3,716

    I definitely don't want to see teleporting in PvP, because that would totally throw the game off.  At least, any kind of teleporting that isn't 'Walk through Gate A, come out of Gate B'

    On the other hand, I definitely don't want to see any mounts that fall into the generic category of 'Thing you sit on that you fall off of the moment you engage in combat'.

    Any kind of mount, I want it to have some practical use rather than just a mere speed boost.  Something that changes your skill bar, like an environmental weapon.

    Actually, the Asura Hazmat Suit is basically an example of what I would want a 'mount' to be like.

  • eye_meye_m Member UncommonPosts: 3,317

    Immersion, for me at least, comes from playing the game and being caught up in what I am doing. Travelling breaks immersion because I get bored and my mind wanders. I would point my toon as accurately as possible towards my destination and go get a drink or something. Map travel keeps me going on what I need to do.

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  • channel84channel84 Member UncommonPosts: 585

    Those that played GW1 before will probaly be in favor for it, i'm one of them.

    Although with teleport ability, travelling at lv 10 in prophecies to draknar forge is still a very exciting adventure for me....even with expert runner. It kinda give me a sense of being on a dangerous and epic journey.

    So yeah....tele in GW2 please.

  • LydarSynnLydarSynn Member UncommonPosts: 181

    I voted neutral. The current crop of games centered on travelling the world doing quests (or any variation on this theme) probably needs quick travel. This is especially true where mobs of enemies pop out of thin air and the player would be forced to fight through them over and over again to get to different locations especially locations which are theoretically in friendly territory. However, I believe that in a more simulation based game that rampant quick travel would ruin immersion to some degree. When the fantastic becomes commonplace, it just isn't so fantastic any more.

  • SovrathSovrath Member LegendaryPosts: 32,949

    I had to put neutral.

    Personally I prefer less fast travel.

    Having said that, GW was always about taking things from these games and making them user friendly. The idea that the world was set aside for you and your party, the idea that you could open the map and zoom to any spot you wanted, less grind and less leveling, no gear grind for "good" gear.

    So it's very possible that they will adopt the same philosophy in GW2. In which case "that's what their game is about".

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  • BlahTeebBlahTeeb Member UncommonPosts: 624

    I'm neutral.

    Only change I would do is take out around half of the teleportation points. As it is, it's too easy to get around the map. Hopefully, ArenaNet will take out the majority of the tele points so there is a greater emphasis on exploration.

  • WeareweareWeareweare Member UncommonPosts: 195

    Originally posted by MMO.Maverick

    I miss the option 'in favor, if available sparsely'.

     

    Teleporting from one city to another or other hotspot locations you discover like in GW, I've no problem with it. However, the enormous abundance of teleport locations as seen in the demo where a teleport spot was there with only 10-20s running distance between them, that I find extreme.

    So I'm hoping that was only for the demo.

    Couldn't have said it better myself! Whats the point of running across the map that might take 40 minutes? There is a good explaination to why tyria has asuran teleportation gates. So if you would rather role play and choose not to use asuran technology, then by all means. Lastly, I really don't want to see that many teleportation gates. There still should be a touch of adventure, but I'm certain anet will fulfill this. ei: Where the gates are located would be a special point of convergence or fork in the road to new zones - oh, and in the demo we saw plently of gates, this might be a decision to carry on fast traveling in lower level zones?

  • Ender4Ender4 Member UncommonPosts: 2,247

    Considering how the game is built I think teleporting is fine in GW2. I think EQ had the best transport system of any game until they ruined it with teleports everywhere. Some classes could teleport so when you needed to go a far distance you actually talked to other players and got them to teleport you or you had a guildmate help. Teleporting would be a huge no no if they had world pvp but since they don't it doesn't matter.

