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EverQuest Next

EverQuest Next 

General Discussion  » Fast Travel

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100 posts found
  kjempff

Novice Member

Joined: 10/12/04
Posts: 640

Make worlds not stories

5/06/13 4:39:03 PM#21

To be honest, I think there is too much focus on slow travel. There are so many other things that needs to be right, that are much more important. Sure it is nice to have and give a real world feel, but a limited form of fast travel I am in favor of.

Eq had fast travel from the beginning anyways, it was called druid and wizard gates and everyone used it - Including YOU.

In vanguard there were at first no fast travel, but that meant I could not join my friends on another continent because it took litterally 1 hour to run there. Later it got a few gates on each continent, now you could be there in 20 mins but still not effordless.

What I want are mechanics that makes sense, and that you have to make an efford to use. Running from Feydark to Commonlands for a group arriving 40 mins later was not fun, but to open map and click a waypoint (like gw2) and be instantly there is stupid too.

I kindda liked how WoW did it, two people had to travel with griffons for 5-10-15 mins to a dungeon but once there they could summon someone else at the entrance. It required some efford and travel and running, a good compromise .. for WoW.

Anyways.. forced pauses in combat, much more important.. makes people talk, travelling is after you done it 100 times is a timezink.

  Qullex

Novice Member

Joined: 1/31/11
Posts: 12

5/06/13 4:43:41 PM#22
If the game supports gameplay that is conducive to slow travel, sure. If I need to go from Town A to Fort B and I know that its going to be an exciting journey each and every time, by all means restrict it to slow travel. Have yet to see a publisher implement that with any degree of success. If they can't make it a neat experience each and every time, fast travel please. I don't want to waste my limited gaming time starring at a horse's arse for quarter of an hour or longer (some longer travel routes in LOTRO are like this and this is with taxi mount that has highest run speed in game) or hacking my way through hundred identical rats every time I want to go somewhere.
  WellzyC

Advanced Member

Joined: 10/04/11
Posts: 540

Ceaseless

5/06/13 4:52:57 PM#23

 

"gettting there is half the fun"   Holds true irl, holds true in mmos.

 

 

Less immersion breaking carebear -phasing- instanced- cutscene- fast travel game machanincs, more virtual world k thx.

The way mmo's were: Community, Exploration, Character Development, Conquest.

The way mmo's are now : Cut-Scenes,Cut-Scenes, Linear Questing, Cut-Scenes...


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  Vynt

Hard Core Member

Joined: 9/19/04
Posts: 589

5/06/13 4:59:58 PM#24

Travel in EQ1 wasn't really that slow. The faster traveling (druid and wiz gates) was cooperative, which I think added to the game. With SoW, and gates, travel was pretty speedy, unless you were going to the other side of the world without a player gate.

There were plenty of ways to keep travel times down, liking binding near your hunting spots so you wouldn't have long run backs.

Even when they added in the pok books, people still had to run a bit.

Every now and then there were a few really long treks, if I didn't bother to get a gate, but I had the same kind of treks in WoW. Before they changed it, the trip from darnassus to stormwind probably was about the same going from halas to freeport, if not gfay.

For fast travel, I'd like to see player run travel, for greater coop and immersion (druid, wiz), and speed spells like SoW. Mounts are fine, really the same thing as SoW, but I always liked the super fast running speed instead of mounts lol. It was always nice casting SoW on self outside the dungeon and having its benefit for the next 30+ minutes inside, while with a mount, you can't use inside.

  asdar

Novice Member

Joined: 11/07/05
Posts: 590

 
OP  5/06/13 6:39:06 PM#25

I don't really disagree with you kjempff on the point that there are much more important issues. This was just one I was thinking of.

Here's what I like the most about certain classes having TP. It gives incentive to make friends. I know that sounds crazy especially to people that have friends that play, and I have a few that will, but still I think just saying hi to your druid/wizard friend is worth something. I can't tell you the number of times I got into fun that started with me asking a friend for a TP.

I guess for me I'd like to extend this 'need' across the classes. In EQ Clerics rez'd so they were needed, Wizards and Druids TP'd and later in some cases Necro's coffin'd people out. It's probably stretching it a bit to include necros.

I wouldn't mind at all seeing traps that needed rogues or SK's maybe, or some other class based skill that you would want to have around for other reasons than combat. That class need is something I miss. While I don't love the trinity, I do want classes of some kind and for diverse groups to be better than stacked groups.

