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Which you rather have in a game: a large open world through which you would have to travel to get from one place to another? Or a game that has no open world between the cities and adventure areas, and just using long distance zoing to get you from A to B? For example, you are in a town and have to head out the dungeon. Would you rather a game that allows you to travel there through the forests and such. Or would you prefer a game that doesn't have any open land between such places, since you are just zoned from where you are to where you have to go?
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Crafting must die
Comments
i personaly like UO's recall system.
once you get to be a high enough skilled mage you could mark a rune to any location you can stand, then you can cast a spell, or use a scroll to cast recall and go back to the spot the rune was marked. it made the game seem bigger because i didnt have to worry about the three hours it would take me to get to the place i wanted to hunt.
the missing link in a chain of destruction.
All spelling and typographical errors are based soely on the fact that i just dont care. If you must point out my lack of atention to detail, please do it with a smile.
I agree. Once I've explored the place, I like the option to return to it instantly.
Less downtime is always a plus, and traveling over the same old pixelated area is little more than downtime.
I agree. Once I've explored the place, I like the option to return to it instantly.
Less downtime is always a plus, and traveling over the same old pixelated area is little more than downtime.
This is what Sigil thinks about travelling:
16.8.1 What about downtime related to travel?
Sigil Games Online, makers of Vanguard: Saga of Heroes
As for their quote, I believe they have the problem figure out incorrectly. Once I have adventured and explored to said location, I have no interest spending the next 4 months of my online experience trekking back and forth to their City Hub concept (so popular in Quest-based systems today) in order to experience the adventure of playing their game.
I have to get there once, and enjoy the journey that one time at least...beyond that, let me decide.
I personally like a good mix of traveling and insta-porting. To me, travelling is part of the adventure.
Nahallac Silverwinds
Alter Destiny
Tunare - EQ
Very well said.
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Crafting must die
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Crafting must die
traveling is part of the adventure, but i dont like it when it takes away from the adventure. in eq it was a pain to have to run through lvl 2 zone, then a lvl 39 zone, then a lvl 10 zone just to get to a place where there are lvl 15 mobs. yes that is an adventure, aslong as it dosent resualt in suicide. but lets say you make it through alive, then decide to go back to your home port, or just a town that you prefer or arent KOS to the guards. you would have to spend an hour or more to get back to town, then another hour or more to get back to the hunt.
wouldnt it just be easier to teleport back to town to restock/sell/bank and then return to the REAL adventure? you shouldnt be FORCED to recall/teleport but i like the option to.
the missing link in a chain of destruction.
All spelling and typographical errors are based soely on the fact that i just dont care. If you must point out my lack of atention to detail, please do it with a smile.
Sure it would be EASIER to just insta-port everywhere, but the question was not about what was easier...it was about what do you like.
EQ travel improved immensely with the release of PoP and the use of trans gnomes for a few areas, although I miss the boats ...don't miss the 20 minute rides ..but I miss the authiticity of getting on a boat to travel to another continent.
Between PoP, Trans gnomes and druid/wizard porting ..its really not that hard to get anywhere anymore. Doesn't take long, but there is still a good combination of having to "hoof it" and "insta porting." That is what makes that aspect of the game enjoyable for me.
Nahallac Silverwinds
Alter Destiny
Tunare - EQ
Nahallac Silverwinds
Alter Destiny
Tunare - EQ
the missing link in a chain of destruction.
All spelling and typographical errors are based soely on the fact that i just dont care. If you must point out my lack of atention to detail, please do it with a smile.
Nahallac Silverwinds
Alter Destiny
Tunare - EQ
Nahallac Silverwinds
Alter Destiny
Tunare - EQ
Traveling sucks. I play a game to advance, and become stronger. Not to look at pretty trees on a computer.
They are called "role playing games" for a reason. I love advancement ..thats what keeps me going. Getting to a higher level, getting better gear etc etc. I'm all about that.
However, travel can be a huge part of roleplay because of what you can encounter from place to place. Those of us who are truely into the role-play aspect of the game can appreciate it.
