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The Pub at MMORPG.COM  » Travel systems - which do you like the best?

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45 posts found
  Coltaine00

Novice Member

Joined: 2/27/12
Posts: 51

 
OP  3/27/12 9:51:05 PM#1

So I've had a fair amount of experience playing MMORPGs and had quite a bit of experience with the travel systems.  Some of them are down right terrible, while others seem to enhance your playing experience.

Best: UO - recall rune system.  You could mark 'runes' almost any spot in the game and recall to it at any time (with the exception of dungeons year later).  This system developed over time from having runes which you could lose when you die, to blessed runebooks which stayed with you.  It allowed you to travel instantly to help friends and meet up with other groups of players for PvP fights and raids.

Pretty Cool:  Shadowbane - It had a portal system which allowed certain classes to "summon" you to a certain location (with cooldowns), but a large portion of the travel was actually walking / running from point to point, through a lot of open PvP warzones. 

Downright horrid: SWTOR / WoW -  Rail to Rail on safe nodes.  I remember 20 minute long griffin rides in WoW which you couldn't do a single thing except go AFK.  One of the biggest reasons that I left the game as I really didn't appreciate the game "extending" your game artificially.

So which do you think are the best?

 

  Drakxii

Novice Member

Joined: 10/05/08
Posts: 599

3/27/12 9:55:45 PM#2

I like the bus system.   Like the old EQ ships, SWG shuttles and WoW blimps.  Gives players time to talk to each other, trade, duel, whatever they want.   So instead of spending minutes on a mount or summon a portal by yourself you spend that time interacting with other players and then once it arrives you quickly port to where ever your going. 

 

I hate flightpaths they deattach you from the rest of the world and help to create the solo MMO feel.   I also hate instance travel it makes the world feel smaller then it is and also adds the to solo mmo feel as you don't see other players questing as much when you just port back and forth willy nilly bewteen quest areas and npcs towns. (well...  town scrolls anrt that bad, but perfer mounts with mostly clear roads/paths.)

 

I will not play a game with a cash shop ever again. A dev job should be to make the game better not make me pay so it sucks less.

  User Deleted
3/27/12 9:58:15 PM#3
Originally posted by Coltaine00

So I've had a fair amount of experience playing MMORPGs and had quite a bit of experience with the travel systems.  Some of them are down right terrible, while others seem to enhance your playing experience.

Best: UO - recall rune system.  You could mark 'runes' almost any spot in the game and recall to it at any time (with the exception of dungeons year later).  This system developed over time from having runes which you could lose when you die, to blessed runebooks which stayed with you.  It allowed you to travel instantly to help friends and meet up with other groups of players for PvP fights and raids.

Pretty Cool:  Shadowbane - It had a portal system which allowed certain classes to "summon" you to a certain location (with cooldowns), but a large portion of the travel was actually walking / running from point to point, through a lot of open PvP warzones. 

Downright horrid: SWTOR / WoW -  Rail to Rail on safe nodes.  I remember 20 minute long griffin rides in WoW which you couldn't do a single thing except go AFK.  One of the biggest reasons that I left the game as I really didn't appreciate the game "extending" your game artificially.

So which do you think are the best?

 

I didn't have a problem with WoW that much..Yeah there were times you just went....."ENOUGH ALREADY!"

making the mistake of flying from Booty Bay to Inron Forge use snack time.

But there are other games that are even worse.

But it wasn't all bad. instant ports kinda break the immersion of the game.

  Hopfrog

Novice Member

Joined: 1/06/07
Posts: 91

3/27/12 10:00:17 PM#4
Originally posted by Drakxii

I like the bus system.   Like the old EQ ships, SWG shuttles and WoW blimps.  Gives players time to talk to each other, trade, duel, whatever they want.   So instead of spending minutes on a mount or summon a portal by yourself you spend that time interacting with other players and then once it arrives you quickly port to where ever your going. 

+1.  Absolutely. I think a lot of times people can't see the forest for the trees. Sometimes the game needs things like this to help take things down a notch, so it is not always go go go go quest quest quest quest.... I think the bus systems add a lot that you don't really appreciate at the time.  Now, I also agree with the OP that the solo 20 min taxi rides were ridiculous.  But at the same time, I remember when my wow addiction was pretty heavy and everytime I needed to use a gryphon my bladder cheered.

  waynejr2

Hard Core Member

Joined: 4/12/11
Posts: 3712

RIP City of Heroes!

3/27/12 10:07:32 PM#5

City of heroes travel powers.

 

  Rohn

Advanced Member

Joined: 7/02/08
Posts: 3739

3/27/12 10:08:48 PM#6

Personally, I like the system in Mortal Online, which is no fast travel anywhere.  If I want to travel somewhere, I have to get there myself.  To me, it's one of the things that makes the game so immersive.

Hell hath no fury like an MMORPG player scorned.

