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EverQuest Next

EverQuest Next 

General Discussion  » Fast Travel

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100 posts found

Apprentice Member

Joined: 4/18/07
Posts: 223

6/09/13 6:33:18 PM#41

as to mount training i like the idea but dont make it a class just a  crafting profession anyone can partake in

i disagree with one thing   op, i do not want everyone to have    caster like bind only casters should be able  bind close to a dungeun  damnit.

they can have  some fast travel and some slow, i dont think   Most zones should be more than 15 to at he most 25 mins from any other, but theres a place  for slow travel to  say you want to go to a isle in oot    the boat to mysterious island of dinosaurs takes half an hour but its NOT sit in a boot and afk on pvp servers you could have pirates on pve monsters and npcs could attack you and we could have some for realz ship to ship combat lol  player made boats woooot.


and damnit the first time  you see a continent you have to travel there the slow  way by boat or caravan or   flying blimp/carpet or what not i was so disapointed when the gnomeish rocket ship to luclin  "Crashed", which by the  bye im hopeing to see the remains of off  steamfont in eqnext !

anyone have a problem with haveing to travelt he slow way once   betweeen continents or  expansions?


 people could set up  player run  escourts  to   places like  "dino island" if they want to afk and get there alive


Now i wouldnt say there should be day to day stuff in these slow travel areas no... travel quests  resource nodes epics and stuff yea sure

speaking of places to slow travel to other than oot. id like to see ro vastly expanded, with some areas you take a escourt to, player run or otherwise

There could be lots of islands allover the coast too and some really epicly far ones in the middle of the ocean or perhaps in the frozen waste lands of velious

also everfrost, the karanas the astral plane and other  planes,  emerald jungle in kunark one of my favorite zones ever


There would  still be  npc run escourts but player run would be far faster and would require bought( the slowest) crafted  the fastest vehicles and mounts carts, boats hrm rockets for luclin and other moons and such maybe  even drills for parts of the underfoot eventually

Player run escourts would be a crafting profession  the speed would depend on your familiarity  with the route, your monster avoidance skill( as in if you have 1 skill you constantly have monsters   spawning and attacking you and of course your mount and vehicle

you could get to those areas wo escourts npc or otherwise but it would be slower

\if they did something like this people who want to take it slow   could do so and the swarm could have its faster travel and ignore traveling for the most part


Advanced Member

Joined: 12/29/03
Posts: 1050

6/09/13 7:22:20 PM#42
As someone who loves the slow travel of Final fanasy xi, i can't vote for it for future games. It's why so many of those games failed. If i can't get online and team up with my wife within 20 minutes you're going to have at least 1 less subscriber.  I wouldn't mind a compromise where the whole game is slow travel but you can designate up to 5 people that you can teleport to anywhere. This would be difficult to change, very similar to the friend system microsoft is using. There could be a system that means you can't go anywhere you have never been.  

Hard Core Member

Joined: 3/18/04
Posts: 378


6/09/13 7:24:55 PM#43
UO recall system is the way to go.  use it if you want, ignore it if you don't.

the missing link in a chain of destruction.

All spelling and typographical errors are based soely on the fact that i just dont care. If you must point out my lack of atention to detail, please do it with a smile.


Novice Member

Joined: 5/27/13
Posts: 4

6/09/13 7:26:47 PM#44
Yeah, some of my fondest memories are from vanilla wow, the Naxxramas Track Team. We died so much and had to run back so much, that's what we dubbed ourselves.

Novice Member

Joined: 1/01/12
Posts: 119

6/09/13 7:40:17 PM#45
Originally posted by WellzyC


"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.

Very true. Some of the best times I had in SWG was when I'd be part of a group making the long, and sometimes dangerous, run to the Tusken fort to grind xp. Flying there, teleporting , getting summoned, or even going by mount just wouldn't have been the same.

I really hope EQN makes the world dangerous and difficult to traverse.


Spotlight Poster

Joined: 2/10/04
Posts: 2323

6/09/13 7:44:53 PM#46
5$ worth of Sony cash would give it to you.

Novice Member

Joined: 5/23/09
Posts: 900

6/09/13 7:52:17 PM#47
Sure, I'm for fast travel. I mean who wants to spend their nights entertainment holding down the directional button? However if it's open world PvP, then it's a different matter entirely.

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Advanced Member

Joined: 12/29/03
Posts: 1050

6/09/13 8:13:38 PM#48
Originally posted by Arakazi
Sure, I'm for fast travel. I mean who wants to spend their nights entertainment holding down the directional button? However if it's open world PvP, then it's a different matter entirely.

That's a small view of what not having fast travel can do. A well designed game can have danger at every turn without resulting to fps game design. 


Advanced Member

Joined: 12/09/12
Posts: 148

I have my rose tinted glass's at a full shine!

6/09/13 8:52:03 PM#49

GW2 was the worst for travel I mean really there was a portal in the middle of your starting zone that takes you to a city of portals that will take you to every other city:(

I don't remember going anywhere fast in EQ1, if you where the wrong level or thought you could just go anywhere you like some mob would put you in your place in a heartbeat! Let alone other factions, remember sneaking into the humans city through the sewers and hoped your invis held up:) Just to take the boat.


Hard Core Member

Joined: 6/12/09
Posts: 1106

6/09/13 8:59:07 PM#50
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...)





