I think there is a line to be drawn here, if slow travel only takes a few minutes then you get best of both worlds, you validate the size of the world and provide all the benefits that actually passing through a real world gives without detracting from gameplay. Slow travel that takes a longer time should be optional, or for exotic Locations that are optional. Is this not a reasonable compromise?
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
I think there is a line to be drawn here, if slow travel only takes a few minutes then you get best of both worlds, you validate the size of the world and provide all the benefits that actually passing through a real world gives without detracting from gameplay. Slow travel that takes a longer time should be optional, or for exotic Locations that are optional. Is this not a reasonable compromise?
Compromise is the problem. We should do the opposite. We should specialize. Casual travel play for casual or WoW style raid based games, and hardcore travel for oldschool games. Its generalizing that gets us into trouble. People need to stop shoving separate game styles together.
Yup I would agree actually, trying t make games all things to all men, the gradually you lose things that appeal to minorities. What you are left with is every game doing the same thing and finally stagnation.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Good afternoon, all. This is a tough subject because everybody's tastes are different...everybody has a different idea of what "fun" is. There is no cookie cutter one size fits all MMO unfortunately and it's difficult to even conceptualize one.
I have a couple of ideas that hopefully other posters can build on. I don't really have time to flesh it all out at the moment (yes, I'm at work...and yes I'd much rather be talking about MMOs) so hopefully you guys can formulate your own opinions.
First: Server options. It's a simple solution honestly...<insert MMO name> and have servers that allow and do not allow fast travel. Perhaps that would hurt the community aspect, but if you have the choice then you're playing amongst colleagues that want to have the same experience as you. This may not fit into whatever "vision" the developer has for their game so maybe it's not a realistic option, but it's something that can be kicked around.
Second: Fast travel on level progression. This is also a fairly simple concept...all continents/islands/regions should have designated fast travel areas based on level as long as you have been in that area once before. For example...you're in your starter city and for argument's sake let's say our fast travel portals are a non-moving clickable item ala the knowledge books in EQ. You have access to your starter city, obviously, and as you progress in level and travel outwardly you begin to add more locations to your availability list. As long as you've visited the new area at least one time and you're of a high enough level to do combat in that area (pre-determined by devs) it will become a place you can fast travel to. In this instance you now have the ability to fast travel but will have had to explore the area prior to being able to...and now you don't have to make that "boring journey" every time you want to go there.
Food for thought, I'm spitballing, I certainly don't know the "right" way to do it.
Good afternoon, all. This is a tough subject because everybody's tastes are different...everybody has a different idea of what "fun" is. There is no cookie cutter one size fits all MMO unfortunately and it's difficult to even conceptualize one.
I have a couple of ideas that hopefully other posters can build on. I don't really have time to flesh it all out at the moment (yes, I'm at work...and yes I'd much rather be talking about MMOs) so hopefully you guys can formulate your own opinions.
First: Server options. It's a simple solution honestly... and have servers that allow and do not allow fast travel. Perhaps that would hurt the community aspect, but if you have the choice then you're playing amongst colleagues that want to have the same experience as you. This may not fit into whatever "vision" the developer has for their game so maybe it's not a realistic option, but it's something that can be kicked around.
Second: Fast travel on level progression. This is also a fairly simple concept...all continents/islands/regions should have designated fast travel areas based on level as long as you have been in that area once before. For example...you're in your starter city and for argument's sake let's say our fast travel portals are a non-moving clickable item ala the knowledge books in EQ. You have access to your starter city, obviously, and as you progress in level and travel outwardly you begin to add more locations to your availability list. As long as you've visited the new area at least one time and you're of a high enough level to do combat in that area (pre-determined by devs) it will become a place you can fast travel to. In this instance you now have the ability to fast travel but will have had to explore the area prior to being able to...and now you don't have to make that "boring journey" every time you want to go there.
Food for thought, I'm spitballing, I certainly don't know the "right" way to do it.
That system is pretty much already in place in the industry. Its what we are complaining about.
I personally love exploring so I would honestly be fine with doing away with non-class specific fast travel. I think it's perfectly reasonable to limit that type of ability so you can build a community and economy from it...plus it'll provide usefulness for that class. Unfortunately that seems to be too "hard" for people...how much can you restrict a fast travel feature if the above is already in place? It forces you to explore still...you can't get to level 10, 20, 30 areas as a level 1 character.
Why not have a system in place that promotes another gameplay aspect. My thought is to allow travel between various cities via NPC service, but also have some type of territory/town raid mechanic, and it would be stragic for the invaders to knock out that service as quickly as possible to hinder the defending side from rallying.
Another thought that I had was to be able to invest in other travel NPC services, such as hot air balloon or something that can be started up anywhere on the map, and the limits of its travel are based on a radius. However, if no one uses it, then it would go out of business and disappear. Or, if security is not invested in, then it could easily be destroyed by monsters or other players.