  GTwander

Novice Member

Joined: 3/14/09
Posts: 6125

LARPer Hunter

3/27/12 10:13:50 PM#7

Mortal Online's horseback riding.

The feel of it is amazing, as you bob and weave along with the horse's motion. Plus, the horse is set to a given running speed, allowing you to go straight without inputs, and therefore soak up the sights, or be more focused in mounted combat itself. Best iteration of mounted travel, ever... imo.

I do miss the SWG/FFXI "bus" system as well, but perhaps in a masochistic way. Games were much more social when you were forced to wait along with strangers for 5-10 minutes for a ship to show up. There a a few that still do oit, but the days of chatting it up while waiting is dead. People will put you on ignore if you try and talk to them at a bus stop these days... a product of being spoiled by the loss of such systems in the first place.

Writer / Musician / Game Designer

Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture

  Axehilt

Novice Member

Joined: 5/09/09
Posts: 7213

3/27/12 11:29:30 PM#8

Diablo 2 or Guild Wars.  Once I've made the trip, don't force me to waste time again.

  Fadedbomb

Spotlight Poster

Joined: 5/19/06
Posts: 2149

3/27/12 11:31:56 PM#9

I prefer open-world with "vehicle" traveling. "Instant" traveling destroys game immersion. Once you can instantly travel, the world becomes infinitely smaller.

 

"Fast" or "Instant Travel" is a product of the "I want it now" mindset that has grown out of the "WoW" mentality.

 

 

:)

The Theory of Conservative Conservation of Ignorant Stupidity:
Having a different opinion must mean you're a troll.

  Ridelynn

Elite Member

Joined: 12/19/10
Posts: 3319

3/27/12 11:38:58 PM#10

I'm afraid there is no going back. The "modern" systems are convenient, I have to admit - instant travel is nice and all, and even flightpaths where I don't need any interaction and just need to wait until I arrive at Point B are spoiling.

But I am nostaligic for the old "Get there yourself" methods - I still remember the trips from Freeport to Qeynos at L10... timing it so you avoided Kithicor at night, running from griffons, making sure RV and HHK guards didn't see me sneaking about. Not to mention standing around waiting on boats.

It was frustrating, and infuriating at times. But it forced you to stay in an area longer, and microcommunities to pop up. I remember a couple of druids that would come around Rathe Mtns to buy fine steel, and to trade out copper/silver/gold for plat (so we could keep farming those hill giants - it's hard to kite when your weighted down). I remember sitting on the edge of the zone in OT, with probably 2 dozen other groups also sitting in their various spots, and we were there grinding it out, chatting in /OOC, and generally having a good time for a good several weeks - same thing Velks Lab, or in Great Divide, or SolB, or LGuk, or name any other zone where it was such a royal PITA to get there, but the rewards (loot & XP) were so worthwhile that you just went there and hung out there for days at a time.

That doesn't exist anymore. In SWTOR, there are times when I spend less than 2 hours on a planet, never to return, and I bounce between everyplace at, well, lightspeed. It makes it really hard to find any sense of community. That being said, if I had to make the 3-hour trek between Freeport and Qeynos in a new game, I'd probably be pulling my hair out crying about how dumb it is that I can't just get a taxi.

  Rednecksith

Apprentice Member

Joined: 6/12/09
Posts: 1272

Bite my fiery metal ass!

3/27/12 11:40:40 PM#11

I prefer the travel powers granted in the superhero MMO's, myself. Leaping a hundred feet into the air and bounding from building to building is just awesome. Or travelling at supersonic speed down the street, zooming past everything before it can even react to your presence. Good times.

Barring that, flying mounts, or any sort of flying transportation I can control.

  User Deleted
3/27/12 11:46:18 PM#12

Mount travel, but not pocket ponies.  If you ride your horse to an area, get off and leave it there, walk back to town, you've lost your horse.  Maybe not so far as horse theiving, that could just open up griefing.  Horse rentals would be okay with me.  Ride it where you're going and it walks home.

Non combat run speed (sprinting) for the athletic classes with low encumberance

As far as public transportation, WoW blimp and ships are something I like.  Windriders are probably my least favorite transport.

I like mage portals and summons.  In fact, I'd rather see player mages providing transportation instead of NPCs, maybe.

  Quizzical

Guide

Joined: 12/11/08
Posts: 13177

3/28/12 12:10:44 AM#13

If there's not a reason why travel needs to be hard, then just give me Guild Wars map travel and be done with it.  If there is a reason why travel needs to be hard, then you do something appropriate to the game.

  maplestone

Novice Member

Joined: 12/10/08
Posts: 3109

3/28/12 12:49:41 AM#14

My ideal travel system has a couple of different levels based on what you are carrying.

Exploring the world, you have various speeds of travel that grow faster; weather and season may restrict travel options.  Resources nodes, camps, lairs and other temporary spawns exist that can only be discovered while exploring.

Quest hubs: once discovered and unlocked, you can teleport between them (however, there are restrictions on what you can have in your backpack as you teleport).

