I second this notion as well.Speaking as the sole person in my Rift groups who ran up to that Foul Cascade dungeon every time while everyone else sat around like fat cunts waiting on the teleport, don't have them.
I second this notion as well.Speaking as the sole person in my Rift groups who ran up to that Foul Cascade dungeon every time while everyone else sat around like fat cunts waiting on the teleport, don't have them.
Please take my advice sincerely and with a few sprinkles of salt. I've been on FoH for years advocating some things you're asking about in your post and lamenting others.Ok, so Pantheon is about a huge, interesting open world to explore. We don't want people teleporting all over the place, missing out on content and the grandeur of Terminus.
So far we've said that there will be some opportunities to teleport to some locations as long as you've travelled there before without teleporting. Kind of like the Velious teleports.
We've also said that if you're at the entrance to a dungeon, a group within that dungeon can teleport you to them (likely a spell shared by some classes).
But from a design and philosophical standpoint [...]
So what about an elaborate LFG system? A dungeon finder? Someway to quickly travel to adventure areas where other people have already gathered and are trying to form groups? [...]
So what do you guys think? Where is the balance? What tenet takes priority over the other?
I'm okay with this. Increase Chaos, Diminish Order.Make it even more hilarious by making the default auto accept on the teleport right click. High level wizards running around town casting teleport on everyone in town crafting.
Didn't LDoN have an LFG mechanic way back when? Everyone seemed to love that. You still had to run to the dungeon though.Please take my advice sincerely and with a few sprinkles of salt. I've been on FoH for years advocating some things you're asking about in your post and lamenting others.
It is mutually exclusive and even a little hypocritical. You can't truly have both: a truly dangerous world and 'accessible' game. To me, there is no such sweet spot between convenience & immersion. Some here and elsewhere will say there is. If you go for this g-spot, what will likely happen is that you'll fail in both respects and alienate both populations, people like in this community vs. casuals you're looking to attract. Because what happens is, you get the travel mechanics of Velious (which I'm semi-ok with) but it turns into the PoK books later down the line.
Anything that involves a pop-up dialog box to access another part of the world breaks immersion and cheapens the world. Point blank. A pop-up box as a LFG finder is the absolute worst. I don't want the functionality of this dialog box: the auto-matching and insta-teleporting that it provides. That's exactly why I backed this KS and what I'm looking to get away from. Because why?
If you have a class-based game, with abilities that are unique to class, part of their usenfulness & uniqueness (good definition for a class identity: usefulness & uniqueness) is manipulating the world in some way, adifferentway than the other classes, not different animation window dressing as in WoW. A LFG dialog box destroys both usefulness & uniqueness. No longer are wizard or druid teleports needed. If you have a very lax death penalty, no longer are cleric resses needed. No longer are necro summons needed.
CLASSES should powerfully manipulate the world in useful & unique ways. These dialog boxes and other conveniences in modern MMOs provide the utility to manipulate the world that the classes should. That's the problem with giving even an inch: any convenience given to players, like a LFG dialog, inherently takes away something a class could provide.
For my game, I would do similar to Velious: some ports to places you've been before, but very few of these and located in dangerous spots. Any teleport spells are class-based spells. There is no LFG dialog box, but a LFG channel that you are placed in once you /lfg yourself. Let the players sort out finding/creating groups amongst themselves: that's part of the massively interactive idea & was part of the appeal of EQ.
Agree with this.For me personally Brad , the world takes precedence over convenience. In most every case.
If you've got to have teleportation in , make it expensive and timed for anything that people can use solo on their own.
Let the wizards and druids (using EQ example) classes have a role that makes other classes depend on them.
LFG to match folks up , but not to teleport them together to the dungeon.
And I'm a 40+ dad with a career saying it's fine with me for it to take a while to travel and get around.I want it to take a while to see everything and level and so on. I want the world with a game inside it , not a game with a pseudo world.
Hah, exactly.Speaking as the sole person in my Rift groups who ran up to that Foul Cascade dungeon every time while everyone else sat around like fat cunts waiting on the teleport, don't have them.
If you take VG for example.. you could pick just the 3 "capitols" as being the trade centers, with no "ports" to them. You could then implement your other idea to additional towns/cities.My question is how there's going to be regional economies if there's even porting between cities. For adventuring, I have no issue with players insta-porting to the nearest civilized area that has a port. But for regional economies? I don't see how it's possible.
Did you read the part where I said "some tedium is necessary"? And then the part where I said "I feel that forcing people to run to their group every single time is unnecessary tedium"?@Khane tedium is necessary. You need lows to appreciate highs. Otherwise you end up chasing the dragon, but never catching her.
The hell. There were plenty of players I knew in EQ that I liked, and trusted in my groups, but they were shit at traveling and if we didn't have a porter to pick their ass up and someone to go with to help hold their hand, they wouldn't make it to the group. They'd not get groups over others if it were going to be a problem. That's enough social interaction, rivalry, competition, etc, for me to be happy, as again it wasn't just tedium, it was a way to separate yourself as someone who wouldn't turn travel into an all-night CR and rage quitting.Here's my opinion. Rivalry is what is missing for most of us in the modern MMO formula. Rivalry is what we need to breathe new life into our gaming experience. Forcing people to run somewhere doesn't create rivalry, it creates tedium.
So, you bring up a LFG system that helped people figure out who they should send a tell to, as if that interaction is a bad thing. And then suggest global chat is the only option, as letting people teleport to any dungeon is bad.LFG systems never work out, a global chat channel for finding groups would be preferable. The LFG system in Vanguard was hardly ever used, it was only useful for getting a list of people for your level range and then whispering them. I know some people hate global chat channels but I think it's a much better option than letting people teleport to any dungeon they want.
My personal preference is that we travel to dungeons each time. Towns and some PoI's should have ports and a continents/islands far from continents can have spire type things (or preferably boats). That said, I understand the issue with people not wanting to have to run every time. If a compromise has to be made, an ability that is activated locally only to each dungeon that doesn't skip content (ie no extra-zone CotH to a specific "camp" unless that is a single class/high cost/in-zone ability).So what do you guys think? Where is the balance? What tenet takes priority over the other?
When I said the community would be more involved with Pantheon than any of the other games we've worked on, I meant it. I love doing interviews and chats and videos. I really enjoy answering future players' questions. But this issue is turning out to be a tough one and we could really use your help and feedback.
Thanks in advance!
I think you're latching on to one little thing I said and not paying attention to the overall theme I've layed out for my idea of a good system. I'm not lobbying for instant travel no work grouping. I'm lobbying for a happy medium.\The hell. There were plenty of players I knew in EQ that I liked, and trusted in my groups, but they were shit at traveling and if we didn't have a porter to pick their ass up and someone to go with to help hold their hand, they wouldn't make it to the group. They'd not get groups over others if it were going to be a problem. That's enough social interaction, rivalry, competition, etc, for me to be happy, as again it wasn't just tedium, it was a way to separate yourself as someone who wouldn't turn travel into an all-night CR and rage quitting.
Grouping in every dungeon in the game shouldn't be something every player should feel entitled to. If you can't make it to the out of the way dungeons, don't have friends/group/guild willing to help get everyone there, or are too cheap to buy a port, or too lazy to make the run, then I hope they provide some easier solutions in the form of overcrowded shitholes that are easier to get to, like Karnor's compared to Old Seb compared to Howling Stones.