Originally posted by vendris So, everyone is going to advance from zone to zone in a linear fashion, all camping out in the exact same area because the game world is so limited that there's no where else to go? You can't have it both ways. Either the game world is a huge game world that's supposed to bring back a sense of exploration and freedom to MMOs (as Brad has often said)... in which case, if you don't play for a night or two, your friends *will* move to areas that you then *will* have to travel to in order to meet up with them... or, as you are implying, the game is nothing but a linear grindfest in which everyone playing goes from zone to zone in the same order because there aren't any choices. Which is it?Everyone who played Everquest for any significant time knows the feeling of logging in for the evening in Freeport after not playing for a night or two only to find out all your friends are out near Qeynos. A large, varied game world with "meaningful travel" means you will be "meaningfully traveling" to try to catch up with people who moved on while they're playing and having fun because you skipped a couple of nights of play and that's the bottom line.This is why modern MMOs have instant travel methods to begin with. Originally posted by baphamet again, it has already been mentioned that you will not have to travel far every time you want to do a dungeon. in wow and eq for example usually there is some sort of central hub where people meet to join groups (i.e pok, org, IF). from what i have read, people move their stuff from area to area (including their house) that is closer to places that they will be adventuring around their level, there is no central hub for starting groups in some far away land like alot of other games.
i already gave you the answer to your question in this part of my post that you didn't quote.
I'm sure you will have to travel every once in a while to get to an area that is closer to the dungeons that you want to adventure in. if you are unable to make that travel (or don't want to) you can have your friends take you when you are offline via caravan.
there is also a rumor (actually not a rumor but I'm not quite positive if it is going to be implemented or not) that there will be a fellowship system, where if you weren't able to play for a couple nights and your friends did, that they would be able to get xp for you even if you are offline.
i know that sounds strange but it would be as if you were in the group with them, they would still have to earn the xp for you and with the caravan system you not only would log on in the same spot as your friends but you would still be the same lvl as they are even if you missed playing for a couple days.
it has nothing to do with everyone advancing from area to area in a linear fashion, these options are there just so you can stay with your group of friends.
I'm sure there are many places to go to at any given level, and i am sure you will have to travel at some point even if your friends did help you alot with the caravan system.
but again, you wont have to do it every day.....however this is just speculation from posts i have read from brad and some of the other Dev's, but they sound like good ideas to me.
It's quite obvious from simply reading through the current Vanguard faq that traveling will be hard, and time consuming, and if you get seperated from your friends, you're going to have to spend time traveling to catch up with them. The FAQ clearly states that not only is the world huge, but that travel should be dangerous and filled with encounters.
I don't mind that Brad is trying to cater to a certain segment of the market, and I hope the people who are looking for a slight evolution of Everquest 1 because they were disappointed by EQ2 get what they want, but I do get tired of the constant refrain that Vanguard is going to have all of the features of Everquest 1 (huge game world, difficult travel, no instances, etc) but magically not have any of the problems that are naturally associated with those features.
"The game world will be huge and travel will be difficult and time consuming, but you won't care because in our game, slogging across half the world trying to catch up with people will magically be fun, and just in case you don't think it's fun, we're going to make it so you don't actually have to travel because of the caravan system, and there's even a rumor that maybe you might even get experience when you aren't even playing, but even though you don't even have to be at your keyboard to travel, travel will still be difficult and challenging, and fun!"
This whole "Vanguard will be great for even the most hardcore of hardcore MMO players *and* casual players too" mantra is getting old and ridiculous.