  • Shroom_MageShroom_Mage Member UncommonPosts: 863


    Originally posted by Creslin321
    Second, teleporting in PvP.  I saw an argument on here that since the death penalty is essentially paying a teleport fee, then teleporting is basically the same as dying and players should be allowed to teleport at any time, even in PvP.  What this argument misses is that when you teleport out of PvP, you are depriving your opponent of a potential kill.  So even though YOU may face the same consequence as death, you are forcing a consequence on your rival player that is undeserved.  Hands down, teleporting should not be allowed while in combat, especially PvP combat.  I highly doubt that ANet will allow people to just teleport out of a PvP battle.
    An easy solution to that would be to give the other player credit for a kill. Still, I think it would probably be better to disallow teleportation in PvP, mainly because PvP can only occur in specific PvP zones or arenas, which brings us to the reason below.

    Originally posted by Creslin321
    In addition, I would go so far as to say that you should not be able to teleport out of a PvP zone at all.  Why?  Because it can be argued that the "fight" between two players begins once one player spots the other player even though "combat" in game terms has not begun.  If you have the ability to just "wink out" of existence when you see 10 enemies coming over a hill then it's basically the same as teleporting out of combat.  You are depriving those players of a potential kill.
    I can definitely see the potential for some strategies that exploit teleporting. Send a large group of players toward an objective, in vision of the enemy. They run to the objective to defend it, and before you get there, you just teleport across the map and run to another objective. Of course, as soon as the enemy realizes you've done this, they teleport, too. This kind of kills part of the fun of fighting across a large battlefield.

    Since PvP only occurs in the Mists (PvP zones) and arenas, there isn't really any reason to allow it in PvP areas. In the Mists, teleportation can lead to some cheesy strategies, and in arenas, teleporting would essentially be ragequitting. In PvE areas (the rest of the game), it wouldn't really make much difference.

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  • KaynokKaynok Member Posts: 111

    I prefer the teleportation system. I hate it when someone says it makes MMOs less realistic. It's a freakin fantasy game, it's quite the opposite of realism.

     

    Why would anyone want mounts in this GW? I'd rather not have Charr or Norn riding mounts. Sylvari definitely doesn't seem like the type to ride mounts and the Asura are too technologically advanced for that crap. Let's just act like that discussion wasn't brought up, that way we look smarter.

  • star8472star8472 Member Posts: 72

    what about the cloudy helicopter image we all have seen?  will that be some sort of a transportation or just there to be pretty in some area or something?

  • VolkonVolkon Member UncommonPosts: 3,748

    Of course I'm in favor. Map Travel is a part of GW lore. Hell, there's even a quest where the kid brags about his mother inventing map travel in GW1. It's a part of the GW universe, and to remove it would be crushing to overall immersion. A big part of GW immersion is being able to get to your friends quickly to help out when needed. In GW you say "I'll be right there." In WoW, you say "AFK, flight path".

     

    Map travel will be even more important for the community with dynamic events. With the archaic quest system, you could wait until your friends finally got there, accept the quest together and go do it. Dynamic events won't be waiting for you... they'll be going on whether you're there or not, so of course having a quick means to get to your friends is practically necessary.

     

    Map travel is an integral part of GW. It will be an integral part of GW2, as it should be.

    Oderint, dum metuant.

  • Shroom_MageShroom_Mage Member UncommonPosts: 863


    Originally posted by Volkon
    Of course I'm in favor. Map Travel is a part of GW lore. Hell, there's even a quest where the kid brags about his mother inventing map travel in GW1. It's a part of the GW universe, and to remove it would be crushing to overall immersion. A big part of GW immersion is being able to get to your friends quickly to help out when needed. In GW you say "I'll be right there." In WoW, you say "AFK, flight path".
     
    Map travel will be even more important for the community with dynamic events. With the archaic quest system, you could wait until your friends finally got there, accept the quest together and go do it. Dynamic events won't be waiting for you... they'll be going on whether you're there or not, so of course having a quick means to get to your friends is practically necessary.
     
    Map travel is an integral part of GW. It will be an integral part of GW2, as it should be.

    There are a lot of joke quests in GW, so I don't think one NPC referencing it constitutes it as being part of the lore. Do they ever use map travel in any of the books?


