Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Fallen Earth: Does It Need Fast Travel?

13»

Comments

  •  

    I'm against fast travel - FE finally offers me gameplay that is different and refreshing and every time I come to the forums I hear about players wanting FE to be the same damn games they've been playing for years. If it is not a generic caster class based on mutations, it is instant travel.

     

    The train ideas sound interesting but not as a convenience travel system but as the basis for some excellent content involving repairing and protecting a train. It would be a LOT of fun to shoot mobs coming at a moving train while on the roof.

     

    A reliable fast travel system though does not fit the setting. The world is supposed to be broken. In my opinion it would remove some of the magic of FE.

     

    I'm also in favour of anything that makes it harder for higher level players to be around the lower level areas to "help". If you really want to help lower level kin mates and friends, give them good advice and guide them through difficult content with tells. Don't come charging in and killing everything for them. One thing I really detested in WoW was the widespread practice of lower levels being run through instances by level 80s to get gear. So many times I'd be in a mid-level group and the moment it was remotely challenging, a level 80 friend would be summoned. I never really understood why other people didn't understand how lame this was.

    Fast travel will change FE culture for the worse. And the fact that more sectors will be added doesn't change this. It will still make the game worse. And regarding new players joining FE late in the game's development, do not forget there is only one server. ALL new players will be on the same server.

     

  • SequenceLostSequenceLost Member UncommonPosts: 202

    If they are going to inevitably create a fast travel system Id have to say I see the monorail system working best.  Perhaps make it so that raiders from time to time beat up or destroy portions of the system thus creating new in-game events to have the system fixed before fast travel to a given sector can continue.  Or even make it a new PVP objective - like CHOTA/VISTA want the tram destroyed...makes sense on a background level.  I would hope that they wouldnt make the "station" sit right within a main hub however, but perhaps away from town like most garages are and would limit it to 1 station per sector.  Also to the poster (sorry i fail to remember his/her name) who stated we should have to "find" the station.  Thats just a waste.  MMO's are designed for players to work together.  That said, there is nowhere a dev can hide a station that will even be remotely hard to find, instead it just becomes a pain and annoyance which every player will do anyway (but hate doing the whole time).  Anytime a player wants to locate the station, all theyre going to do is ask help chat, or a friend and theyll instantly get a waypoint location or someone to show them where it is.  the whole "ooh find this before you can use it!" thing works great in single player games, but ive always failed to see the point in MMO's.

    There is another fix to the entire fast travel idea of course, or at least a slight alternative which might make it less of a necessity.  The FE devs could make areas outside of S1, new player friendly.  In other words, why not have a starter town in S10 (since everyones focused that far ahead), or maybe level 30+ missions in S1?  I think if the game continues on the trend of each additional sector yielding only higher level missions and gear we're going to slowly lose that slight feeling of "sandbox" we have (yes i realize its no-where near a complete sandbox at this point even).  If the game world was expanded in such a way that each Sector had missions and such for anyone, it would not only remove the need to conitnuously pursue higher sectors but also make the game feel a bit more "real".  I mean think about it, why in the world is sector 2 and 3 filled with only higher level mobs?  if this is the downfall of society and everyone is truly just out to scavenge and survive, dont you think somewhere up on a hilltop in S3 might be a group of lowly towns folks (thinking like lvl 1-5) who have made their way.  whats the big difference that makes only higher level mobs live in S3?...the landscape - come on now - and even if thats the current reason...how hard is that to change a little?!  This would give new players a chance to start somewhere else - perhaps closer to a friend whos been playing a while, and would start to create multiple communities within FE.  By this thought im thinking you could have entire clans who have "home sectors" they reside completely within.  I know its a long shot and would take some work, but i think a restructure like this would also add a LOT to gameplay.