Originally posted by vendris It's quite obvious from simply reading through the current Vanguard faq that traveling will be hard, and time consuming, and if you get seperated from your friends, you're going to have to spend time traveling to catch up with them. The FAQ clearly states that not only is the world huge, but that travel should be dangerous and filled with encounters.I don't mind that Brad is trying to cater to a certain segment of the market, and I hope the people who are looking for a slight evolution of Everquest 1 because they were disappointed by EQ2 get what they want, but I do get tired of the constant refrain that Vanguard is going to have all of the features of Everquest 1 (huge game world, difficult travel, no instances, etc) but magically not have any of the problems that are naturally associated with those features. "The game world will be huge and travel will be difficult and time consuming, but you won't care because in our game, slogging across half the world trying to catch up with people will magically be fun, and just in case you don't think it's fun, we're going to make it so you don't actually have to travel because of the caravan system, and there's even a rumor that maybe you might even get experience when you aren't even playing, but even though you don't even have to be at your keyboard to travel, travel will still be difficult and challenging, and fun!"This whole "Vanguard will be great for even the most hardcore of hardcore MMO players *and* casual players too" mantra is getting old and ridiculous.
oh i don't think vanguard will be great for casual players, but as i said in my first post if i was a true casual gamer (10 hours per week or less) then i probably wouldn't be anticipating vanguard.
plenty of games out there that will or are clearly more casual friendly than vanguard, and i agree with you that vanguard isn't going to magically be rid of all the problems eq had as far a tedium.
you said " I hope the people who are looking for a slight evolution of Everquest 1 because they were disappointed by EQ2 get what they want" and thats all alot of us want, just like casuals want a game thats casual friendly with instant travel and whatnot as well as have that mmorpg feel to it, every type of gamer deserves a great game that compliments their play style IMO.
I would like to say, in spite of my comments here, I *do* hope that Vanguard achieves what it sets out to do, and that Sigil releases a quality game. I like to think there's room for all different styles of MMOs and MMO players, and the bottom line is, even if many of us enjoy different styles of gameplay, we are all MMO fans at heart.
Originally posted by baphamet
oh i don't think vanguard will be great for casual players, but as i said in my first post if i was a true casual gamer (10 hours per week or less) then i probably wouldn't be anticipating vanguard.
plenty of games out there that will or are clearly more casual friendly than vanguard, and i agree with you that vanguard isn't going to magically be rid of all the problems eq had as far a tedium.
you said " I hope the people who are looking for a slight evolution of Everquest 1 because they were disappointed by EQ2 get what they want" and thats all alot of us want, just like casuals want a game thats casual friendly with instant travel and whatnot as well as have that mmorpg feel to it, every type of gamer deserves a great game that compliments their play style IMO.
Originally posted by vendris So, everyone is going to advance from zone to zone in a linear fashion, all camping out in the exact same area because the game world is so limited that there's no where else to go?
You can't have it both ways. Either the game world is a huge game world that's supposed to bring back a sense of exploration and freedom to MMOs (as Brad has often said)... in which case, if you don't play for a night or two, your friends *will* move to areas that you then *will* have to travel to in order to meet up with them... or, as you are implying, the game is nothing but a linear grindfest in which everyone playing goes from zone to zone in the same order because there aren't any choices, so you'll always be with your friends. Which is it?
Everyone who played Everquest for any significant time knows the feeling of logging in for the evening in Freeport after not playing for a night or two only to find out all your friends are out near Qeynos. A large, varied game world with "meaningful travel" means you will be "meaningfully traveling" to try to catch up with people who moved on while they're playing and having fun because you skipped a couple of nights of play and that's the bottom line.
This is why modern MMOs have instant travel methods to begin with.
Originally posted by baphamet again, it has already been mentioned that you will not have to travel far every time you want to do a dungeon. in wow and eq for example usually there is some sort of central hub where people meet to join groups (i.e pok, org, IF). from what i have read, people move their stuff from area to area (including their house) that is closer to places that they will be adventuring around their level, there is no central hub for starting groups in some far away land like alot of other games.
What he is saying is that if this person you are talking about plays with and wants to play with his friends sooo much, he's already in the same area his friends are...and if they have moved, the most he'll be traveling will probably be 10-15 minutes unless his friends went dumb on him and COMPLETELY moved out of the region. And even so....this person would be dumb to not have connected himself to a caravan leader in the group, so that he would end up in, roughly, the same location as his friends, and then only travel 10-15 minutes to the dungeon that his friends are in.