    I do think, however, that showing a character actually pulling out a map when on the map screen and being whisked away when teleporting would definitely add to the immersion, regardless of whether or not it's actually explained in-game. That way you also wouldn't see players just suddenly disappearing all the time with no explanation.

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  • Garvon3Garvon3 Member CommonPosts: 2,898

    Nothing quite ruins the feel of an MMO quite like instant travel. Every game that has had a fair amount of travel by foot has been memorable. Every game that lets me warp around willy nilly, has created a mass of problems. Why bother making a virtual world at all?

  • WeareweareWeareweare Member UncommonPosts: 195

    Originally posted by Garvon3

    Nothing quite ruins the feel of an MMO quite like instant travel. Every game that has had a fair amount of travel by foot has been memorable. Every game that lets me warp around willy nilly, has created a mass of problems. Why bother making a virtual world at all?

    That's a bit one-sided don't you think? How does instant travel create problems at all? It saves time, lets you get into action, and creates a better environment for friends; it will be easier to travel as a team rather than waiting for fifteen minutes trying to get from point a to point b on a damn boat or flying mount.

  • eye_meye_m Member UncommonPosts: 3,317

    Originally posted by Garvon3

    Nothing quite ruins the feel of an MMO quite like instant travel. Every game that has had a fair amount of travel by foot has been memorable. Every game that lets me warp around willy nilly, has created a mass of problems. Why bother making a virtual world at all?

     There is something that ruins the feel of an MMO more then instant travel. Being bored mindless waiting for the stupid toon to walk all the way to your destination.  Or how about waiting on someone else to walk all the way to where you are at.   It must one of the silliest arguments to make, saying that map travel ruins anything. It fixes problems not causes them.  I can't beleive that people would actually argue this. If you don't like it, don't use it. 

     

    If the game isn't immersive enough because you can instantly travel to a place, make sure that while you are walking from point A to point B that you stop every 6 "in game" hours, and have something to eat. Probably need to stop every couple of "in game" hours to go to the bathroom too. And don't forget that every once in a while you should just lie down on the ground for a week or so because your toon caught a cold and just doesn't feel like going out and doing anything.  Good times, thank heavens we can keep the immersion factor up in these games.

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  • DubhlaithDubhlaith Member Posts: 1,012


    Originally posted by Shroom_Mage
    Originally posted by Volkon
    Of course I'm in favor. Map Travel is a part of GW lore. Hell, there's even a quest where the kid brags about his mother inventing map travel in GW1. It's a part of the GW universe, and to remove it would be crushing to overall immersion. A big part of GW immersion is being able to get to your friends quickly to help out when needed. In GW you say "I'll be right there." In WoW, you say "AFK, flight path".
     
    Map travel will be even more important for the community with dynamic events. With the archaic quest system, you could wait until your friends finally got there, accept the quest together and go do it. Dynamic events won't be waiting for you... they'll be going on whether you're there or not, so of course having a quick means to get to your friends is practically necessary.
     
    Map travel is an integral part of GW. It will be an integral part of GW2, as it should be.
    There are a lot of joke quests in GW, so I don't think one NPC referencing it constitutes it as being part of the lore. Do they ever use map travel in any of the books?


    I do think, however, that showing a character actually pulling out a map when on the map screen and being whisked away when teleporting would definitely add to the immersion, regardless of whether or not it's actually explained in-game. That way you also wouldn't see players just suddenly disappearing all the time with no explanation.



    That would be so fantastic.

    Hear this Anet? Make it happen.

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    WTF? No subscription fee?

  • UnlightUnlight Member Posts: 2,540

    In favor.

    I like the option, but I expect that there will plenty of incentive to keep me hoofing it from place to place, even after my first couple of visits.  But if I want to cross to the other side of Tyria to hang out with some friends, it won't take me 45 minutes just to get there.

