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Fast travel? Teleports, Boats etc?

falcukfalcuk Member UncommonPosts: 42
Please dont implement these, force your players to run across the realm in search of fights, yes it might suck for some to have to run around looking for the fights but it makes it so much more awesome to run into other groups unexpectedly, he who is fastest wins

Comments

  • morfidonmorfidon Member Posts: 245
    Well for sure don't make enormous zones like in warhammer that are totally not connected to each other. After two zergs that were in different zones took everything they changed zones... Well but maybe it's a matter of making it worth defending or making keeps that would give benefits to all realm for attacker and defenders. So it would be worth to defend the keep and in the same time it would be worth to attack the keep.
  • Niix_OzekNiix_Ozek Member Posts: 397

    I would like to see all 3 realms seperated so you had to suicide out or port back like in daoc ( maybe not 10-15 mins or /we the visur took ), but force you to run back to your border keep and port back to your home land before deciding to go to the other realm or out to defend yours.

     

    I don't think this is likely, too many people want everything linked together like it was in NF i would assume, but i can try

    Ozek - DAOC
    Niix - Other games that sucked

  • JayFiveAliveJayFiveAlive Member UncommonPosts: 601
    I really hope there is no fast travel. Teleports I am OK with if only 1-2 classes could do it, kind of like in EQ.
  • meddyckmeddyck Member UncommonPosts: 1,282

    We know what happens when there is no fast travel. Players will find the easiest to get to location with the most favorable terrain and they will go there non-stop neglecting the rest of the zones except during major campaigns (relic raids). This is how Emain became the go to place in OF. Boats sucked but they were effective in bringing fights all over the place. Being able to port and conversely cut off ports by taking towers worked well too.

    Only being able to travel on foot would quickly become tiresome especially if 8 mans and roaming groups are popular as they will run around the areas between keeps destroying solos and pugs. There should be at least a limited ability to move around the frontier quickly. Even if CU only lets you port to the keep in the middle of your realm's map, that would be better than nothing.

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • morfidonmorfidon Member Posts: 245
    Originally posted by meddyck

    We know what happens when there is no fast travel. Players will find the easiest to get to location with the most favorable terrain and they will go there non-stop neglecting the rest of the zones except during major campaigns (relic raids). This is how Emain became the go to place in OF. Boats sucked but they were effective in bringing fights all over the place. Being able to port and conversely cut off ports by taking towers worked well too.

    Only being able to travel on foot would quickly become tiresome especially if 8 mans and roaming groups are popular as they will run around the areas between keeps destroying solos and pugs. There should be at least a limited ability to move around the frontier quickly. Even if CU only lets you port to the keep in the middle of your realm's map, that would be better than nothing.

    And that's what i call forward thinking. You are right. And in addition to this it would remove the siege tactics like cutting down ports etc.

  • falcukfalcuk Member UncommonPosts: 42
    And this is where i would differ from DAOC, where that game had multiple zones per realm to RVR in, i would make one massive zone which all 3 realms bordered.

    Multiple access points for each realm, if you imagine the play map is a circle, place each realm evenly apart with multiple access points into the realm, that stops people just blocking off 1 point ala old MG's etc, if people have multiple paths to get into the main area it makes it easier for people to get in and adds a tactical element to the game, split your force camping each entrance etc.

    with todays tech and better pc's / software engines etc, i cant see why we cant have 1 big play area to pvp in, not lots of little areas, this would reduce the need for instant transport too.
  • TuktzTuktz Member Posts: 299

    I've always felt mobility and how fast you can mobilize your forces and get them somewhere important is an important part of warfare and strategy.

     

    Heck throughout history that part alone has won or lost major battles.

     

    Therefor I'd definitely like to see fast travel limited.

     

    Make enemy forces suffer if the zerg somewhere. Strategically hit stuff far away from them, so they feel the sting of overcommitting in one place, and leaving others undefended. If they can just port over there, choices/risk don't matter as much.

    image
    MMO history - EVE GW2 SWTOR RIFT WAR COH/V EQ2 WOW DAOC
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  • dynamicipftwdynamicipftw Member UncommonPosts: 206
    Fast travel should be done by taxi horse routes or taxi boats a la DAoC. Getting damaged should also drop you off the horse. 
  • fanglofanglo Member UncommonPosts: 314
    There needs to be some sort of fast travel, otherwise it will be impossible to defend anything, Imagine once you die it take 30+ minutes to get back to defend, by that time your realm could have already lost 2-3 moer castles. I'm all for not making come back into the action instant like most games today but there should be a time that CU says hey, people shouldn't have to spend 30+ minutes getting back to a tower to defend or attack. It should be like 10 minutes with a fast travel. IMHO boats werern't that big of a deal because the enemy would camp both the dockst to get on the boat and the place where the boat dropped you off. This just added a few more spots for solo/small mans to patrol and helps them avoid big zergs.

    I healed Mistwraith and all I got was this stupid tee-shirt!