Novice Member

Joined: 9/01/08
Posts: 198

6/09/13 9:06:57 PM#51

Ultima Online still has the best travel system where at higher magery levels you could cast spells to mark runes for runebooks which you had to craft using inscription or find someone who could do it for you or on a vendor, you had to use "recall scrolls" if you were a non-mage, usually you had to buy off player vendors unless you had a mage (I never worked up a mage for a long time in UO..) They could also cast portals where multiple people could go through, I think it was till like 80.0 magery until you can cast moongates in UO and most of the time you fail until you reach 100.0, we also had mounts and boats to travel by..

Now and days we have teleport crystals that can bring you to any city or dungeon in UO (it can't bring you back to your house) and you could use Chivalry..

Anyways, I wouldn't mind having something like in Elder Scrolls Oblivion or Skyrim where you have to discover locations to fast travel to them but I wouldn't having a system like in Ultima Online either.. (and I bet this is something we're gonna see in Everquest Next..)


Novice Member

Joined: 8/15/04
Posts: 355

6/09/13 9:32:29 PM#52

My personal preference would be to have players create, implement, and sustain any fast travel systems used in the game. This would help tie the systems, which do need to be in the game in some form or another, into the world as a whole, and provide a variety of options to players with different interest levels in that particular aspect. People could choose to largely ignore it outside of accessing it to go from point A to point B, hoping that enough other people were willing to develop and sustain it, while others could potentially build their entire game experience around it as they constantly are working to sustain, improve, and expand such systems.


In any case, an emphasis on slow travel must include an emphasis on the world itself at the same time. Slow travel was interesting in FFXI because the world itself was interesting; same for SWG, or the little bit of EQ I played. The journey truly was as much of the adventure as the goal waiting at the end. Trying to implement slow travel in a modern MMO that relies heavily on phasing and instances would be far more problematic because the world as a whole is often largely ignored by the devs, and what little effort is applied is largely static, never changing, making repeated trips an exercise in tedium, not adventure. Slow travel and an active, changing open world experience must go hand in hand for either to work.


Novice Member

Joined: 9/18/11
Posts: 145

6/09/13 9:40:48 PM#53
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 think I was 13 when I started playing EverQuest. I'm 25 now. At the time, only Kunark or Velious was out. My mom made me mow the lawn for a month before she bought the game for me. No regrets :P


Novice Member

Joined: 9/18/11
Posts: 145

6/09/13 9:43:54 PM#54
Originally posted by issling

GW2 was the worst for travel I mean really there was a portal in the middle of your starting zone that takes you to a city of portals that will take you to every other city:(

I don't remember going anywhere fast in EQ1, if you where the wrong level or thought you could just go anywhere you like some mob would put you in your place in a heartbeat! Let alone other factions, remember sneaking into the humans city through the sewers and hoped your invis held up:) Just to take the boat.

This. EQ1 had it right. Until Planes of Power came out. You could pretty much instant travel anywhere.


Apprentice Member

Joined: 6/04/09
Posts: 527

6/09/13 11:39:36 PM#55
Fingers are crossed for limited fast travel. I loved that only a couple classes got it. The adventure and feeling of a world is important and EQ is one of the only MMOs to capture that.

Novice Member

Joined: 9/01/08
Posts: 198

6/09/13 11:44:56 PM#56
Originally posted by JayFiveAlive
Fingers are crossed for limited fast travel. I loved that only a couple classes got it. The adventure and feeling of a world is important and EQ is one of the only MMOs to capture that.

I don't think EQ will have classes though, they are saying they want this EQ game to be a "Sandbox" and they even mentioned Ultima Online as inspiration, I hope anyways that it will be more skill based..


Novice Member

Joined: 12/28/12
Posts: 20

6/10/13 12:34:05 AM#57

Just make eq 1999  . with 100x the items.  still dropping as rarely as 1999 eq's items.

20x more dungeons.     Keep the no level reqs etc.   pre-nerfed . nerfed items. left in game etc etc. 


eq 1999  with x100 more items x20 more dungeons .... booom  done..  best game ever it would be.!


Elite Member

Joined: 1/14/13
Posts: 2050

6/10/13 2:06:08 AM#58
Originally posted by Eyrothath
Originally posted by JayFiveAlive
Fingers are crossed for limited fast travel. I loved that only a couple classes got it. The adventure and feeling of a world is important and EQ is one of the only MMOs to capture that.

I don't think EQ will have classes though, they are saying they want this EQ game to be a "Sandbox" and they even mentioned Ultima Online as inspiration, I hope anyways that it will be more skill based..

They have already mentioned Druids having to look  for reagents for there spell and having to pray to certain gods in forest glades. Also Smed has said they are not going for a skill based system, EQN will be very familiar to EQ vets.

It's how the world works that is key.

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Novice Member

Joined: 10/05/04
Posts: 430

There are 3 kinds of people - those who can count, and those who can''t.

6/10/13 2:31:12 AM#59

NO Fast Travel Hopefully.


Make it even harder to travel than EQ1, a bit like Ryzom.


It add to immersion on every levels, it tightens the (racial) communities, makes exploring Exciting.



Playing : Uncharted Waters Online


Novice Member

Joined: 5/23/09
Posts: 900

6/10/13 2:49:25 AM#60
I think you guys forget hoe irritating it is to have to fight mob after mob that you don't care about and can't possibly kill you unless you mess up big time. If I had to spend s lot game time doing that just to satisfy abstract and false notion of immersion I simply won't play that game. I have better things to do other than bore myself to death.

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