Gathering bulk resources, you cannot teleport around the world with a backpack full of wood or iron - harvesting gathers to a local hub (wagon, ship, encampment) then have to send bulk resources through the world to get it to market/mills.  You don't have to personally escort your caravan/ship/etc, but it takes actual time for it to cross the world and is vulnerable to random encounters while in transit.

Artifacts: cannot be teleported.  If you find one, you have to decide whether to carry it personally to safety through the world or whether to map its location and return for it later.

  Vaultar

Novice Member

Joined: 4/25/08
Posts: 342

3/28/12 1:03:35 AM#15
Originally posted by Fadedbomb

I prefer open-world with "vehicle" traveling. "Instant" traveling destroys game immersion. Once you can instantly travel, the world becomes infinitely smaller.

 

"Fast" or "Instant Travel" is a product of the "I want it now" mindset that has grown out of the "WoW" mentality.

 

 

:)

I'll trade the feeling of world becoming smaller (which is completely irrelevant to me as I never get that feeling knowing that I can simply chose to explore anywhere thoroughly if I feel like it) for instantly coming back to where I left off and continuing my journey to unexplorable lands or joining a nearby DE anyday.

In the long-run, coming back to interesting parts in the shortest time possible is all that matters for me and that is exactly how the ArenaNet devs want you to think about waypoints and teleportation portals.

Looking forward to EQL and EQN.

  ignore_me

Apprentice Member

Joined: 7/04/11
Posts: 2034

3/28/12 1:04:36 AM#16

I really like "Call to Group" or instant travel that puts you with the raid so that waiting is minimized.

Survivor of the great MMORPG Famine of 2011

  Cthulhu23

Apprentice Member

Joined: 12/03/11
Posts: 1027

3/28/12 1:16:40 AM#17
Originally posted by Vaultar

I'll trade the feeling of world becoming smaller (which is completely irrelevant to me as I never get that feeling knowing that I can simply chose to explore anywhere thoroughly if I feel like it) for instantly coming back to where I left off and continuing my journey to unexplorable lands or joining a nearby DE anyday.

In the long-run, coming back to interesting parts in the shortest time possible is all that matters for me and that is exactly how the ArenaNet devs want you to think about waypoints and teleportation portals.

Waypoints and telportation portals are simply lazy.  No other way to say it.  If ArenaNet truly wanted to encourage exploration, do away with those things altogether, and add a faster form of land travel like mounts.  For a developer that claims to be innovative, they took the path of least resistance in terms of travel systems.  Big immersion-breaker.

  Quenchster

Novice Member

Joined: 1/06/12
Posts: 452

3/28/12 1:48:20 AM#18
Originally posted by Cthulhu23
Originally posted by Vaultar

I'll trade the feeling of world becoming smaller (which is completely irrelevant to me as I never get that feeling knowing that I can simply chose to explore anywhere thoroughly if I feel like it) for instantly coming back to where I left off and continuing my journey to unexplorable lands or joining a nearby DE anyday.

In the long-run, coming back to interesting parts in the shortest time possible is all that matters for me and that is exactly how the ArenaNet devs want you to think about waypoints and teleportation portals.

Waypoints and telportation portals are simply lazy.  No other way to say it.  If ArenaNet truly wanted to encourage exploration, do away with those things altogether, and add a faster form of land travel like mounts.  For a developer that claims to be innovative, they took the path of least resistance in terms of travel systems.  Big immersion-breaker.

Mounts would probably interfere with sidekicking by putting lower levels in a situation where they can't keep up with the higher levels during questing. It would also present issues such as how they will dismount players by NPCs or griefers blocking intractable objects.

Personally, I think a huge immersion breaker is when every character has a mount. When I play MMOs with mounts it always feels like the cavalry is in town. It also promotes silly things like dismounting and remounting for picking up every herb.

Here is a video of GW2 exploration if you haven't seen it yet.

  korr

Hard Core Member

Joined: 3/18/04
Posts: 300

TACO! TACO! TACO!

3/28/12 2:01:32 AM#19

I also loved the UO travel system.  Some say it makes the world smaller, but I feel it makes it seem larger.  No matter what I wanted to do, it was a simple recall away.  If I had to take 2 hours to travel like in EQ, then my time was spent traveling, not playing.

Granted I did spend a lot of time just running around, unlocked full loot houses made it worth the time hehe.  But seriously, some times I felt like exploring, other times I felt like killing air elementals, and others I was looking for a good PvP battle.  With the recall system I could do what I wanted, when I wanted.  You could truely do something in 20 mins, or spend hours depending on what you wanted.

 

 

the missing link in a chain of destruction.

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  palulalula

Novice Member

Joined: 9/07/11
Posts: 670

3/28/12 2:04:07 AM#20

Any kind of mounts--horses, bikes, tanks, space ships, speeders, tigers. Only not a instant teleports because that is for soulless games

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