I think CoH (instant metro + fast travel power after level 14) solve those issues better then any other. Ports work like an improve metro, as long as everyone have it, however the movement between ''port stations'' need to be considered as well.
Of course, for explorers sake, you could have some zones where no levels apply and where all you do is travel the hardway(walking in a danger mean you restart, a little like Firebase Zulu if you want), need to reach this or that point to open new zones and all, those zones should have no impacts on the rest of the game(maybe they could award some XP, nothing an average adventurer would want to earn that way, but someone more explorer, sure why not, they enjoy it for the sake of it, not for the reward in others aspects of the game, Colomb was not the best fighter ever, he could have been 1 of the best explorer however), but it could affect a mini game related to it, no more, period. (I dont pay to explore a world, I can explore my own city, much better IMO).
Enforcing tedious exploration is not better then enforcing anything else. Make it available for those that want it, but dont enforce it on the folks that dont want it.
For the ''economy'', nobody say ports or metro should be able to bring commodities you want to sell, buy or trade. All you need is a system where you have the items you can trade and those you cant(anything you use), if you port, all the tradable items are place in your container and dont follow you, and this container is only available there. Logic can be worked around this easily. Of course the customer that want this or that item to use, they can port instantly to you, but only those that plan to actually use the item...the tradeskilling game should not resolve around items adventurers use, but around items they dont use in the adventuring(housing, cities developpment, anything that is not gear basically). I dont recall seeing 1 tradeskiller in RL that create items for ''adventurers'', sure they can make swords, but they mainly do it for the army, and porting a whole army is not an option. Same apply for anything, adventurers needs should not be the main reason for tradeskilling and it should not be rewarding the adventurers any better then non-tradeskilling ways of acquiring those.
- "Solo is, will always be, the main market. A MMORPG that succeed with little or no solo appeal is doing great considering they are ignoring the main player base.''
- "If I understand you well, you are telling me until next time. " - Ren
i dont mind both ways are the same to me because the comp i play on now is awful so it takes as long to load as it does to travel there but if i was playing on a fast comp i wiould probably want load
its good to know that if I ever need attention all I need to do is die
Speedy travel can be nice, although I don't use it much, unless it's an exorbinant distance or am in a hurry to catch up to a raid. Except EQ1 of course, because you could get almost nowhere after Luclin without it. Peace..
Tacklebury --}>>>
Explorer 93% Achiever 53% Socializer 33% Killer 20%
I can't believe all you people being in a hurry. Your in a hurry to get there. You want the monsters to die fast so you can skill up or level faster. You want the exp bar to move faster. You want your skill ups to go faster. You want loots to be bigger. You want instant gratification and you forget what the whole point of an RPG is. THE JOURNEY! WoW is a great game for people to have fun. EQ is a great game for raids. EQ2 is a great game for graphics. Wish is a real RPG. DnL will be the king of PvP. Vanguard is the dream drifting in the ethereal with everything we'll ever want.....
Theres a place for all games if they're different they'll find a niche. I prefer the journey over the hack and slash. I dont care for stones that magically port you. Wizards port.. Druids port... stones are for throwing.........
Both methods have their place and should be in the game.
If I need to get someplace fast I should have that option. If I feel like exploring or running across the entire world and back - I should also have that option.
I don't think long distance zoning/porting and no travel kills the world atmosphere at all. That should be completely optional and up to the individual player. Complete tools and the like who can't control themselves in an online game - ruin the atmosphere.
Lineage II had a ridiculously long time to walk places. I had to do 2 quests to make some money and I had to walk 15 minutes there then 15 minutes back to get the money. What a waste of time. Both have their place.
I think if youve already been some where you should have the ability to instantly go back, just like recall/mark in UO. Also similar to what UXO did, where once youve activated a moongate you can retun there anytime you want by visiting a different moongate.
Originally posted by Finduilas This is what Sigil thinks about travelling: 16.8.1 What about downtime related to travel?
Sigil's philosophy on this and many other issues is to attack the problem, not the premise (assuming the premise is sound, and we think almost all of us want distant lands to have an allure and a rarity, and to be rewarded for exploration).
Who is Sigil?
Sigil is headed up by Brad McQuaid, who many believe was the leading light behind the creation of Everquest and it's immense early appeal. Many gamers want a return to that early play style and vision and think Sony ruined EQ once they took over and after Brad quit.
He is committed to bringing back the original "vision" of his EQ but correct many of the early errors they made.