It really isn't as bad as everyone thinks it is. You just have to do a little more reading instead of interpeting "Meaningful travel" as "zomg!!! i have 2 ride horse for 1 hr to git 2 my group. this game sux!!"
Originally posted by vendris It's quite obvious from simply reading through the current Vanguard faq that traveling will be hard, and time consuming, and if you get seperated from your friends, you're going to have to spend time traveling to catch up with them. The FAQ clearly states that not only is the world huge, but that travel should be dangerous and filled with encounters.
I don't mind that Brad is trying to cater to a certain segment of the market, and I hope the people who are looking for a slight evolution of Everquest 1 because they were disappointed by EQ2 get what they want, but I do get tired of the constant refrain that Vanguard is going to have all of the features of Everquest 1 (huge game world, difficult travel, no instances, etc) but magically not have any of the problems that are naturally associated with those features.
"The game world will be huge and travel will be difficult and time consuming, but you won't care because in our game, slogging across half the world trying to catch up with people will magically be fun, and just in case you don't think it's fun, we're going to make it so you don't actually have to travel because of the caravan system, and there's even a rumor that maybe you might even get experience when you aren't even playing, but even though you don't even have to be at your keyboard to travel, travel will still be difficult and challenging, and fun!"
This whole "Vanguard will be great for even the most hardcore of hardcore MMO players *and* casual players too" mantra is getting old and ridiculous.
Dude...like seriously....go read the stuff about the caravan system. All the problems you've talked about with traveling has been with someone who wants to play with friends and is now having to catch up with them after logging on and are now wasting time traveling to them.
CARAVAN SYSTEM-
When you log off, you bind youself to a caravan leader....one of your friends.
You go to bed, you wake up, you go to work, you get home, you make dinner, you get the kids in bed, you log on.
You get a choice: Appear where you last logged off, appear where your caravan leader last bound.
Almost all dungeons will be within 5-15 minutes of an outpost where you would bind yourself.
PROBLEMS THE CARAVAN SYSTEM SOLVES-
Travel is still meaningful. To get to locations you have to actually travel, one way or another. If you have a group of friends you always group with, you have the option to stay within 15 minutes of them at all times, so you are never too far away that it ruins a night. The world still feels vast, expansive, and immersive.
I understand perfectly now. Brad is talking about how important huge hard to cross game worlds and "meaningful travel" are to MMOs while Sigil goes ahead and implements a system to bypass content just like every other modern MMO because players realize that travel is a nasty timesink and is not fun. Well, except for the poor sap who gets conned into doing all the travel while everyone else says they have to get up early in the morning and logs out.
It's very easy to predict what the "meaningful travel" in Vanguard is going to almost instantly evolve into: people buying gold on IGE and paying farmers to caravan them.
PROBLEMS THE CARAVAN SYSTEM SOLVES- Travel is still meaningful. To get to locations you have to actually travel, one way or another. If you have a group of friends you always group with, you have the option to stay within 15 minutes of them at all times, so you are never too far away that it ruins a night. The world still feels vast, expansive, and immersive. Ta da! Understand now?
Originally posted by vendris I understand perfectly now. Brad is ranting about how important huge hard to cross game worlds and "meaningful travel" are to MMOs while Sigil goes ahead and implements a system to bypass content just like every other modern MMO.
PROBLEMS THE CARAVAN SYSTEM SOLVES- Travel is still meaningful. To get to locations you have to actually travel, one way or another. If you have a group of friends you always group with, you have the option to stay within 15 minutes of them at all times, so you are never too far away that it ruins a night. The world still feels vast, expansive, and immersive. Ta da! Understand now?
The thing is...not everyone is bypassing it...and you can't just immediately port from one place to another, SOMEONE has to make the journey. Brad and Co. do realize that it is unrealistic from the gamers perspective to play with friends when they can move around while you are offline...it would make the game unfun and alot of people wouldn't play, just how you were suggesting. The developers at Sigil understand your plight, so they are meeting you half way. If you can't play alot, you can stick near your friends....but if you are the person that travels around alot, and your friends have to run and catch up with you....well...you are the one that gets to experience the bulk of the travel time.
