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fast travel / money problem solved

Unstructured ideas, requests and suggestions for the development of the game.
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PK17
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fast travel / money problem solved

Post by PK17 »

Ive seen soooo many posts about the need for fast travel. I have two very solid ideas to try and solve this. Its been said the game is meant to be realistic so fast travel doesnt make sense.

1. Teleporting. A very very hard to reach spellcaster/mage deep in a super dangerous duemgeon can sell teleportatopn scrolls at outrageous prices (to keep them from effecting the game too much). This mage of course wont trust you and you will have to perform some quest to get access to the scr olls. Also there could be a possible negative effect to these already expensive items. They could "malfunction" and teleport you to an undesired destination (I think this will stop people from grinding with tele, same as with the high price as forementioitself

2. Town ring / necklace. Upon completeing what i would make a very difficult quest the player is to be awarderd a peice of jewlery (ie: ring of prim). When this ring is equiped is would teleport you to the center of prim and automaticly unequip itself.

I think both ideas are good for multiple reasons. They are only open to areas that devs would find fit. They wont affect grinding any more than maxing out failure mastery. It solves some money issues too. I personally am really fond of the first idea, especially because of the negative side effect.

Thanks for taking the time to read and let me know what you think. It might just be that fast travel isnt realistic but i tried. =p
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buddyCasino
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Re: fast travel / money problem solved

Post by buddyCasino »

There are some neat ideas in there, but I don't think we need fast travel at all.
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PK17
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Re: fast travel / money problem solved

Post by PK17 »

Yeah, i think fast travel takes away gaining experience running back and forth. At a point tho your one hitting everything in the game so the 10 - 15 minutes to get from point A to point B and filling .001 percent of your needed xp to next level. Its a hassel but its realistic. Its just depends on what the dev wants his game to be. As ive read just about everywhere, this game was made for fun not profit or recognition. So i respect that.
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Lavic
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Re: fast travel / money problem solved

Post by Lavic »

I disagree, fast travel is needed and I have brought this up before. I think the game is more 'annoying' when you have to run back and fourth after fully exploring an area. For example, I really hate running to Remguard if I feel like I need to just go there for a small reason since I've been there. If you want to gain experience or hunt then go out to caves specifically designed for this (which we need more) such as the snake cave. I often 'hunted' in Flagstone which I feel should be a more of a questing area than gaining experience (hunting).

I think with fast travel the game will become more desirable and I have played games where fast travel fails and you end up entirely somewhere you didn't want to. Which is very 'annoying,' however makes it fun and exciting and in the same case eliminating this very long trip. In those games (MUDS or text based games) the trip would have taken a lot longer, hours upon hours to reach, however could be achieved in a minute or so by using a portal. There should be a price on it since this world isn't that big, but maybe portals placed in certain areas of the world with a price to get to them, depending on how far away you are.

In a nutshell, there are many aspects of this game that may deter people and some need to be negated otherwise it will never grow to its potential.
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Mino
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Re: fast travel / money problem solved

Post by Mino »

I wouldn't object to a fast travel method, and have even suggested one before. But I don't see it as a priority because as you already pointed out, you can max out the Failure Mastery skill, sleep in the bed of a town you want return to and let yourself die.

I've used that method, without Failure Mastery, to exit the Kazual imp cavern without having to find my way out in the dark. Or you can just wait until right after you level up, and then let yourself die.
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HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

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LordLancelot
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Re: fast travel / money problem solved

Post by LordLancelot »

Yes fast travel is really needed, and for those who do not like it, here a solution do not use it.
That way all players are happy.
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Antison
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Re: fast travel / money problem solved

Post by Antison »

Oskar has already said "no" to fast travel. What you see with teleportation in Blackwater is what you get.
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Re: fast travel / money problem solved

Post by Pyrizzle »

Both ideas have been brought up before for Fast Travel, and i agree with Oskar on this one. They are unrealistic and unnessisary for gameplay.
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Lavic
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Re: fast travel / money problem solved

Post by Lavic »

Define unrealistic in a fantasy world... I can name many things unrealistic if you'd like.
Khazuul Xenocide, Lavic, Shadow Walker
-Lvl: 44, HP: 115, AP: 12, AC: 215%, AD: 17-28, Crit: -11, BC: 105%, DR: 1
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LordLancelot
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Re: fast travel / money problem solved

Post by LordLancelot »

It does not have to be magical fast travel, but let say traveling in a caravan, you pay a fee in gold and 1 food per day needed to reach destination.
Caravan travel can only go to place you already visited (or did all quest of the area, or a specific quest to allow caravan travel there).

Let say 100 gp and one food per map traveled. 10 screen travel would cost 1000gp and 10 food.

P.S.
Yes the unrealistic answer make no sense in a medieval fantasy game setting.
:)

It seem some of you think there is only your way of playing a game and having fun...
Last edited by LordLancelot on Wed Aug 08, 2012 4:43 am, edited 1 time in total.
L37 Naked: 86hp, 10 AP, AC 125, AD 22, 2.5k gp
Gear: HP 102, AC 259, 12AP, Dam 6X 28-34, BC 12, DR 1
Skills:40-44 evasion or weapons, 50 Fortitude 4, 54,58,62 F5 65
QS dag, Rem C V, E C Helm, Vacor's B, Marrow, Villain's ring 2X, L G attack, Rem Shield
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