Ok, so i think its safe to say we're all against the idea of teleportation and quick travel. However, a recent comment by Brad in these forums suggested they weren't intending to implement any form of quick travel.
I wanted to clarify, my position is that EQ at release had a very good system between the boats between continents that were on timers (i wanna say every 10 or 20 minutes), as well as some classes like Druids and Wizards having teleportation spells, but with limited placed they could teleport, and that cost reaggents that made it something that was not *as* commonplace.
I do hope they have a similar setup with certain classes able to do so as it gives identity to the classes and allows fostering of community by providing services that some people have that others need, etc.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
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The reason I think teleportation spells are an OK form of fast travel, is because they both require players to work together and because they were gated behind levels. By the time players were using ports on a daily basis, they had already traversed the world many times over and usually doing group and guild activities at max level. This allows the players to really explore the world before getting that convenience that would otherwise circumvent that content and exploration.
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The time restriction can't be overpowered by currency devaluation. I think these issues need to be very closely evaluated by the team as we have years of how various systems in MMOs have been trivialized from their original intent.
Personally I don't mind downtime. I think it was integral to the EQ experience and it is directly attached to the idea of difficulty and importance of the mana/hp system. If down time is limited, then you have spell power balance issues to consider and you also run into the problem of people killing more consistently, which means spawn times need to be adjusted (or people are just sitting around for minutes doing nothing) as well as possibly issues with how mob kill time is balanced as well.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
This issue is a slippery slope and while I am no authority, I do have experience in many games with such inattention and it always results in a game to which the quality is merely a memory in the minds of the release players. They have to be concerned about retaining the quality of play and design that people will experience at release, well into the later years, especially if they are looking to have things like the progeny system. Last thing I want to do is decide to retire a character, start over again and find the game has been turned into another mainstream joke fest to appeal to the impatient and inept. I choose to never have that disappointment in a game again.
As I said, it is extremely important for them to look into these design issues very closely to avoid long term results that will make the entire point of making this game now, invalid.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
As an aside, I'm so damned happy that not only do I not have to worry about that kind of stuff anymore, but if I do need to change something I don't have to take the damn PC apart and flip the switches manually. That was such a PITA.
As for quick travel, there really should be some type of it available. Anyone who's played the base version of Dragon's Dogma on console knows just how tiring having to run back and forth between places all the time could be. Exploration is enjoyable, but constant routine trips through familiar territory are not.
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In an MMO, travel being arduous is paramount, just because you want to be everywhere at the same time doesn't mean you should be able to be. You have to weight that decision of travel heavily, just like in real life.
For example, you heard some phat item might drop in a dungeon over on the other continent, well if you were playing wow you'd just teleport over there and grab it, that's not what Pantheon is going for, to go after that item should be a decision that is not taken lightly, it may result in your death, or at the minimum extreme danger to get there.
TL:DR trivializing travel has many deep repercussions throughout a game that are too numerous to even list without getting into blog levels of text.
Do you seriously believe that building a system that stays consistent to its purpose has any effect on the short term game?
For instance, here is a possible solution to my concern of the cost of reagents. You tie the vendor value of a reagent to that of the currency median of the population. So, as currency devalues, the cost of a reagent stays in line with such, always making them in line with their initial design purpose. Would that screw the short term game? How?
Nothing is lost by reasonably considering future aspects of your designs, in fact any developer that doesn't do this has no business being in software development.
In my opinion, "convenience" in play is the defining characteristics of mainstream and why those games today are just glorified chat rooms and not actually games. If they are going to allow quick travel to everyone, it defeats the entire point of the systems concerning it (which is why most games have opted to remove most of the class specific forms of spells and abilities that enhance travel).
For instance, in retrospect I would have had only 2 places you can port to in Velious. Wakening lands and Great Divide. That gives people of all 3 factions an opportunity to access their home base without going through the other faction cities. Theres just no reason to allow players to go directly to the higher level areas. Honestly running from DN from the portal in WL would take like 10 minutes. Less if you bound in SS.
In kunark, you could have just made it so Dreadlands was the only place you could port to. It also makes it all the more important to get faction quests done so you can get items like the Overthere hammer that procs a port back to town.
Hindsight is 20/20.