Whether that travel time is "meaningful" has yet to be seen...but the issues that you were talking about aren't really issues given what we know about the game's mechanics.
On top of that, if you say, suddenly decided that you wanted to be across the world, or decided that it's been a while since you've been to the capital...you'll have a trek ahead of you, and I'm sure you'll keep in mind that you'll have a trek back....but, I believe, Sigil is attempting to eliminate the need to travel great distances instantly alongside the ability to travel great distances instantly...so while you can't port to cities, you probably won't have a reason to other than you just flat out want to go there.
That's why you won't see an auction house, or some sort of hub, or stuff like that.
I hope they're not meeting -me- halfway, because personally I have no intention of playing this game anymore. At first, I was extremely interested in it, but it seems to me the entire game design philosophy at this point is "the best features of Everquest were the features that everyone hated and constantly complained about the entire time they played Everquest"
MMO design has evolved beyond Everquest. I had fun playing it back in it's day, but I have no desire to play a new game based on the same design principals, and I don't think having huge timesinks makes a game "hardcore" or "challenging". I think they make a game entirely not worth playing by people who have other interests in their lives and play games recreationally and not as a lifestyle.
Originally posted by Vengeful
The thing is...not everyone is bypassing it...and you can't just immediately port from one place to another, SOMEONE has to make the journey. Brad and Co. do realize that it is unrealistic from the gamers perspective to play with friends when they can move around while you are offline...it would make the game unfun and alot of people wouldn't play, just how you were suggesting. The developers at Sigil understand your plight, so they are meeting you half way. If you can't play alot, you can stick near your friends....but if you are the person that travels around alot, and your friends have to run and catch up with you....well...you are the one that gets to experience the bulk of the travel time.
Originally posted by vendris I hope they're not meeting -me- halfway, because personally I have no intention of playing this game anymore. At first, I was extremely interested in it, but it seems to me the entire game design philosophy at this point is "the best features of Everquest were the features that everyone hated and constantly complained about the entire time they played Everquest"
MMO design has evolved beyond Everquest. I had fun playing it back in it's day, but I have no desire to play a new game based on the same design principals, and I don't think having huge timesinks makes a game "hardcore" or "challenging". I think they make a game entirely not worth playing by people who have other interests in their lives and play games recreationally and not as a lifestyle.
Originally posted by Vengeful
The thing is...not everyone is bypassing it...and you can't just immediately port from one place to another, SOMEONE has to make the journey. Brad and Co. do realize that it is unrealistic from the gamers perspective to play with friends when they can move around while you are offline...it would make the game unfun and alot of people wouldn't play, just how you were suggesting. The developers at Sigil understand your plight, so they are meeting you half way. If you can't play alot, you can stick near your friends....but if you are the person that travels around alot, and your friends have to run and catch up with you....well...you are the one that gets to experience the bulk of the travel time.
Vanguard isn't a cut and paste of EQ features. There's actually a farily big section on the Vanguard FAQ (which they have just recently updated, and I suggest you go take a peek. It's easy to get through and has alot of information that might answer some of your concerns). One of the sections they have on there is the problem with "Time Sinks" and one specifically about retardedly boring travel, which I'll post here.
Boats were put into EverQuest because we thought (and still do think) that travel should mean something, and that faraway lands should be exotic. Traveling somewhere distant should be an accomplishment as much as anything else. However, they turned out to be boring -- you'd sit on them, doing very little, which means you weren't playing the game.
The trick is to make it such that travel is still meaningful, distant lands are still distant and exotic, but to make the journey fun and interesting in and of itself. This is really one of those areas where, like instancing, we feel there is a trend to 'throw the baby out with the bath water': ‘traveling has been boring, so let's get rid of travel! Teleport where thou will’t!’
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).
And so, right there...it shows that they recognize that travel is boring and that they are tasked with making it not boring. They've also said that if it IS boring, they can easily impliment teleportation, but the feedback on it has been very good.