    I guess i just get that feeling that FE could pull off another good EVE sandbox like feeling by having its newer players intertwined with its older/higher level players to create a game world where both can mutually exist and actually work together for a reason.  to me in order to do that means removing the "levels requirements" from each sector and instead making each its own "system" (for lack of a better word) within the game world.  I just know that in EVE (though i hated some aspects of the game) one of the few things i loved was the fact that they found a way for even a day 1 player to have a roll in things people who have played for years were doing.  It made everyone feel like they were contributing, something i dont see often in many "level" based MMO's these days.  I dunno, maybe im way off the mark here - this is just my two cents.

     

     

    image
  • erictlewiserictlewis Member UncommonPosts: 3,022

    FE is a new game. I love a lot of it.  I have debated the issue with my wife for some time for fast travel. As we both play FE.

    My wife wants fast travel, I don't know how it is going to work.

    The problem with fast travel in this game as is follows.  We are post fall.  Most of the cities are in total dismay.  There are very few folks running around with cars, some buggies, and tons of motorcycles and about 70% use horses. Gas is scarace,and is hard to find.  You look around the monarail system is destroyed. I just saw my first working interceptor looked just like the car from mad max day before yesterday. Got to hand it to the guy who spent the 15 days building the parts to make it.

    So how are you going to have fast travel?   I think its kind of problematic.  Do we need it. I am not sure its been a hotly debated thing.

    Oh and I am one of those running around clanless.  Hard to find a clan for Lightbear/VIsta support.

     

  • DirephoenixDirephoenix Member Posts: 26

    I like the "icing" method for fast travel. Wasn't it the method used to get you from the Hoover Dam to wherever you chose to start anyway (although given, it did take several years for you to come out the other side so in that instance it wasn't particularly fast). I would like to see the following additional restrictions added to the "icing" method though:

    *You can only travel to cloning centers that you've spawned at before (say they need some record of recreating you or something). No using the fast travel system to explore. Although, you may have to figure out a way to die near other cloning centers you want to "ice" to.

    *Cost is distance related, so the farther you travel the more it costs, just like towing your horse or vehicle.

    *Your horse or vehicle doesn't travel with you, so you'll have to tow that to you separately or keep one stored in your favorite town to "ice" to.

  • RenkovRenkov Member Posts: 13

     Fast Travel. Resistance is futile. It will come. 

    Now how fast travel works out, is a question. I put some crunchy crunchy into the whole deal and this is what I got:

    I personally had an idea that, basically had the same HUB system, but instead of "icing" you got "Broken down", transmited and "reconstructed" at the other HUB where you had registered your Collar. Basically, this is dieing but respawning in a speciffic, selected "super-clone-pod". You will suffer the death penalties (gear breakdown, debuff), but you'll pop out where you need to. To me, personally, this just seems like the best idea. No chance of exploration goes lost, since you need to "register" before two-way use. No immersion is broken since, basically, this is what happens in the game NOW (being the time someone died). And requiers the least ammount of dev resources to implement. 

    As nice as the train idea is, and how appealing the "wait max 15 mins, then take a scenic ride" idea might be to the whole post-apoc people. It doesn't fix the problem, all it does, is take away the trouble of driving, but you're going to lose a GIGANTIC chunk of your time anyway. So the point of is rather, well, pointless. The cost/benefit ratio is WAY too far at the cost side. 

  • WizardryWizardry Member LegendaryPosts: 19,332

    Fast travel removes some of the best items from crafting as far as travel goes.

    It also defeats the purpose of a large land mass.It is suppose to be something that is intriguing to explore.If you just start warping players around to POI it makes a game VERY cheap.

