That's right! Geesh, been a loooonnnngggg time haha.Yeah, you(all classes) had to pick up a fang at each portal ring, in order to be able to port to them. They removed the fang requirement after a couple months into Velious, I believe.
To me, that's a beauty of a MMO. You have to remove instant gratification or MMO's just become like any other game genre. Everything about a MMO should be tied to an investment. I'm not saying you limit the options to the point it is near impossible but I would think you would have something like...You can't have a world where players are totally fucked if they can't get a port. I guess I'll stay in kelethin cause no on will port me to ec so i can level with my buddies and there are no boats
well if there are multiple continents separated by water then there MUST be water travel..You can't have a world where players are totally fucked if they can't get a port. I guess I'll stay in kelethin cause no on will port me to ec so i can level with my buddies and there are no boats.
I repeat there are no boats. Go look at the water content tier again.
I'll work something up on travel and post it here and elsewhere. Give me a day or so, thx.I think it is close. I think travel, if granted any convenience, should be player driven from top to bottom. I think EQ did it right not giving access to expedient travel too early. I'm not against mounts or anything but I would like to see players once they get max level, based on class, get access to a trade skill that allows them to learn travel. Wizards, Druids, and maybe others. They would be the only people that can learn these abilities, spells, or whatever and also make it part of the economy some how.
I was just trying to still make a mix of having some starting areas/cities not instant port everywhere. I remember as a early level human paladin in EQ taking the boat and walking all across from Butcherblock to the elven area and just seeing how far I could get.You can't have a world where players are totally fucked if they can't get a port. I guess I'll stay in kelethin cause no on will port me to ec so i can level with my buddies and there are no boats.
I repeat there are no boats. Go look at the water content tier again.
I liked the distribution of the wizard and druid spires in that they were not both in identical areas. Sometimes the Druid portal was closer to a given area of interest other times it was the Wizard.Using original EQ as a template , what would you all be happy with teleport wise if it has to be in ?
Freeport/Qeynos/Butcherblock only and anywhere else you are hoofing it or using a druid/wiz port ?
VG had teleporting boatswell if there are multiple continents separated by water then there MUST be water travel..
Everytime I go there everyone is just telling stories about old EQ memories. Your not missing anything. I'd rather read ONE Lithose post then a hundred of their stupid stories. The discussion here is actually intelligent and thought provoking.Man, the comments section on the Kickstarter is just exploding. I can't keep up with it anymore. I don't know how the devs will. If Ben can handle all that, he definitely deserves credit.
I think having a variance would be a good thing, especially if you made the variance in movement time interesting. For example. Wizards have ports. Druids have animal calls: Animal calls essentially means at a certain level, they need to go train a griffon, and store him. Then they can call the Griffon to give themselves or someone else a ride to a set of druid rings (And there would be more druid rings). So the druid griffon call would go to more places (benefit), but be more difficult to do (Having to catch and upkeep a griffon) and would take longer (Flight time), and you'd only be able to do it one at a time (Negatives, because you have the benefit of more locations). So you get a lot more places, but less broad in terms of how you can transport.To me, that's a beauty of a MMO. You have to remove instant gratification or MMO's just become like any other game genre. Everything about a MMO should be tied to an investment. I'm not saying you limit the options to the point it is near impossible but I would think you would have something like...
I agree to a point. Putting teleport hubs in major cities is a good idea. The problem arises when you are offering the same locations as say, wizzy spires. This eliminates the need for player ports. I think having porting as a function of the economy like we saw with EQ is a good thing. I suppose if you put it on a 15 minute timer like the spires it could work. I just don't want a replacement for player porting.I liked the distribution of the wizard and druid spires in that they were not both in identical areas. Sometimes the Druid portal was closer to a given area of interest other times it was the Wizard.
That's actually brilliant. A druid shouldn't just "zap" there, a griffon appears and flys the party to the location.I think having a variance would be a good thing, especially if you made the variance in movement time interesting. For example. Wizards have ports. Druids have animal calls: Animal calls essentially means at a certain level, they need to go train a griffon, and store him. Then they can call the Griffon to give themselves or someone else a ride to a set of druid rings (And there would be more druid rings). So the druid griffon call would go to more places (benefit), but be more difficult to do (Having to catch and upkeep a griffon) and would take longer (Flight time), and you'd only be able to do it one at a time (Negatives, because you have the benefit of more locations). So you get a lot more places, but less broad in terms of how you can transport.
I'd really like the idea of a few choices in fast travel, but each choice having benefits and trade offs--and then dispersing those choices among a few classes. I also like the idea of travel being a mechanic within the world. So for a wizard to be able to port somewhere, he needs to go to that gate and attune himself. For a druid to be able to give someone a ride, they need to go catch a Griff and learn where their rings are ect. I'd really like the world to have a kind of fidelity in terms of how things work within it. I know that's probably wishful thinking, but man, would it be cool.
That one seems really crappy. All you get is a bump up in lore for 300 dollars? That's a lot of money for not much else.New tier. Expanded advisor tier at 600.
There can also be different types of target content. You can design areas that are far out in the nether that take hours of running to get to that players typically sit for a long time at. You can also design content that is close by and takes advantage of quick travel.I think having a variance would be a good thing, especially if you made the variance in movement time interesting. For example. Wizards have ports. Druids have animal calls: Animal calls essentially means at a certain level, they need to go train a griffon, and store him. Then they can call the Griffon to give themselves or someone else a ride to a set of druid rings (And there would be more druid rings). So the druid griffon call would go to more places (benefit), but be more difficult to do (Having to catch and upkeep a griffon) and would take longer (Flight time), and you'd only be able to do it one at a time (Negatives, because you have the benefit of more locations). So you get a lot more places, but less broad in terms of how you can transport.
I'd really like the idea of a few choices in fast travel, but each choice having benefits and trade offs--and then dispersing those choices among a few classes. I also like the idea of travel being a mechanic within the world. So for a wizard to be able to port somewhere, he needs to go to that gate and attune himself. For a druid to be able to give someone a ride, they need to go catch a Griff and learn where their rings are ect. I'd really like the world to have a kind of fidelity in terms of how things work within it. I know that's probably wishful thinking, but man, would it be cool.