  • PNM_JenningsPNM_Jennings Member UncommonPosts: 1,093

    I've always found it strange that people complain about instant travel, but never seem to have anything to say about being rezzed, either in combat or at a shrine. I mean if there's any aspect of an MMO that breaks immersion it's the fact that your character (but only your character) is immortal. Has this ever struck anyone else as odd? I mean why don't the baddies just have their cleric rez them? Personally I'm in favor of both though.

    This idea amused me: what if you could only get to the Mists to PvP in GW2 by dying? I mean it is the netherworld after all.

  • AKASlaphappyAKASlaphappy Member UncommonPosts: 800

    Originally posted by Garvon3

    Nothing quite ruins the feel of an MMO quite like instant travel. Every game that has had a fair amount of travel by foot has been memorable. Every game that lets me warp around willy nilly, has created a mass of problems. Why bother making a virtual world at all?

     


    I actually find this statement pretty funny. If you look at MMOs that you would define as a virtual word and MMOs that are a theme park AKA a virtual ride. One of the first virtual worlds that most point to now days is UO and of course for theme park it is WoW. Now out of these two games the world and the theme park, which one has it setup so players can warp around like a wizard on crack? Well if you guessed WoW you would be wrong, UO the virtual world that is the grand-daddy to the whole sandbox genre. So how again does the ability to instant travel make it so a game does not feel like a world? Unless you are saying UO was not a world, and it is a theme park? Then wouldn’t that be amusing the idea of free form sandbox worlds would have been a lie this whole time.


     


    The great part is the OP even covered this:


     


    Originally posted by Creslin321

    I've seen a lot of griping on this board about teleportation.  Personally, I just don't understand this and I wanted to see where the general opinion of the folks on this board fell, so I made this poll/discussion.

    The main gripe I see with teleportation is that it breaks immersion.  I see the argument here, but I really disagree with it.  The most immersive, sandboxy game I ever played was UO.  UO is frequently held up as the "height" of sandbox MMO gaming.  But UO had the MOST PERMISSIVE teleportation system in any game...ever.  You could literally mark a rune for ANY SPOT in the game and then teleport there.  There was no limit to the amount of runes you have, and you could freely exchange them with other players.

    So my argument is that if UO, widely recognized as one of the great immersive sandbox games, had extremely permissive teleportation, then why will having teleportation break immersion in GW2?  I really think UO would have not been nearly as good as it was if you couldn't teleport.  Traveling the world would have taken forever and been extremely dull.

    Feel free to post your arguments for or against teleportation.

     



    Also in GW2 you have to find the waypoint first, so there is going to be a lot of traveling on foot. You are not going to be able to just log in and start teleporting everwhere in the game.


     


     


    Originally posted by Shroom_Mage

    There are a lot of joke quests in GW, so I don't think one NPC referencing it constitutes it as being part of the lore. Do they ever use map travel in any of the books?


     


    *spoiler if you have not read the last GW2 book do not continue reading*


     


    Well not really map travel per say, but in Edge of Destiny at the end of chapter 25 (I do not know the page number I have the kindle version) Snaff pulls out of his pocket a metal coin that he refers to as “a hole in my pocket”. It is a miniature Asura gate that can be attuned to places that you know. If the player characters have one of these it would explain how we can travel to waypoints, once you find a location you can just tune the mini Asura gate to its location and instantly teleport there.


  • someforumguysomeforumguy Member RarePosts: 4,088

    Teleportation like that only gets rid of the tedious back and forth running for the 2389789th time. It doesnt change anything about exploring, because exploring means you were never there before and this is also how you find the other teleport points.

    Also there is another incentive to look further then the events you are guided too. In interviews they already said that there are events that trigger from things in remote locations. Players will have to find these.

    Anyway, from immersion point of view its kind of a moot point. Asura has the technology to teleport people with their gates. Another reason why its useless to discuss this, is that Arenanet said from the start that easy traveling would come to GW2. They dont believe in slow traveltimes, just to make it slow.

  • LeucrottaLeucrotta Member Posts: 679

    In favor, if i want to explore i explore and try to find more DE's, if i need to go somewhere fast or empty bags or whatever i maptravel and go back to the place i was exploring. i dont see anything wrong with this system, i loved it in gw1 and will do so again in gw2.