I personallythink travelling safely kills part of a mmorpg.
I opt for a system that was done away with which is EQlive in the old days.
Have specific classes port you to an area but you still have to run a dangerous route to finish the trip.And a boat ride you can actually jump off the boat and swim to an island and hunt.
However,it had some flaws.
1)Boat rides took too long and needed the time of the ride cut drastically.
2)Since only a few classes could actually port it made them very greedy when asking for money and if you could not find a porter sometimes
3)running when you are late for a raid is very annoying.
Still if they made a shorter boat ride and portals that needs just clicking to get you there instead of waiting for a classit would be grand.
But travelling thru hostile surroundings is a important part of a mmorpg i think.
Originally posted by hercules I personallythink travelling safely kills part of a mmorpg. I opt for a system that was done away with which is EQlive in the old days. Have specific classes port you to an area but you still have to run a dangerous route to finish the trip.And a boat ride you can actually jump off the boat and swim to an island and hunt. However,it had some flaws. 1)Boat rides took too long and needed the time of the ride cut drastically. 2)Since only a few classes could actually port it made them very greedy when asking for money and if you could not find a porter sometimes 3)running when you are late for a raid is very annoying. Still if they made a shorter boat ride and portals that needs just clicking to get you there instead of waiting for a classit would be grand. But travelling thru hostile surroundings is a important part of a mmorpg i think.
Travel HAS to be dangerous or its just monotonous. There are also classes that are supposed to be better at this then others, such as rangers and druids. They are the travellers, not everyone should just be able to blaze through any land equally or safely like them. I wanna see some class diversity and some PURPOSE for the class besides their function in combat when grouped. EQ 1 pretty much turned into the entire function of a class being based on how they are used while in combat.
- 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
Originally posted by Copeland I can't believe all you people being in a hurry. Your in a hurry to get there. You want the monsters to die fast so you can skill up or level faster. You want the exp bar to move faster. You want your skill ups to go faster. You want loots to be bigger. You want instant gratification and you forget what the whole point of an RPG is. THE JOURNEY! WoW is a great game for people to have fun. EQ is a great game for raids. EQ2 is a great game for graphics. Wish is a real RPG. DnL will be the king of PvP. Vanguard is the dream drifting in the ethereal with everything we'll ever want..... Theres a place for all games if they're different they'll find a niche. I prefer the journey over the hack and slash. I dont care for stones that magically port you. Wizards port.. Druids port... stones are for throwing.........
or thats your idiea bit if the whole point was teh journey then i would go outside and drive around and look at the trees instead of looking at fake ones
its good to know that if I ever need attention all I need to do is die
Travel HAS to be dangerous or its just monotonous. There are also classes that are supposed to be better at this then others, such as rangers and druids. They are the travellers, not everyone should just be able to blaze through any land equally or safely like them. I wanna see some class diversity and some PURPOSE for the class besides their function in combat when grouped. EQ 1 pretty much turned into the entire function of a class being based on how they are used while in combat.
Precisely. And this is a prime reason why this continuing dumbing down of games to make things faster and easier to appease the whiners is the worst thing MMORPGs can do. Unfortunately, look at this board ... the minute anything is difficult, time-consuming, or slow, the army of whiners launches the outcry. They want to log in, hit maximum uber-hood in 60 days or less, and move on to another game. That formula will not support the type of investment needed for good, long-lasting MMORPGs.
well I am definatly interested in vanguard, if all holds true it should work out to be a spectacular game.
Hehe, I remember a very NICE level 25 player giving me my first set of RINGMAIL in EQ 1. I thought I was the bomb!
- 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
Comments
I dont mind to travel once.
I think CoH (instant metro + fast travel power after level 14) solve those issues better then any other. Ports work like an improve metro, as long as everyone have it, however the movement between ''port stations'' need to be considered as well.
Of course, for explorers sake, you could have some zones where no levels apply and where all you do is travel the hardway(walking in a danger mean you restart, a little like Firebase Zulu if you want), need to reach this or that point to open new zones and all, those zones should have no impacts on the rest of the game(maybe they could award some XP, nothing an average adventurer would want to earn that way, but someone more explorer, sure why not, they enjoy it for the sake of it, not for the reward in others aspects of the game, Colomb was not the best fighter ever, he could have been 1 of the best explorer however), but it could affect a mini game related to it, no more, period. (I dont pay to explore a world, I can explore my own city, much better IMO).