    I don't know if i would quit a game on that cheap mechanic alone,but i would definitely consider it.The REAL problem with FE is not the land mass,imo that is great,the problem is they did not do anything with that large mass,90% of it is absolutely empty.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • cukimungacukimunga Member UncommonPosts: 2,258
    Originally posted by Renkov


     Fast Travel. Resistance is futile. It will come. 
    Now how fast travel works out, is a question. I put some crunchy crunchy into the whole deal and this is what I got:
    I personally had an idea that, basically had the same HUB system, but instead of "icing" you got "Broken down", transmited and "reconstructed" at the other HUB where you had registered your Collar. Basically, this is dieing but respawning in a speciffic, selected "super-clone-pod". You will suffer the death penalties (gear breakdown, debuff), but you'll pop out where you need to. To me, personally, this just seems like the best idea. No chance of exploration goes lost, since you need to "register" before two-way use. No immersion is broken since, basically, this is what happens in the game NOW (being the time someone died). And requiers the least ammount of dev resources to implement. 
    As nice as the train idea is, and how appealing the "wait max 15 mins, then take a scenic ride" idea might be to the whole post-apoc people. It doesn't fix the problem, all it does, is take away the trouble of driving, but you're going to lose a GIGANTIC chunk of your time anyway. So the point of is rather, well, pointless. The cost/benefit ratio is WAY too far at the cost side. 

     

    Its not really the time I am worried about in travel its being able to have hands free travel so I can do other things like surf the web or make a sandwich or clean the house while the traveling happens.   Like I said before having instant travel in a PvP game is a bad idea.  People will fast travel close to a town that isn't occupied by actual players and take it over and play musical towns and actually do PvE when they are supposed to be PvPing.

     

    Edit:

    The thing is I don't think the players want a faster travel we just want a hands free..... I could care less if it takes me 5 hours to get from s3 to s1 as long as I dont have to be at the keys for that whole 5 hours im cool.

  • KhalathwyrKhalathwyr Member UncommonPosts: 3,133

    Right now, with just 3 sectors, no, it isn't needed.

     

    After Sector 5 is introduced, maybe on a limited scale. Admittedly, I hate the idea, but...meh.

     

    1) I like the idea of a train, going from say a Barter town in Sector 4 to Sunshine crossing in lower S2. This train need to have a one use per 24 hours limit on it, though.

    2) The train system should function as a one way device for players for a significant period of time (see time suggestions in #1).

    3) Should be a hella money sink. 50 blue to 1 red for the trip listed above. Any destination added (for instance a S6 to S4 train) should scale up the cost (25+ Red).

     

    The last thing this game needs is an easy to use fast travel system. It isn't a matter of "well don't use it". If it's in and easy it'll water down the FE experience as it has been crafted so far and goes counter to the vision they have expressed. Again, from all accounts, and the FE team has been up front and honest so far, they don't need to water it down with easy to "pull in more subs". They are near or have hit their 50K goal and that'll keep the game moving forward.

    And this genre needs more variety. It needs more games that cause people to have to think and plan ahead to move their character around as well as other features. The "flip a switch" gameplay permeating this genre ("Oh I'm here, now I'm a world away, now I'm this spec, now I'm that spec") need not find it's way into dominating every game. This wanting to be "all things and everywhere" for nothing need to be punched in the face by a measure of difficulty. The idea of a game used to carry with it an element of challenge. That challenge has been substituted by giving everyone a ribbon.

    "Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."

    Chavez y Chavez

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195
    Originally posted by Khalathwyr


    Right now, with just 3 sectors, no, it isn't needed.
     
    After Sector 5 is introduced, maybe on a limited scale. Admittedly, I hate the idea, but...meh.
     
    1) I like the idea of a train, going from say a Barter town in Sector 4 to Sunshine crossing in lower S2. This train need to have a one use per 24 hours limit on it, though.
    2) The train system should function as a one way device for players for a significant period of time (see time suggestions in #1).
    3) Should be a hella money sink. 50 blue to 1 red for the trip listed above. Any destination added (for instance a S6 to S4 train) should scale up the cost (25+ Red).
     