Whether or not it is boring though, is up to you...and so, if you want judge the game without trying it...that's your business =P
One of the reasons I unsubscribed from FF XI was that it took so long to travel. Now that WoW has come out, I don't think I'll ever play a MMO that wastes my time as much as games before it did. Life is too short to spend playing games with huge timesinks. Besides, there are too many options where I won't have to put up with that crap. . . Age of Conan, Gods & Heroes, Tabula Rasa, Warhammer, etc.
You dont know the full facts. May i ask what lvl did you quit FFXI at?
because anyone who gets to the upper area of the game knows about outpost warp. Say tonight, im going to a Kirin Raid? do i just huff it from jeuno? lol no, i take an outpost warp to Zi'tah, and that cuts my travel down by like 25 mins... knows about tele pads... and even enchanted items that allow you, just YOU (no whm needed) to teleport to one of the 3 pads (holla,Dem,mea) I think theres a 4th but i forget.
Bottom line is that if you quited because of the "travel" time, then you made a mistake.
Questions that I have had are how dynamic is the game? I dislike WoW but even I have to admit it had some dynamic content, and some well thought out dungeons/instances.
All the videos I see, I see no dynamic content. What I see is player touches stone X and spawns mob Z… I see player clicks button C and places item D on a table… Aside for the graphics, which they are trying imo to ape Ovilivion (not a bad thing) I don’t see anything DIFFERENT.
Is there a real story here? Imo, a story is not lore, not fragments that you read online on a website and ingame and then try and piece them together. A story is told, by a narrator and should be told in the game. EQ and most mmos never had this. I see FFXI as a standard when it comes to telling a story in an MMO… no one has even come close to doing that.
So for me its about how dynamic the content is and how interesting the story line be? And more important if there really is a story to begin with.
The gameplay (or I should say lack off) and dynamic content I have not seen in all the videos (leaked vids I should say)… is what causes me to pause.
I am just keeping an eye on the game, what I learned from vanguard is that, until a company actually shows you the game (game play video) then you really have nothing to get excited about… until then, its simply an idea… like how we tend to post insane ideas on these forums ... you know... like making travel fun... maybe if i strapped a rocket launcher to my SUV maybe id have more fun driving to work at 6am in the morning... (not)
Look, if you just MUST have instant travel, play one of the dozens of games out there that already have it. Vanguard isn't trying to be everything to everyone. It will NOT be WoW. I think they realize many people won't like every aspect of the game and they are okay with that. If you aren't, then try following a game which has features more tailored to your tastes instead of following one you obviously don't like and then whining about it.
Originally posted by n2sooners Look, if you just MUST have instant travel, play one of the dozens of games out there that already have it. Vanguard isn't trying to be everything to everyone. It will NOT be WoW. I think they realize many people won't like every aspect of the game and they are okay with that. If you aren't, then try following a game which has features more tailored to your tastes instead of following one you obviously don't like and then whining about it.
Can you say who exactly your "STFU" post is directed at, thank you.
Comments
i already gave you the answer to your question in this part of my post that you didn't quote.
there is also a rumor (actually not a rumor but I'm not quite positive if it is going to be implemented or not) that there will be a fellowship system, where if you weren't able to play for a couple nights and your friends did, that they would be able to get xp for you even if you are offline.
i know that sounds strange but it would be as if you were in the group with them, they would still have to earn the xp for you and with the caravan system you not only would log on in the same spot as your friends but you would still be the same lvl as they are even if you missed playing for a couple days.
it has nothing to do with everyone advancing from area to area in a linear fashion, these options are there just so you can stay with your group of friends.
I'm sure there are many places to go to at any given level, and i am sure you will have to travel at some point even if your friends did help you alot with the caravan system.
but again, you wont have to do it every day.....however this is just speculation from posts i have read from brad and some of the other Dev's, but they sound like good ideas to me.