  • Plastic-MetalPlastic-Metal Member Posts: 405
    Originally posted by meddyck

    We know what happens when there is no fast travel. Players will find the easiest to get to location with the most favorable terrain and they will go there non-stop neglecting the rest of the zones except during major campaigns (relic raids). This is how Emain became the go to place in OF. Boats sucked but they were effective in bringing fights all over the place. Being able to port and conversely cut off ports by taking towers worked well too.

    Only being able to travel on foot would quickly become tiresome especially if 8 mans and roaming groups are popular as they will run around the areas between keeps destroying solos and pugs. There should be at least a limited ability to move around the frontier quickly. Even if CU only lets you port to the keep in the middle of your realm's map, that would be better than nothing.

    I like you meddyck.  You're my type of guy...  or girl.   Either way, +1

    My name is Plastic-Metal and my name is an oxymoron.

    image

  • LawtoweenLawtoween Member UncommonPosts: 103

    What if the end points of the fast travel methods were not fixed? 

    Say for example that players can buy and carry a hitching post into the RvR zones.  They set up the hitching post and it becomes an end point of a fast travel route anyone in their realm can use.  Maybe the player who sets it is able to select the other end from a map of already existing end points that pops up as part of the process, or maybe the other end is the last end point they visited or the place they purchased the post they set up. 

    How ever the route is determined, the hitching post can be destroyed by enemies if left undefended, thus removing the path. 

    I would allow them to be set up inside keeps, assuming keeps can be attacked, but when a keep is under attack, a rider using a path that enters that keep would automatically be dismounted outside, and no travel out would be possible.  As a caveat, I would allow players to dismount at will (like in DAoC) so if they know they are headed into certain death they can bail out early.

    I'm also a big fan of players being able to build roads that could become the fast travel method.  Roads would be built from many small slabs (or pavers) that gave a speed boost to anyone (regardless of realm?) on them.  Individual slabs would also be able to be destroyed by other players (to create ambush spots).  This method avoids the issue of what path is created between the end points of the hitching posts, since the path is literally laid out by the players.  Perhaps the two would need to be combined to make a truely fast travel route, while the road would still provide a speed buff, it would not be "fast" without using the hitching posts at defined points.

    This sort of thing ties into strategy and choices so much that I would actually be disappointed if nothing like it appeared in game.

    ***EDIT***

    The more i think about this the more I want to see it in CU.  Imagine two guilds who form an alliance that have keeps in the "Frontier."  They want to be able to mutually assist each other so they build a road with a fast travel route between their keeps.  The enemy, seeing the road connecting the two keeps, send a small group to attack one of the keeps and wait to see if the defenders of the other leave and then attack the second with their main force.  OR they set up an ambush on the road halfway between to intercept any riders coming to the aid of the faux keep attack. 

    The permutations with this sort of set up would be limitless. image

  • Kryptonite_HiloKryptonite_Hilo Member Posts: 47
    Originally posted by Lawtoween

    What if the end points of the fast travel methods were not fixed? 

    Say for example that players can buy and carry a hitching post into the RvR zones.  They set up the hitching post and it becomes an end point of a fast travel route anyone in their realm can use.  Maybe the player who sets it is able to select the other end from a map of already existing end points that pops up as part of the process, or maybe the other end is the last end point they visited or the place they purchased the post they set up. 

    However the route is determined, the hitching post can be destroyed by enemies if left undefended, thus removing the path. 

    I would allow them to be set up inside keeps, assuming keeps can be attacked, but when a keep is under attack, a rider using a path that enters that keep would automatically be dismounted outside, and no travel out would be possible.  As a caveat, I would allow players to dismount at will (like in DAoC) so if they know they are headed into certain death they can bail out early.

    I'm also a big fan of players being able to build roads that could become the fast travel method.  Roads would be built from many small slabs (or pavers) that gave a speed boost to anyone (regardless of realm?) on them.  Individual slabs would also be able to be destroyed by other players (to create amush spots).  This method avoids the issue of what path is created between the end points of the hitching posts, since the path is literally laid out by the players.  Perhaps the two would need to be combined to make a truely fast travel route, while the road would still provide a speed buff, it would not be "fast" without using the hitching posts at defined points.

    This sort of thing ties into strategy and choices so much that I would actually be disappointed if nothing like it appeared in game.

    Not gonna lie, this is kinda sexy...

  • UlorikUlorik Member UncommonPosts: 179
    Originally posted by Tuktz

    I've always felt mobility and how fast you can mobilize your forces and get them somewhere important is an important part of warfare and strategy.

     

    Heck throughout history that part alone has won or lost major battles.

     

    Therefor I'd definitely like to see fast travel limited.

     

    Make enemy forces suffer if the zerg somewhere. Strategically hit stuff far away from them, so they feel the sting of overcommitting in one place, and leaving others undefended. If they can just port over there, choices/risk don't matter as much.

     

    Nope - Deployment - of your forces is the most important thing, and if one realm is cleverer in doing this they deserve to win. I never was aware that there were batallions able to portal from Normandy to Staligrad in WWII if things weren't going well on one end.