    The last thing this game needs is an easy to use fast travel system. It isn't a matter of "well don't use it". If it's in and easy it'll water down the FE experience as it has been crafted so far and goes counter to the vision they have expressed. Again, from all accounts, and the FE team has been up front and honest so far, they don't need to water it down with easy to "pull in more subs". They are near or have hit their 50K goal and that'll keep the game moving forward.
    And this genre needs more variety. It needs more games that cause people to have to think and plan ahead to move their character around as well as other features. The "flip a switch" gameplay permeating this genre ("Oh I'm here, now I'm a world away, now I'm this spec, now I'm that spec") need not find it's way into dominating every game. This wanting to be "all things and everywhere" for nothing need to be punched in the face by a measure of difficulty. The idea of a game used to carry with it an element of challenge. That challenge has been substituted by giving everyone a ribbon.

    I don't think costs should be that high at all.  I mean there will be disadvantages to the train and there will be advantages.    I mean, especially if they implement a train schedule,   say the train only runs once per hour... or once ever 2 hours.. was about 10 blue each way, only could be boarded in and  took you to capitol cities, and travel times weren't any faster then the interceptor but you didn't have to pay attention to where you were going, I think it would give a good enough pros and cons list to make it worthwhile for just about all players, and I also think it would become more widely used.



  • LethandisLethandis Member Posts: 1

    I tend to enjoy games that don't have fast travel, it makes it more meaningful to be "deep in the wilderness" when you can't teleport there.  So, I would like it best if they did not implement any fast travel, perhaps instead creating more content allowing you to be a city dweller, who levels up near the hub of civilization all the way to high level, or a vagabond who lives apart from the silly events and buried deep in the forgotten wilds, far from help, but also far from annoying spammers and the like :D

     

    That being said, I like the idea of the train (if there HAS to be a fast travel system).  One thing I like is the idea of an in-game event, and I have an idea that I really like for it., that leaves it to the players whether or not the system gets implemented, and how reliable it stays. 

     

    The idea is this: create a "restoration faction" and a "resistance faction", these are apart from the wheel of six standard factions, and have little or no influence on a player's standing with them.  A player who wants fast travel can join the restoration faction, and perform tasks to progress the train towards completion (activating the fast travel system when it's complete).  Players who oppose the idea can join the resistance (easy enough to come up with in game reasons, simple chaos, fear of an unspoken governmental control, land rights, etc) and undertake sabotage missions to undermine the work.    This event can actually become a persistent thing in the game, even after the train goes active (if it does).  Players can guard the train as a mission, or rob it, even sabotage the train, taking it out of commission in certain zones.  This means that if the system does become active, but a strong enough faction of players don't like the train, they may be able to preserve a bit of their precious wilderness by designating certain zones that the train is always being attacked.  Perhaps the pro-train faction would post high-paying guard jobs for such areas, or anti-train members would offer special rewards for keeping it offline.

  • neonwireneonwire Member Posts: 1,787
    Originally posted by Lethandis


    I tend to enjoy games that don't have fast travel, it makes it more meaningful to be "deep in the wilderness" when you can't teleport there.  So, I would like it best if they did not implement any fast travel, perhaps instead creating more content allowing you to be a city dweller, who levels up near the hub of civilization all the way to high level, or a vagabond who lives apart from the silly events and buried deep in the forgotten wilds, far from help, but also far from annoying spammers and the like :D
     
    That being said, I like the idea of the train (if there HAS to be a fast travel system).  One thing I like is the idea of an in-game event, and I have an idea that I really like for it., that leaves it to the players whether or not the system gets implemented, and how reliable it stays. 
     
    The idea is this: create a "restoration faction" and a "resistance faction", these are apart from the wheel of six standard factions, and have little or no influence on a player's standing with them.  A player who wants fast travel can join the restoration faction, and perform tasks to progress the train towards completion (activating the fast travel system when it's complete).  Players who oppose the idea can join the resistance (easy enough to come up with in game reasons, simple chaos, fear of an unspoken governmental control, land rights, etc) and undertake sabotage missions to undermine the work.    This event can actually become a persistent thing in the game, even after the train goes active (if it does).  Players can guard the train as a mission, or rob it, even sabotage the train, taking it out of commission in certain zones.  This means that if the system does become active, but a strong enough faction of players don't like the train, they may be able to preserve a bit of their precious wilderness by designating certain zones that the train is always being attacked.  Perhaps the pro-train faction would post high-paying guard jobs for such areas, or anti-train members would offer special rewards for keeping it offline.