Asdar

  hMJem

Apprentice Member

Joined: 3/19/13
Posts: 468

5/07/13 4:47:29 AM#26

Summoning Stones in WoW was a good idea, bad in execution. I was in a lot of groups where we had to /roll and the lowest 2-3 had to go the stone. And if the other faction had more than you at the summoning stone, you had to be like "sorry, you need to get here on your own"

 

Take off your nostalgia glasses, and it was a pain in the ass in EQ1 after the first time. I personally dont mind how WoW does it. I liked Mists of Pandaria zones and the scenery and still appreciated it even with waypoints. Who is Everquest Next's target audience? The common MMO fan + EQ vets most likely. EQ vets are older now. Probably in their 20+. A lot of them have real life obligations. And then the common MMO fan, which have certain expectations + a semi young crowd that is used to be being gifted everything for free. You NEED aspects of your MMO that you can hop on, play for 45 minutes or an hour, and leave. If it takes 45 minutes to get to where you want to be, then they will not bother getting on. And we all know how it goes with MMO. Not getting on one day leads to not getting on during the week, and slowly you're quitting the game and submitting to the idea that yo're not going to play it.

 

I will not be surprised at all if there is some sort of LFG system in Everquest Next. They said their company is dependant on the success of this game, and its too much to challenge the casual fanbase. You HAVE to appease them in ways.

 

The way you launch a game is you suck up to the hardcore players, make sure there is end-game content for them. They are a powerful vocal minority -- They will HATE your game from the forums and game within, and whether you want to believe it or not, it changes a casuals experience or even makes them adopt the same mentality. Have content ready for max level, then work on more content to flow in. If your end game is good, popular streamers will advertise your game on their social media and their stream and get new people to play. Hardcore players will fight for your game if its a good game, even if the population suffers.

 

With an MMO nowadays, 3-6 months is too long to wait for new content. People slowly fickle out of the game, or just log in for new content day. Obviously make sure the leveling is awesome, but a common flop for recent MMOs is lack of end-game content. Promising it isnt enough. You have to have it AT LAUNCH or 2 weeks into it. You cant launch the game THEN start end-game content, the game moves faster than your company produces.

  Storm_Cloud

Advanced Member

Joined: 2/10/13
Posts: 260

5/07/13 6:46:26 AM#27
Originally posted by hMJem

Who is Everquest Next's target audience? The common MMO fan + EQ vets most likely. EQ vets are older now. Probably in their 20+

 

I must admit, I lolled... :)

I'm a EQvet, from day 1, March 1999... I'm flattered that you call me 20+... Try 40+ today. :)

 

If they target guys like me, I've already said what I want in this thread, I just had to make a comment about this one. hehehe

  Stromm

Apprentice Member

Joined: 4/14/06
Posts: 250

5/07/13 6:51:11 AM#28
Originally posted by cybertrucker

While I agree with the OP as limited fast travel does add a sense of depth. I just ask if any of you have played GW2 with there waypoint system. While it does take away from the immersion. It is very convenient.  I am guilty of using it. Where as I could just choose not to.

So this brings up the argument of convenience vs immersion. If they did put in alot of ways to travel. Would you use them ?

i suppose if they don't give the option well then there is always that.

most worlds these days do feel awfully small in comparison to even early EQ1 Norrath before even kunark. This did have alot to do with the fact it took time to travell.

conveniance vs immersion. That will be a hard fought battle for sure.

Size not Depth.

  hercules

Novice Member

Joined: 4/21/03
Posts: 4778

5/07/13 7:02:10 AM#29

unless you want to alienate a  big chunk of players then  EQnext needs to have fast and instant travel.

I had time years ago to sit on some boat that took 45mins to 1 hour to come and then take another 1 hour to get to a harbour.

Nowadays i barely have  more then 3 hours at best a day of free time and half that time i spent it doing something else.So i am certainly not spending most of my playtime just getting to one spot and be forced to stay there for weeks  due to time restriction.

If the old EQ1 system of travel returns i for one will not bother to play it.

I guess each to his own I know some vets want the old system back from EQ1 but honestly when i think back to how much time was spent getting to certain zones i just laugh how on earth i had that sort of time back then.Heck even WoW  travel as launch seems slow now !

  Justsomenoob

Novice Member

Joined: 10/20/10
Posts: 869

5/07/13 11:21:14 AM#30

I'm in favor of slow travel.   I liked that it was worth committing to where you were rather than jumping around from spot to spot.

You actually got to recognize the same people hanging out in the zone.

  hMJem

Apprentice Member

Joined: 3/19/13
Posts: 468

5/07/13 6:05:05 PM#31
Originally posted by Justsomenoob

I'm in favor of slow travel.   I liked that it was worth committing to where you were rather than jumping around from spot to spot.