Enforcing tedious exploration is not better then enforcing anything else. Make it available for those that want it, but dont enforce it on the folks that dont want it.
For the ''economy'', nobody say ports or metro should be able to bring commodities you want to sell, buy or trade. All you need is a system where you have the items you can trade and those you cant(anything you use), if you port, all the tradable items are place in your container and dont follow you, and this container is only available there. Logic can be worked around this easily. Of course the customer that want this or that item to use, they can port instantly to you, but only those that plan to actually use the item...the tradeskilling game should not resolve around items adventurers use, but around items they dont use in the adventuring(housing, cities developpment, anything that is not gear basically). I dont recall seeing 1 tradeskiller in RL that create items for ''adventurers'', sure they can make swords, but they mainly do it for the army, and porting a whole army is not an option. Same apply for anything, adventurers needs should not be the main reason for tradeskilling and it should not be rewarding the adventurers any better then non-tradeskilling ways of acquiring those.
- "Solo is, will always be, the main market. A MMORPG that succeed with little or no solo appeal is doing great considering they are ignoring the main player base.''
- "If I understand you well, you are telling me until next time. " - Ren
its good to know that if I ever need attention all I need to do is die
Tacklebury --}>>>
Explorer 93%
Achiever 53%
Socializer 33%
Killer 20%
Tacklebury --}>>>
I can't believe all you people being in a hurry. Your in a hurry to get there. You want the monsters to die fast so you can skill up or level faster. You want the exp bar to move faster. You want your skill ups to go faster. You want loots to be bigger. You want instant gratification and you forget what the whole point of an RPG is. THE JOURNEY! WoW is a great game for people to have fun. EQ is a great game for raids. EQ2 is a great game for graphics. Wish is a real RPG. DnL will be the king of PvP. Vanguard is the dream drifting in the ethereal with everything we'll ever want.....
Theres a place for all games if they're different they'll find a niche. I prefer the journey over the hack and slash. I dont care for stones that magically port you. Wizards port.. Druids port... stones are for throwing.........
Make a difference!
Both methods have their place and should be in the game.
If I need to get someplace fast I should have that option. If I feel like exploring or running across the entire world and back - I should also have that option.
I don't think long distance zoning/porting and no travel kills the world atmosphere at all. That should be completely optional and up to the individual player. Complete tools and the like who can't control themselves in an online game - ruin the atmosphere.
Lineage II had a ridiculously long time to walk places. I had to do 2 quests to make some money and I had to walk 15 minutes there then 15 minutes back to get the money. What a waste of time. Both have their place.
I think if youve already been some where you should have the ability to instantly go back, just like recall/mark in UO. Also similar to what UXO did, where once youve activated a moongate you can retun there anytime you want by visiting a different moongate.
Who is Sigil?
Sigil is headed up by Brad McQuaid, who many believe was the leading light behind the creation of Everquest and it's immense early appeal. Many gamers want a return to that early play style and vision and think Sony ruined EQ once they took over and after Brad quit.
He is committed to bringing back the original "vision" of his EQ but correct many of the early errors they made.
I personallythink travelling safely kills part of a mmorpg.
I opt for a system that was done away with which is EQlive in the old days.
Have specific classes port you to an area but you still have to run a dangerous route to finish the trip.And a boat ride you can actually jump off the boat and swim to an island and hunt.
However,it had some flaws.
1)Boat rides took too long and needed the time of the ride cut drastically.
2)Since only a few classes could actually port it made them very greedy when asking for money and if you could not find a porter sometimes
3)running when you are late for a raid is very annoying.
Still if they made a shorter boat ride and portals that needs just clicking to get you there instead of waiting for a classit would be grand.
But travelling thru hostile surroundings is a important part of a mmorpg i think.
Travel HAS to be dangerous or its just monotonous. There are also classes that are supposed to be better at this then others, such as rangers and druids. They are the travellers, not everyone should just be able to blaze through any land equally or safely like them. I wanna see some class diversity and some PURPOSE for the class besides their function in combat when grouped. EQ 1 pretty much turned into the entire function of a class being based on how they are used while in combat.
- 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
its good to know that if I ever need attention all I need to do is die
well I am definatly interested in vanguard, if all holds true it should work out to be a spectacular game.
Hehe, I remember a very NICE level 25 player giving me my first set of RINGMAIL in EQ 1. I thought I was the bomb!
- 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