     

    That would be a really good thing to do. Let the players dictate amongst themselves whether a fast travel system should be available in the game through their in-game actions. Actually make it part of the game world. That would actually turn the game into a proper mmo where player decisions actually matter to each other. Unfortunately I think its quite unlikely that Icarus will implement something like that in Fallen Earth. With the exception of faction towns, everything else that Icarus has put into the game has been static content that players cant effect or change. I'm sure if they were capable of making an interesting gameworld that the players could change and influence then they would have put interesting features like that into it from the very beginning. Hopefully I'm wrong though.

  • Angelof2070Angelof2070 Member Posts: 224
    Originally posted by Euphoryk


    I am a stern non-supporter of fast travel in any form.
    No, the game does not need it, you have multiple types of vehicles and that is more than sufficient.
    I could post a veritable laundry list of reasons why NOT to implement fast travel into the game, however, it is much easier to just do a search on the official forums if you are that interested. You will quite quickly see that fast travel is a minority request, and the majority of the games devoted supporters are highly opposed to the idea.
     

     

    I am a stern supporter of fast travel in all forms.

    I want to play the game for fun, and waste as little time as possible.

    And no, pressing Numlock and going afk for 5 minutes is in no way FUN.

  • neonwireneonwire Member Posts: 1,787
    Originally posted by Angelof2070

    Originally posted by Euphoryk


    I am a stern non-supporter of fast travel in any form.
    No, the game does not need it, you have multiple types of vehicles and that is more than sufficient.
    I could post a veritable laundry list of reasons why NOT to implement fast travel into the game, however, it is much easier to just do a search on the official forums if you are that interested. You will quite quickly see that fast travel is a minority request, and the majority of the games devoted supporters are highly opposed to the idea.
     

     

    I am a stern supporter of fast travel in all forms.

    I want to play the game for fun, and waste as little time as possible.

    And no, pressing Numlock and going afk for 5 minutes is in no way FUN.



     

    Careful. Due to your claim that you dont want to have your time wasted, you will now be acused of being......

    ......a powergamer who rushes to the level cap

    ......one of the "me me me must have it now" crowd

    ......someone who doesnt appreciate the "beauty" of a big open gameworld (even though in real life people use cars and public transport all the time to reach the parts of their lives that matter)

    ......the type of person who is ruining the genre

    ......someone who wants everything to be "easy mode" (even though spending ages travelling long distances is not challenging at all and has nothing to do with difficulty.......although it IS an endurance test as you attempt to stave off boredom)

    I'm sure there are other accusations which normally get thrown at people who prefer games to be fun by mmo snobs. I cant think of the other standard replies they normally come out with right now.

  • shankemshankem Member Posts: 25
    Originally posted by tkobo


    Automated slow travel is the way they should go.
    Something like a steam powered train,that people can get on that takes them to different towns,but at a pace eqaul to current vehicle travel,plus  time lost for stops along the way.
    Add in events to experience while traveling on said train
    - mini games like poker games(dice games),shooting contests,etc..
    -events like robberies,breakdowns (in which a player with the appropriate tradeskills can reppair the train, getting it moving again) ,special npcs who have limited window specialty quests for the stops,etc..
    Make is so the player can get from point a to point b, with someone else doing the driving and them able to pursue other activities during the trip.This also means travel while offline.So a player whos facing a hour long trip, can put his character on said transport, and log off  ,with his character making the trip and getting off at the appropriate stop.

    this sounds like a great idea to me , im still new to the game only lv 7 at this point and only in my second town but  i dont want to spend a hour traveling back to somewhere ive  already been to meet up with a friend of do some missions i missed ,later in the game.   ive got a life away form this game and when i do log on to play i dont want to spend endless hours waiting ie "final fantasy"  or driving somewhere.

     

    image
Sign In or Register to comment.