You actually got to recognize the same people hanging out in the zone.

It alienates too many people. They HAVE to get the common MMO fan into this game. They wont survive on just bringing over the old EQ1+EQ2 vets, if they're trying to be as revolutionary as theyre proclaiming to be and if the success of this game is needed for SOE to continue (Whether that be the whole company or just the EQ portion, who knows, but it sounded serious)

 

They have to attract the common MMO fan because there are more of them than EQ vets. Most people who game MMOs today, a lot didnt play Everquest ever and its too outdated to want to go back and play now.

  BBPD766

Advanced Member

Joined: 8/12/10
Posts: 92

5/07/13 7:56:10 PM#32
Originally posted by hMJem
Originally posted by Justsomenoob

I'm in favor of slow travel.   I liked that it was worth committing to where you were rather than jumping around from spot to spot.

You actually got to recognize the same people hanging out in the zone.

It alienates too many people. They HAVE to get the common MMO fan into this game. They wont survive on just bringing over the old EQ1+EQ2 vets, if they're trying to be as revolutionary as theyre proclaiming to be and if the success of this game is needed for SOE to continue (Whether that be the whole company or just the EQ portion, who knows, but it sounded serious)

 

They have to attract the common MMO fan because there are more of them than EQ vets. Most people who game MMOs today, a lot didnt play Everquest ever and its too outdated to want to go back and play now.

Im sure that's what they are planning on doing; attracting both the old AND the new MMO fan. IF you're suggesting that not having fast travel will solely be the newer MMO player's mitigating decision on choosing to play this game, you're sadly mistaken. That's like saying that if Skyrim was exactly the same as it is right now, except that it didn't have fast travel, that people wouldn't play it because of that and the game wouldn't attract enough people for them to profit from the game.

  SavageHorizon

Hard Core Member

Joined: 1/14/13
Posts: 1450

5/08/13 6:41:56 AM#33
Originally posted by Storm_Cloud

I completely agree with this...

I would like to have the original model of travel from EQ1.

 

1. Wizard spires (wizards can port ppl at higher levels)

2. Druid rings (Druids can port ppl at higher levels)

3. Regular SOW for faster run speed.

4. Possibly add mounts for slightly faster movement than SOW, but should be expensive. (Player controlled mounts)

5. HUGE NONO!!! to any form of Taxi services. (example... Griffin towers in EQ2, stables EQ2.. etc, etc...)

 

 

This/\

Ah the good old days of wizard and druid porting, let's hope has this on the hardcore EQ classic type server he has loosely  mentioned.

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  SavageHorizon

Hard Core Member

Joined: 1/14/13
Posts: 1450

5/08/13 6:44:21 AM#34
Originally posted by hMJem
Originally posted by Justsomenoob

I'm in favor of slow travel.   I liked that it was worth committing to where you were rather than jumping around from spot to spot.

You actually got to recognize the same people hanging out in the zone.

It alienates too many people. They HAVE to get the common MMO fan into this game. They wont survive on just bringing over the old EQ1+EQ2 vets, if they're trying to be as revolutionary as theyre proclaiming to be and if the success of this game is needed for SOE to continue (Whether that be the whole company or just the EQ portion, who knows, but it sounded serious)

 

They have to attract the common MMO fan because there are more of them than EQ vets. Most people who game MMOs today, a lot didnt play Everquest ever and its too outdated to want to go back and play now.

What Smed does on normal non classic EQ type servers is ok but on a classic EQ type server fast travel should not be in. You are also forgetting that the game will be f2p, that alone will warrant people trying the game no matter what.

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  SavageHorizon

Hard Core Member

Joined: 1/14/13
Posts: 1450

5/08/13 6:49:30 AM#35
Originally posted by Storm_Cloud
Originally posted by hMJem

Who is Everquest Next's target audience? The common MMO fan + EQ vets most likely. EQ vets are older now. Probably in their 20+

 

I must admit, I lolled... :)

I'm a EQvet, from day 1, March 1999... I'm flattered that you call me 20+... Try 40+ today. :)

 

If they target guys like me, I've already said what I want in this thread, I just had to make a comment about this one. hehehe

Lol, is the person you quoted for real, EQ vet's in their 20+, i would say 30+ at the very least.

