Travel
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Travel
Hey anyone else interested in possibly re-implementing the old travel system? By that either by removing the riftway system so that mounts and boats (both NPC and player owned) become more relevant again? This would have the two fold of letting the caravan system be worthwhile again, and spurring crafting, exploration etc. And maybe we can finally fix the Big NPC Boats that would go between continents via the sea portal
If that seems to extreme then perhaps going to the Unlock able rifts, where we could only transport if we had already unlocked a crystal, and had the riftway shard in our possession.
anyone have an opinion on that?
If that seems to extreme then perhaps going to the Unlock able rifts, where we could only transport if we had already unlocked a crystal, and had the riftway shard in our possession.
anyone have an opinion on that?
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Re: Travel
Yes, all of these seem very doable since it is controlled by data and code, and not the client. The client might have had client-side blocking in some manner before, but I think we can get around that with server checks.
Speaking of Big Boats, I take it those are not in-game anymore? Are they out there, floating, anywhere? Might be good to grab a log of them if so. Someone asked me just last night if the boats still ran, and I could not answer. I hadn't seen one. I didn't know there was a Sea Portal until we started this project.
On this topic, refresh my memory (so many games, so many duplicated features). The riftways used to cost money to use, right? Xinux found elements in the UI that had a coin value. Do they still cost money, just silently rip you off because I haven't seen any evidence of losing money to travel. Also, I do remember needing to carry something in my inventory (was that EQ?) to use the riftways... a crystal, shard, something I had to purchase.
If you would, please straighten me out on all these concepts of travel. We'll do what we can to make this (optionally) how it was before.
Speaking of Big Boats, I take it those are not in-game anymore? Are they out there, floating, anywhere? Might be good to grab a log of them if so. Someone asked me just last night if the boats still ran, and I could not answer. I hadn't seen one. I didn't know there was a Sea Portal until we started this project.
On this topic, refresh my memory (so many games, so many duplicated features). The riftways used to cost money to use, right? Xinux found elements in the UI that had a coin value. Do they still cost money, just silently rip you off because I haven't seen any evidence of losing money to travel. Also, I do remember needing to carry something in my inventory (was that EQ?) to use the riftways... a crystal, shard, something I had to purchase.
If you would, please straighten me out on all these concepts of travel. We'll do what we can to make this (optionally) how it was before.
Re: Travel
Basiclly The sea portals were turned off, it used to be you could use them with your own boat to travel inbetween continents, The NPC boats were essentialy galleons with a slightly different look IIRC, there is one Perma-Moored just north of the Ksavari Gultch along the coast which was the model used
When they Turned off the portals they stopped boats too, I know the NPC Boats were buggy for awhile, but they got them to work just before stopping them altogether.
As it stands now the riftways cost money to use, color determines cost and level. (for example purple crystal rifts are free, and were Tanvu, Khal, New Targ) (level determined by highest level attained in any sphere)
They used to be only usable once they were unlocked (traveled to and clicked on) but then you would buy "Riftway shards" from general merchants to use. These could be used independent of level, as long as you had unlocked the destination you wanted to go to
Hope that awnsers some of those questions, feel free to ask if you need further clarification
When they Turned off the portals they stopped boats too, I know the NPC Boats were buggy for awhile, but they got them to work just before stopping them altogether.
As it stands now the riftways cost money to use, color determines cost and level. (for example purple crystal rifts are free, and were Tanvu, Khal, New Targ) (level determined by highest level attained in any sphere)
They used to be only usable once they were unlocked (traveled to and clicked on) but then you would buy "Riftway shards" from general merchants to use. These could be used independent of level, as long as you had unlocked the destination you wanted to go to
Hope that awnsers some of those questions, feel free to ask if you need further clarification
Re: Travel
Sea portals still do work but they are buggy, we should get a log of these.
Travel is a touchy subject in this game and in others. For me part of the beauty of this world was being able to search around and find stuff and not be able to queue up and enter a dungeon.
Flying mounts IMHO destroy quite a bit of the exploration, content, and community for many reasons that I don't feel like listing ATM. I think flying mounts are great just think that ground mounts should be faster, not the flying ones.
Do I want travel times like I used to have back in EQ (first three expansions) no, but I could deal with it for the content that I am leveling in; once out I have out leveled or explored it there is no reason to want to travel through it again. So perhaps there are portals that appear in the center of a 9 chunk grid once you have explored all the nine chunks. That way no content gets left behind, even if it is visual, and people know what is in their virtual world by direct exploration.
Really, implementing game design that works on multiple levels for good reasons is rarely done.
Travel is a touchy subject in this game and in others. For me part of the beauty of this world was being able to search around and find stuff and not be able to queue up and enter a dungeon.
Flying mounts IMHO destroy quite a bit of the exploration, content, and community for many reasons that I don't feel like listing ATM. I think flying mounts are great just think that ground mounts should be faster, not the flying ones.
Do I want travel times like I used to have back in EQ (first three expansions) no, but I could deal with it for the content that I am leveling in; once out I have out leveled or explored it there is no reason to want to travel through it again. So perhaps there are portals that appear in the center of a 9 chunk grid once you have explored all the nine chunks. That way no content gets left behind, even if it is visual, and people know what is in their virtual world by direct exploration.
Really, implementing game design that works on multiple levels for good reasons is rarely done.
Re: Travel
Oh nice, everytime Ive attemped use in the last year, we just moved through them without porting, we assumed based on what silus had said that they were turned off.
Also in regards to the points you made above, I do agree, exploration was key to VG, so much content was left at the wayside on account of the Riftways etc.
I tend to agree about Flying mounts, but in Vanguards case I do make an exception, as Vanguard was planned from day 1 to feature Flying mounts.
I remember how excited we were during beta when the guys at sigil were talking about them and boat travel etc. They I feel are a fixture to the world, that being said, I think they should be tweaked , or the content tweaked to facilitate them, so that content skipping is not possible, or curbed. Again, lots of opinions on this for sure, But im approaching this more as a restoration of Sigils grand plan, then the SOE streamlining and hollowing. Sigil I feel were simply ended before they could implement or were able to establish much of their plans.
Also in regards to the points you made above, I do agree, exploration was key to VG, so much content was left at the wayside on account of the Riftways etc.
I tend to agree about Flying mounts, but in Vanguards case I do make an exception, as Vanguard was planned from day 1 to feature Flying mounts.
I remember how excited we were during beta when the guys at sigil were talking about them and boat travel etc. They I feel are a fixture to the world, that being said, I think they should be tweaked , or the content tweaked to facilitate them, so that content skipping is not possible, or curbed. Again, lots of opinions on this for sure, But im approaching this more as a restoration of Sigils grand plan, then the SOE streamlining and hollowing. Sigil I feel were simply ended before they could implement or were able to establish much of their plans.