Nahallac Silverwinds
Alter Destiny
Tunare - EQ
Nahallac Silverwinds
Alter Destiny
Tunare - EQ
hehe nothing makes me more upset then having to run an hour just to kill some one hehe.
yeah running around CoH wasnt much fun, and flying is just a faster easier way to travel, so it only cuts down the amount of fun your not having.
the missing link in a chain of destruction.
All spelling and typographical errors are based soely on the fact that i just dont care. If you must point out my lack of atention to detail, please do it with a smile.
What's easier IS all it's about for 90% of today's gamers, at least the ones who post. If you'd let them they'd log in, port to the boss mob, finish him off in 30 seconds with their insta-uber weapons, and then spend the rest of the day discussing how stimulating and challenging the encounter was. These people don't want any challenge or difficulty ... they want to pretend they are doing something. Hence game devs comply, dumbing down games more and more. Then the players burn through the easy games in a month and start whining again. Rinse and repeat.
The future looks bright, doesn't it
Well, let me just say this though. With some games you may want the adventure and exploration yet trying to keep a group organized and together for 5 minutes without someone going linkdead, another lagging to much to keep up, another getting in trouble every 5 minutes. I think future MMO's will fix tha tproblem alot with voice chat options and other innovations to make communicating with a group easier. That to me is where I want it easy. Not in getting somewhere, but in being able to convey to the group in an easy and timely manner to be the most successful.
I will agree, I think UO has the best system. There were massive rune library's to take you anywhere at anytime, but you never had to use those. You could make your own rune libraries only off what you explored before, and that was dam fun I might add for me. Gating also made group management easy, which was VERY needed considering the lack of message ability in the game (which may have been a blessing, or a curse, I still am not sure).
I want to be able to explore and tell the person behind me WHILE I am dodging, diving, or ducking to whatch their step or their head, there is a trap.
- Fadeus Hawkwood
- Scaris
"What happened to you, Star Wars Galaxies? You used to look like Leia. Not quite gold bikini Leia (more like bad-British-accent-and-cinnamon-bun-hair Leia), but still Leia nonetheless. Now you look like Chewbacca." - Computer Gaming World
I'd have to say that some of the difficulty you refer to is precisely what made early EQ so special. Yeah, I sure did bitch and moan about some of the lengthy travel, and some of it was indeed excessive, but now it just seems to me it's gone way too far in the other direction (on most aspects of games). The difficulty in just getting to so many places in EQ1 did make them seem exotic, distant, and difficult ... not to mention people actually had to exert effort and thus you didn't log in and find every joker in the game standing there.
I hope McQuaid sticks by his guns. I don't care if 95% of games out there are for people who want it quick and easy - just please give me one or two that challenge you seriously and deter the lazy whiners
As far as voice communications, my groups have been doing that for, hmm, I would say the last year and a half or so. There are already so many easy free options available. We generally use Yahoo voice conferences because that's worked well for us, but there are other choices. I certainly do agree that voice communication adds immensely to gaming ... a group can do things they couldn't dream of doing with typed communication.
I will agree, I think UO has the best system. There were massive rune library's to take you anywhere at anytime, but you never had to use those. You could make your own rune libraries only off what you explored before, and that was dam fun I might add for me. Gating also made group management easy, which was VERY needed considering the lack of message ability in the game (which may have been a blessing, or a curse, I still am not sure).
I want to be able to explore and tell the person behind me WHILE I am dodging, diving, or ducking to whatch their step or their head, there is a trap.
- Fadeus Hawkwood
as for the chat, thats where ICQ came in, it was a nice way to talk to friends, and the way UO was set up it was easy to use while playing. but now ingame chat is easier
but yeah moongate made getting a group to the fun quick and easy.
and as for Wickes, i dont want to just teleport in, kill the boss in 30 seconds with my "insta-uber weapons" your using the idea of recall in an EQ type setting, im talking about it as UO was about 5 years ago. there was no boss's to fight, just strong mobs to kill. getting to the fun wasnt "dumbing" the game down, it just cut out 30 mins of more of fighting weaker mobs, and cut down the chances of getting killed by other players.
edited for kindness... dont expect it too often hehe
the missing link in a chain of distruction
the missing link in a chain of destruction.