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  hMJem

Apprentice Member

Joined: 3/19/13
Posts: 468

5/08/13 8:05:24 PM#36
Originally posted by SavageHorizon
Originally posted by Storm_Cloud
Originally posted by hMJem

Who is Everquest Next's target audience? The common MMO fan + EQ vets most likely. EQ vets are older now. Probably in their 20+

 

I must admit, I lolled... :)

I'm a EQvet, from day 1, March 1999... I'm flattered that you call me 20+... Try 40+ today. :)

 

If they target guys like me, I've already said what I want in this thread, I just had to make a comment about this one. hehehe

Lol, is the person you quoted for real, EQ vet's in their 20+, i would say 30+ at the very least.

I'm 23 and I played the red headed stepchild Everquest for a few years (EQOA for PS2) and I know about the content/etc of EQ1/EQ2, at that age I didnt have my own computer though and such. I dont think its unfair to call myself an EQ vet even if it was EQOA.

  CasualMaker

Hard Core Member

Joined: 3/10/06
Posts: 848

Spelling and grammar do matter.

I find your lack of real-life skills disturbing.

5/10/13 3:29:22 PM#37
I liked the coach system in EQOA: you could return to any coach station where you had signed the register (I don't recall if the coaches cost money to use; if not, they should have). The coaches only ran on fixed routes, so a long journey could take multiple relays. This was especially true if you took a roundabout "safe" route to reach places, and signing the register in a town where you were KOS was an adventure! There were teleporter NPCs that would send a newbie (and only a newbie) to the nearest city from a starter area; I remember once taking that trip and THEN remembering that I hadn't yet signed up at my home town coach!
  Nevulus

Advanced Member

Joined: 8/23/06
Posts: 1184

5/10/13 3:41:45 PM#38

So here I am playing Darkfall UW, and I need to make a journey to Dwarflands. "Damn it" I said to myself, I can't afford a summons from someone so  Iam going to trek it old school style. I grab a mount from my bank, spawn that bad boy and jump on the saddle quick.

I start my journey. Along the way I come across a strange glimmer of something shiney just off the road. A CHAOS CHEST! Awesome. Just picked up 150g, materials, and a deed. Off I go to coninue my journey.

As I am riding i stop for a sec to check out the scenery as the sun setting glistens off the virtual water, "epic, screen shot time"

I sally forth.... I hear the clickity clank of battle off into the distance. I come across a dying player running from 3 Skeleon Fighters.  I dismount in a hurry and wave him down. As he gets closer I cast 3 Healing Blasts his way and help him fight off the monsters. We head back to the mob spawn spot he was farming, and he tells me to feel free and loot all the corpses as gratitude for my heals. While looting I come across 2 champion corpses each with 50g on them, he says I can have  them. Neat, great day so far.

I continue on my journey, but not before stopping 2 more times to mine some iron ore which is rare in the safezones.

 

Moral of the story: had I not undertaken the "slow long travel" I would've never made all that gold, met a new friend, and discovered a neat low-key iron ore spot.

So yes, I'd like slow travel over "instant teleport" anyday.

  Justsomenoob

Novice Member

Joined: 10/20/10
Posts: 869

5/24/13 10:45:33 AM#39

It's hard to say how meaningful any of this even will be.

 

They seem to have distanced themselves from even some comment about "It'll be more like eq1 than eq2".   Whatever they've got going sounds like it's something different from before at least, for better or for worse.   Might need to stop thinking in terms of eq1.

 

Have to wait until that august reveal I guess, to at least see barebones what the games about.

  ClassicEQ

Novice Member

Joined: 9/18/11
Posts: 145

6/09/13 1:30:55 PM#40

I couldn't agree with the OP more. Limiting fast travel creates immersion. What has happened to immersion? Did game developers forget that they are creating worlds that players will be "living" in? I am so tired of god mode. For example, in Guild Wars 2, you can click all over the map and be teleported  instantly.  I mean that game is totally boring, so thank god for waypoints, but seriously, some worlds like Norrath are too precious to not be taken seriously. 

 

MMO's are only successful if the community is strong. Do you remember being a Druid or a Wizard in vanilla EverQuest? You were VALUED for your powers of  teleportation. You made an income this way. You were needed.

 

Does ANYONE want you in Guild Wars 2? Nope. Why is Guild Wars 2 even an MMO? If you want to play solo, buy an offline game. I just don't understand catering to solo players if it means breaking immersion and community.

 

Give me a world that FEELS like a real fantasy world. I need to catch my ship to make it to Freeport. I need find my Druid friend, who can help me get to Kunark. If I'm teleported instantly, I'm going to burn through game content so fast and it will become boring. But that never happens with new games, right? ;)

 

I still can't believe game developers don't understand this.

 

 

 

 

 

 

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