I don't mind that Brad is trying to cater to a certain segment of the market, and I hope the people who are looking for a slight evolution of Everquest 1 because they were disappointed by EQ2 get what they want, but I do get tired of the constant refrain that Vanguard is going to have all of the features of Everquest 1 (huge game world, difficult travel, no instances, etc) but magically not have any of the problems that are naturally associated with those features.
"The game world will be huge and travel will be difficult and time consuming, but you won't care because in our game, slogging across half the world trying to catch up with people will magically be fun, and just in case you don't think it's fun, we're going to make it so you don't actually have to travel because of the caravan system, and there's even a rumor that maybe you might even get experience when you aren't even playing, but even though you don't even have to be at your keyboard to travel, travel will still be difficult and challenging, and fun!"
This whole "Vanguard will be great for even the most hardcore of hardcore MMO players *and* casual players too" mantra is getting old and ridiculous.
oh i don't think vanguard will be great for casual players, but as i said in my first post if i was a true casual gamer (10 hours per week or less) then i probably wouldn't be anticipating vanguard.
plenty of games out there that will or are clearly more casual friendly than vanguard, and i agree with you that vanguard isn't going to magically be rid of all the problems eq had as far a tedium.
you said " I hope the people who are looking for a slight evolution of Everquest 1 because they were disappointed by EQ2 get what they want" and thats all alot of us want, just like casuals want a game thats casual friendly with instant travel and whatnot as well as have that mmorpg feel to it, every type of gamer deserves a great game that compliments their play style IMO.
oh i don't think vanguard will be great for casual players, but as i said in my first post if i was a true casual gamer (10 hours per week or less) then i probably wouldn't be anticipating vanguard.
plenty of games out there that will or are clearly more casual friendly than vanguard, and i agree with you that vanguard isn't going to magically be rid of all the problems eq had as far a tedium.
you said " I hope the people who are looking for a slight evolution of Everquest 1 because they were disappointed by EQ2 get what they want" and thats all alot of us want, just like casuals want a game thats casual friendly with instant travel and whatnot as well as have that mmorpg feel to it, every type of gamer deserves a great game that compliments their play style IMO.
What he is saying is that if this person you are talking about plays with and wants to play with his friends sooo much, he's already in the same area his friends are...and if they have moved, the most he'll be traveling will probably be 10-15 minutes unless his friends went dumb on him and COMPLETELY moved out of the region. And even so....this person would be dumb to not have connected himself to a caravan leader in the group, so that he would end up in, roughly, the same location as his friends, and then only travel 10-15 minutes to the dungeon that his friends are in.
It really isn't as bad as everyone thinks it is. You just have to do a little more reading instead of interpeting "Meaningful travel" as "zomg!!! i have 2 ride horse for 1 hr to git 2 my group. this game sux!!"
Dude...like seriously....go read the stuff about the caravan system. All the problems you've talked about with traveling has been with someone who wants to play with friends and is now having to catch up with them after logging on and are now wasting time traveling to them.
CARAVAN SYSTEM-
When you log off, you bind youself to a caravan leader....one of your friends.
You go to bed, you wake up, you go to work, you get home, you make dinner, you get the kids in bed, you log on.
You get a choice: Appear where you last logged off, appear where your caravan leader last bound.
Almost all dungeons will be within 5-15 minutes of an outpost where you would bind yourself.
PROBLEMS THE CARAVAN SYSTEM SOLVES-
Travel is still meaningful. To get to locations you have to actually travel, one way or another. If you have a group of friends you always group with, you have the option to stay within 15 minutes of them at all times, so you are never too far away that it ruins a night. The world still feels vast, expansive, and immersive.
Ta da! Understand now?
Double
I understand perfectly now. Brad is talking about how important huge hard to cross game worlds and "meaningful travel" are to MMOs while Sigil goes ahead and implements a system to bypass content just like every other modern MMO because players realize that travel is a nasty timesink and is not fun. Well, except for the poor sap who gets conned into doing all the travel while everyone else says they have to get up early in the morning and logs out.
It's very easy to predict what the "meaningful travel" in Vanguard is going to almost instantly evolve into: people buying gold on IGE and paying farmers to caravan them.