I always thought of effecient travel as more of a luxury, so having mechanics that can remove them might be interesting. I guess this is a little off topic, because it doesn't really solve the main debate, but it seemed related enough to post.
It would make more sense to make it so that you have limit amounts of travel per IRL (or play) time or a huge gold cost.
Meaning... if you want to travel from the west side of the dwarven continent to the east side of the elven, then there is a cost. Not a small one, mind you. The more you travel, the more it costs. The further you travel, the further it costs.
From Elves to Dwarves = Can't travel again for 3 days IRL
From Orcs to Goblins = 100 Gold (a lot of money)
From Orcs to Elves = 1000 Gold (a huge chunk of A LOT of money)
From Orcs to "The Void" = 100 Gold + Epic Quest Completed
From Orcs to Erudites = Boat Requirement (You own one, not rent one but OWN one.)
From World 1 to World 2 = Once a week or once a month limit.
Want to group with a friend? Have them use their "1 free travel" to get to you. Or summon them, or have them pay the cost or pay the way for them, or have them create a new character with you.
In this way, you could even have every SERVER be an entire zone itself, full of 100% playable game. Want to switch servers? You will switch lands, but it cost a lot to travel.
Comments
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
Compromise is the problem. We should do the opposite. We should specialize. Casual travel play for casual or WoW style raid based games, and hardcore travel for oldschool games. Its generalizing that gets us into trouble. People need to stop shoving separate game styles together.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
Good afternoon, all. This is a tough subject because everybody's tastes are different...everybody has a different idea of what "fun" is. There is no cookie cutter one size fits all MMO unfortunately and it's difficult to even conceptualize one.
I have a couple of ideas that hopefully other posters can build on. I don't really have time to flesh it all out at the moment (yes, I'm at work...and yes I'd much rather be talking about MMOs) so hopefully you guys can formulate your own opinions.
First: Server options. It's a simple solution honestly...<insert MMO name> and have servers that allow and do not allow fast travel. Perhaps that would hurt the community aspect, but if you have the choice then you're playing amongst colleagues that want to have the same experience as you. This may not fit into whatever "vision" the developer has for their game so maybe it's not a realistic option, but it's something that can be kicked around.
Second: Fast travel on level progression. This is also a fairly simple concept...all continents/islands/regions should have designated fast travel areas based on level as long as you have been in that area once before. For example...you're in your starter city and for argument's sake let's say our fast travel portals are a non-moving clickable item ala the knowledge books in EQ. You have access to your starter city, obviously, and as you progress in level and travel outwardly you begin to add more locations to your availability list. As long as you've visited the new area at least one time and you're of a high enough level to do combat in that area (pre-determined by devs) it will become a place you can fast travel to. In this instance you now have the ability to fast travel but will have had to explore the area prior to being able to...and now you don't have to make that "boring journey" every time you want to go there.
Food for thought, I'm spitballing, I certainly don't know the "right" way to do it.
That system is pretty much already in place in the industry. Its what we are complaining about.
Why not have a system in place that promotes another gameplay aspect. My thought is to allow travel between various cities via NPC service, but also have some type of territory/town raid mechanic, and it would be stragic for the invaders to knock out that service as quickly as possible to hinder the defending side from rallying.
Another thought that I had was to be able to invest in other travel NPC services, such as hot air balloon or something that can be started up anywhere on the map, and the limits of its travel are based on a radius. However, if no one uses it, then it would go out of business and disappear. Or, if security is not invested in, then it could easily be destroyed by monsters or other players.
I always thought of effecient travel as more of a luxury, so having mechanics that can remove them might be interesting. I guess this is a little off topic, because it doesn't really solve the main debate, but it seemed related enough to post.
Travling is good only if stuff you encounter on your journey is fun! Traveling in WoW for example is just a pain in the ass.
Guild Wars 2 Youtube Croatian Maniacs
My Guild Wars titles
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
I think there is a whole meme about 200 pages of walking.
It would make more sense to make it so that you have limit amounts of travel per IRL (or play) time or a huge gold cost.
Meaning... if you want to travel from the west side of the dwarven continent to the east side of the elven, then there is a cost. Not a small one, mind you. The more you travel, the more it costs. The further you travel, the further it costs.
From Elves to Dwarves = Can't travel again for 3 days IRL
From Orcs to Goblins = 100 Gold (a lot of money)
From Orcs to Elves = 1000 Gold (a huge chunk of A LOT of money)
From Orcs to "The Void" = 100 Gold + Epic Quest Completed
From Orcs to Erudites = Boat Requirement (You own one, not rent one but OWN one.)
From World 1 to World 2 = Once a week or once a month limit.
Want to group with a friend? Have them use their "1 free travel" to get to you. Or summon them, or have them pay the cost or pay the way for them, or have them create a new character with you.
In this way, you could even have every SERVER be an entire zone itself, full of 100% playable game. Want to switch servers? You will switch lands, but it cost a lot to travel.
don't need to use fast travel, just assume that feature is not available, enjoy the trip