All spelling and typographical errors are based soely on the fact that i just dont care. If you must point out my lack of atention to detail, please do it with a smile.
my group does too, but thats my group I am with daily. I have gotten to the point that I hate letting others into the group, because there is ALWAYS someone coming up asking to be in the group, regardless of wether you are set to be looking for players or not. Unfortunately my group has gotten abit small at the moment and I am playing more then 1 game and some of the others haven't moved to them as well yet.
Yep, I agree, some of that agony back then made some of the fondest memories for me in MMO's. But I have also sat for hours pulling my hair out because I offered to help someone only to find out they are trying to play on an absolutely horrible computer, but expect you to deal with their problem. That completely grates me, and that can be miserable on travel. But I think I would take that over what PoP did to EQ. Removed all racial diversity, and make faction a thing of the past with exception to some quest availibility.
I think the biggest key is find yourself a good full group, a group that naturally works at about the same pace and game time spent as you and stick with them like glue. I can't handle grouping with strangers much anymore. Then I gotta decide how looting is gonna be when before we really didnt even care about looting, someone in the group would get it that needs it. ANd trying to get a group of strangers to stick with you anymore through some hard exploring to find a new spot or get to somewhere that you have heard about can be a real treat too. They last til about 1st death and then all the sudden they start bailing like rats leaving a burning ship.
Thats why I don't think there can be both in a game. It has to be one way or the other, and hopefully then the ones that like it that way will stay and the others will go. Trying to make it all things to all people only means its going to be everything to the loudest and the silent mass's are just accepting thats how it is, atleast to me.
- Fadeus Hawkwood
- Scaris
"What happened to you, Star Wars Galaxies? You used to look like Leia. Not quite gold bikini Leia (more like bad-British-accent-and-cinnamon-bun-hair Leia), but still Leia nonetheless. Now you look like Chewbacca." - Computer Gaming World
ack, double post, sorry
- Fadeus Hawkwood
- Scaris
"What happened to you, Star Wars Galaxies? You used to look like Leia. Not quite gold bikini Leia (more like bad-British-accent-and-cinnamon-bun-hair Leia), but still Leia nonetheless. Now you look like Chewbacca." - Computer Gaming World
I guess my current mindset is remarkably like yours Fadeus. Once you get used to a good group of people, particularly on voice, it's then really tough to adapt to new people. My friends are currently straggling all over too, so while I wait (impatiently), I find myself soloing more and more, which really didn't used to be like me. But now it seems I have to be "in the mood" to go put together a pickup group. It really can be fun, but hardly like bringing your crack, battle-proven team into something. And yes, grouping with strangers is a pain for all the reasons you stated, but then I have to keep reminding myself it's the only way to make new friends, lol.
[And thus one might ask is the increasing use of voice actually a deterrant to new friendships =p]
Bring your friends over to Mistmoore ... sounds like we might have a match
korr, that wasn't directed at you. It was directed at the general gaming audience these days, as regularly evidenced in this forum. To be honest I didn't really focus on your post(s), as I don't know much about UO .. pre-EQ I was playing war games. No need to be kind ... we're tough here
the missing link in a chain of distruction
the missing link in a chain of destruction.
All spelling and typographical errors are based soely on the fact that i just dont care. If you must point out my lack of atention to detail, please do it with a smile.
i voted for no porting, specificaly due to its effect on my game of choice EvE. with the player based economy and player based content (involving the strategic conflct over lawless areas of space) allowing "porting" would be ruinous.
many of the price differentials in commodities/items/ships occur to due to the distance between production centers and the outlying regions. with porting any commodity could be brought very rapidly from point a to point b, thereby negating the potential for profit if one was to take the time to move the goods to the outlying region (and vice versa taking commodities from far away areas to the central hub).
the strategic vying for power in the low/no security areas could also be adversly effected if poeple could easily travel to whereever they wanted. placing blockades in choke points to stop enemy players from entering your space would be negated is they could simply port to the center of your region, or from one side of the universe to the other to show up unexpectedly at your blockade with no warning would in my opinion ruin the game.
the distance in some games (and i am more than willing to see that it might work very well in some games - presumably in one that were less pvp orinetated and more about questing in various regions) is what makes the game. Geography and the choices made in dealing with said geography is what gives us strategy. take away the geography and you take away the strategy.
thats my 2 cents on the matter/