  • tokeshtokesh Member Posts: 35
    Fast travel is a major turn off
  • BowbowDAoCBowbowDAoC Member UncommonPosts: 472

    No fast travels period.

    By fast travels i mean teleport, Auto horse rides were ok. I remember when i died in RvR and forgot to bind closer, i would release far away, and would have to travel back there on taxi horse, wich took maximum 15 minutes, wich was perfect.

    You never should be able to get back in the same fight that you died within a couple of minutes, UNLESS you are resurrected.

    image

    Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
    Thurka on WAR

    image

  • OdamanOdaman Member UncommonPosts: 195

    I didn't mind ports in NF since you had to have a foothold to allow it. I didn't mind OF as a hib either though (bard) since the run was never bad for me. If there is fast travel I agree it should be very limited (under special circumstances, and possibly adding a timer to those circumstances). 

    Just for an example. Like in NF when you had all 4 towers and the keep of certain keeps you could port there. Keep those requirements, but also make it so it can't be under attack, and the ports only happen in 3-5 minutes intervals (like the OF pad).

    Again this is just a thought, I'll play as long as fast travel isn't ridiculously easy and allows reinforcements to return within 5 minutes unless it's near their spawn.

  • ArnfiarnunnArnfiarnunn Member UncommonPosts: 61
    Originally posted by Lawtoween

    What if the end points of the fast travel methods were not fixed? 

    Say for example that players can buy and carry a hitching post into the RvR zones.  They set up the hitching post and it becomes an end point of a fast travel route anyone in their realm can use.  Maybe the player who sets it is able to select the other end from a map of already existing end points that pops up as part of the process, or maybe the other end is the last end point they visited or the place they purchased the post they set up. 

    However the route is determined, the hitching post can be destroyed by enemies if left undefended, thus removing the path. 

    I would allow them to be set up inside keeps, assuming keeps can be attacked, but when a keep is under attack, a rider using a path that enters that keep would automatically be dismounted outside, and no travel out would be possible.  As a caveat, I would allow players to dismount at will (like in DAoC) so if they know they are headed into certain death they can bail out early.

    I'm also a big fan of players being able to build roads that could become the fast travel method.  Roads would be built from many small slabs (or pavers) that gave a speed boost to anyone (regardless of realm?) on them.  Individual slabs would also be able to be destroyed by other players (to create amush spots).  This method avoids the issue of what path is created between the end points of the hitching posts, since the path is literally laid out by the players.  Perhaps the two would need to be combined to make a truely fast travel route, while the road would still provide a speed buff, it would not be "fast" without using the hitching posts at defined points.

    This sort of thing ties into strategy and choices so much that I would actually be disappointed if nothing like it appeared in game.

    +1 the road idea should be definitly be implemented in CU

    image
  • VanshoodieVanshoodie Member Posts: 34
    Originally posted by Arnfiarnunn
    Originally posted by Lawtoween

    What if the end points of the fast travel methods were not fixed? 

    Say for example that players can buy and carry a hitching post into the RvR zones.  They set up the hitching post and it becomes an end point of a fast travel route anyone in their realm can use.  Maybe the player who sets it is able to select the other end from a map of already existing end points that pops up as part of the process, or maybe the other end is the last end point they visited or the place they purchased the post they set up. 

    However the route is determined, the hitching post can be destroyed by enemies if left undefended, thus removing the path. 

    I would allow them to be set up inside keeps, assuming keeps can be attacked, but when a keep is under attack, a rider using a path that enters that keep would automatically be dismounted outside, and no travel out would be possible.  As a caveat, I would allow players to dismount at will (like in DAoC) so if they know they are headed into certain death they can bail out early.

    I'm also a big fan of players being able to build roads that could become the fast travel method.  Roads would be built from many small slabs (or pavers) that gave a speed boost to anyone (regardless of realm?) on them.  Individual slabs would also be able to be destroyed by other players (to create amush spots).  This method avoids the issue of what path is created between the end points of the hitching posts, since the path is literally laid out by the players.  Perhaps the two would need to be combined to make a truely fast travel route, while the road would still provide a speed buff, it would not be "fast" without using the hitching posts at defined points.

    This sort of thing ties into strategy and choices so much that I would actually be disappointed if nothing like it appeared in game.

    +1 the road idea should be definitly be implemented in CU

    I like the idea of roads. Esp if a road is realm based and can be destroyed by another realm. With realm or guild flags every so often so people know who it belongs to.

  • SpeelySpeely Member CommonPosts: 861
    Lawtoween: that is a fantastic concept. +1eroooooooooo!
  • ziekizieki Member Posts: 2
    Originally posted by Lawtoween

    *Snip*

    This is a phenomenal idea and, I think, the best part about it is that it's go so much potential (and variety). Individual players could buy and place hitching posts that allow a few players to "fast travel" on the route at the same time, crafters could build stables within keeps which allow larger numbers of people, faster travel times, etc.

    These sorts of ideas incentivize the cooperation of combat and crafting based professions as well as add strategic (but necessary or convient) forms of travel.

    Probably my favorite idea I've seen in these threads.

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