The thing is...not everyone is bypassing it...and you can't just immediately port from one place to another, SOMEONE has to make the journey. Brad and Co. do realize that it is unrealistic from the gamers perspective to play with friends when they can move around while you are offline...it would make the game unfun and alot of people wouldn't play, just how you were suggesting. The developers at Sigil understand your plight, so they are meeting you half way. If you can't play alot, you can stick near your friends....but if you are the person that travels around alot, and your friends have to run and catch up with you....well...you are the one that gets to experience the bulk of the travel time.
Whether that travel time is "meaningful" has yet to be seen...but the issues that you were talking about aren't really issues given what we know about the game's mechanics.
On top of that, if you say, suddenly decided that you wanted to be across the world, or decided that it's been a while since you've been to the capital...you'll have a trek ahead of you, and I'm sure you'll keep in mind that you'll have a trek back....but, I believe, Sigil is attempting to eliminate the need to travel great distances instantly alongside the ability to travel great distances instantly...so while you can't port to cities, you probably won't have a reason to other than you just flat out want to go there.
That's why you won't see an auction house, or some sort of hub, or stuff like that.
MMO design has evolved beyond Everquest. I had fun playing it back in it's day, but I have no desire to play a new game based on the same design principals, and I don't think having huge timesinks makes a game "hardcore" or "challenging". I think they make a game entirely not worth playing by people who have other interests in their lives and play games recreationally and not as a lifestyle.
Vanguard isn't a cut and paste of EQ features. There's actually a farily big section on the Vanguard FAQ (which they have just recently updated, and I suggest you go take a peek. It's easy to get through and has alot of information that might answer some of your concerns). One of the sections they have on there is the problem with "Time Sinks" and one specifically about retardedly boring travel, which I'll post here.
And so, right there...it shows that they recognize that travel is boring and that they are tasked with making it not boring. They've also said that if it IS boring, they can easily impliment teleportation, but the feedback on it has been very good.
Whether or not it is boring though, is up to you...and so, if you want judge the game without trying it...that's your business =P
You dont know the full facts. May i ask what lvl did you quit FFXI at?
because anyone who gets to the upper area of the game knows about outpost warp. Say tonight, im going to a Kirin Raid? do i just huff it from jeuno? lol no, i take an outpost warp to Zi'tah, and that cuts my travel down by like 25 mins... knows about tele pads... and even enchanted items that allow you, just YOU (no whm needed) to teleport to one of the 3 pads (holla,Dem,mea) I think theres a 4th but i forget.
Bottom line is that if you quited because of the "travel" time, then you made a mistake.
Rites of the Four Horsemen
http://www.rotfh.com
Questions that I have had are how dynamic is the game? I dislike WoW but even I have to admit it had some dynamic content, and some well thought out dungeons/instances.
All the videos I see, I see no dynamic content. What I see is player touches stone X and spawns mob Z… I see player clicks button C and places item D on a table… Aside for the graphics, which they are trying imo to ape Ovilivion (not a bad thing) I don’t see anything DIFFERENT.
Is there a real story here? Imo, a story is not lore, not fragments that you read online on a website and ingame and then try and piece them together. A story is told, by a narrator and should be told in the game. EQ and most mmos never had this. I see FFXI as a standard when it comes to telling a story in an MMO… no one has even come close to doing that.
So for me its about how dynamic the content is and how interesting the story line be? And more important if there really is a story to begin with.
The gameplay (or I should say lack off) and dynamic content I have not seen in all the videos (leaked vids I should say)… is what causes me to pause.
I am just keeping an eye on the game, what I learned from vanguard is that, until a company actually shows you the game (game play video) then you really have nothing to get excited about… until then, its simply an idea… like how we tend to post insane ideas on these forums ... you know... like making travel fun... maybe if i strapped a rocket launcher to my SUV maybe id have more fun driving to work at 6am in the morning... (not)
Rites of the Four Horsemen
http://www.rotfh.com
Rites of the Four Horsemen
http://www.rotfh.com