     

    Nothing more annoying to sit on a horse/bird/whatever for 10 minutes to go to the place you been a 1000 times before.

  • Garvon3Garvon3 Member CommonPosts: 2,898

    Originally posted by eyelolled

    Originally posted by Garvon3

    Nothing quite ruins the feel of an MMO quite like instant travel. Every game that has had a fair amount of travel by foot has been memorable. Every game that lets me warp around willy nilly, has created a mass of problems. Why bother making a virtual world at all?

     There is something that ruins the feel of an MMO more then instant travel. Being bored mindless waiting for the stupid toon to walk all the way to your destination. 

    Er, how does traversing an open virtual world ruin the feel of an open virtual world? Instantly teleporting makes a game feel like a game, and ruins the feel of an MMO.

    Travel time adds weight to PvP, adds weight to loss in an encounter, adds a feel of size and immersion to the world, and lets people see all the work people put into the game world.

    Instant travel makes a world feel trivial, makes the game world itself look empty outside of hubs, instant travel unbalances PvP, ect ect.

  • cali59cali59 Member Posts: 1,634

    I voted in favor, though I could have voted neutral.

    I like the teleportation system in GW1 once you've already explored an area.  Go back to Lion's Arch, go do some Eye of the North stuff, then over to that Prophecies mission.  I think it works very well.  I really don't like having to find the hubs though, especially when you have to travel through two zones to find one.  I'm not the biggest explorer in the world, but I kind of hate having to bring up a google search map page to find out where I need to go so I don't have to run through these zones again.

    So I like the idea of having more frequent waypoints in GW2.

    I also really dislike flying mounts in game and I'm glad GW2 doesn't have them.  I love the idea of having to fight your way through the enemy stronghold to complete the mission.  Being able to just fly over and land on someone's head kills it for me. 

    Come to think of it, I think I like teleportation better than ground mounts as well. 

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  • eye_meye_m Member UncommonPosts: 3,317

    Originally posted by Garvon3

    *snip* 

    Er, how does traversing an open virtual world ruin the feel of an open virtual world? Instantly teleporting makes a game feel like a game, and ruins the feel of an MMO.

    Travel time adds weight to PvP, adds weight to loss in an encounter, adds a feel of size and immersion to the world, and lets people see all the work people put into the game world.

    Instant travel makes a world feel trivial, makes the game world itself look empty outside of hubs, instant travel unbalances PvP, ect ect.

     Well, YOU might like to gleefully walk for fifteen minutes staring at all the beautiful scenery that they were so generous to include. Maybe you might whistle a little tune and stop to smell the flowers and OMG look over there! A deer! Don't move in case you scare it away. La-la-la-la! Totally immersed in your virtual world.  Except you forgot one thing. You ARE playing a game.  And those people that are waiting on you to show up so you can all do that group quest, they are sick and tired of waiting on you.  And oh noes, your guildies are going to take down that world boss, but you're not going to get to take part, because you're halfway across the world. Should they wait for you? NOT! They are all sick and tired of your pathetic dogf***ing all the time. 

    And as for travel time adding weight to PvP, what the hell is that?  What kind of a douchebag wants to irritate people with pvp? We are talking about a game you know. You are aware of that right? People do it for fun.  What the hell is the point of punishing people for PvP.  It is possible for pvp to be fun, you should try it sometime, both parties can actually enjoy it at the same time.

    Most people don't need to have a long walk back to their encounter to feel unsuccessful about it. You might need to spend a little time with yourself to fully understand the fact that you just died, but most people don't. Oh and by the way, map travel doesn't mean you can just teleport to any location on the map, it just means you can travel instantly to a waypoint.

     

    Sorry, but taking a walk doesn't count as immersion for me.  Actually PLAYING the game creates immersion, being caught up in the complexities of what I am doing, that is immersion.  Trivial things, like walking for extended periods pointlessly, make the game seem trivial.

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