Edit: just to add, the only way to teleport to any specific area in Kunark was to actually go into a dungeon. That was another pretty good way of making it so that you couldn't just instantly teleport anywhere at any time.
So to recap, having less teleport options, having ports you can only use from within a certain location, and putting the actual teleport spells near max level are probably sufficient for preventing ports that are too accessible. If there is an expansion, you can put the new portals at max level so people actually get to run around, explore and enjoy the new content before just teleporting past it.
Simple things like traveling can make the game more social, or less Social.
You can have a portal for every landmark or ask politely a Mage or a Druid for a teleport or a speed buff, maybe leaving a tip (emergent gameplay)
In the first case you don't need to interact with anyone, in the second case you have to talk or barter with actual people.
I prefer the second.
This is only one example of the many changes this "convenience" mentality brought to the MMORPGs.
And in my view most of those changes were negative because in the end they turned MMOs in anti social games.
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Well said!
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I still think there need to be limitations. You should still have to travel on foot (or horse if there are mounts) for a decent amount of time to get somewhere. In a large continent with lets say 6 or 7 outdoor zones, there should be at most 3 port areas. Maybe 2 druids and 1 wizard (or whatever they end up calling the classes), and then maybe on another continent has 2 wizard and 1 druid, or something like that (to even out the butthurt).
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
The issue was never that a class had the ability to get around easily (and eventually take a group with them), it was giving that ability to everyone. Such power is a part of the class design in terms of utilities, features, and strengths each one provides. Fast travel is a part of that equation.
So, if they follow a similar model of EQ (pre-Luclin) then it should work out well as we experienced that it did back then.
I think they should be careful though, and travel should be looked over to insure that it doesn't turn into a gimmick. It should always feel like a major boon to have fast travel as a class.
Using EQ as a means to evaluate what worked and what did not should be a great means to find a good solution in Pantheon.
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Brad McQuaid
CCO, Visionary Realms, Inc.
www.pantheonmmo.com
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Im definitely all against mudflation, however, stats need to mean something or gear means nothing.
Mudflation is an invetiability, we can slow it, but we can't stop it completely. Just don't let the pendulum swing too far in the other direction and make gear / stats useless.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
If you have read or listened to the design directions VR has planned, there will be a lot of sideways progression in the game, which is a good tool for reducing power creep. Add in the concept of releasing non-level content progression such as Velious (which was a very well received expansion) and this too helps to reduce the fast term effects of it.
I even hit on some ways to deal with character progression in my "environment based character development" thread which is a good tool for dealing with power creep by attaching progression to a content release specifically and not directly to the character. That is, you could have many specific elements of character power progression that a player works up in a given zone, area, or expansion which is not transferable to another zone, area, or expansion.
I think if they use tools such as this with careful and limited character progression through low value increases in itemization, sideways development features, and localized progression systems, they can avoid the damages of power creep. That way they can have a natural progression of power without that demoralizing effects of power creep that are common in many mainstream games.
Well, you remember release EQ right? Stats were very small increases, but they meant something for every single point. Part of that was because the control on power creep was constrained by the attribute/skill system so gear never became silly in power increases, but always stayed within an acceptable means of appreciation. If they are able to capture that style of system again and then retain that throughout character progression, I think they will be coming up with a new term to describe the addiction that Pantheon will become.
The way it worked was once you got to one of those you would clock on this shiney crystal and you wrould receive a key item that later alowerd you to have a whm to tele you back to it. Only whm's got those teleportainion spells. Although you could sub a whm as any job, but you could only tele to 3 of um like that. Well that was before they raised the level cap from 75.
Another form of fast travil in ffxi was the outpost warps. In order to use those your home nation would hafta be in control of that region. During that week you would need to talk to an npc in your home city and delever an item from him to the outpost within a time limit. Then you would beable to talk to the npc and teleport to that outpost. There was a limit to that to. If the beastmen controled that region then you couldn't teleport there at all. If a diffrent nation controled it then you would hafta pay money money to use it.
There was also warp 2 which blm's had. They casted that on players to warp them back to there homepoint.
Thats pretty much how fast travel worked in ffxi. I used to love hanging around lower jeuno and teleporting people around for money, and meeting my fellow linkshell members in rulude garderns and getting to send everyone there and then jumping down grabbing a chocobo and ride with um to wherever wer were going. Hoefully i'll get to experience that in this game.