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fast travel / money problem solved

Unstructured ideas, requests and suggestions for the development of the game.
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rijackson741
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Re: fast travel / money problem solved

Post by rijackson741 »

PK17 wrote:Back to this world economy stuff, oh geeze.... sigh

[ •] <--- The door I just walked out of.
A little bit of a surprising comment to me, since you never commented at all in the thread about it. Why are you so against it?

Anyway, that was just a suggestion. My point is that I would rather see rewards that make long distance travel worth it, rather than some form of fast travel because such rewards are not available.
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Re: fast travel / money problem solved

Post by Pyrizzle »

rijackson741 wrote:I think fast travel, in the sense of teleportation, would detract from the game. I would like more shortcuts (the mine and cabin at BWM, a shortcut form Lodar to Charwood, maybe a shortcut from Charwood to the river, etc), as long as they could only be opened by completing a quest. A "travelers potion" that reduces the chance of getting attacked is also a good idea.

What I would much rather see than fast travel is something that brings greater rewards for traveling long distances. One such possibility is trade, which was suggested a few months ago: http://andorstrail.com/viewtopic.php?f=4&t=4268. Something like this would expand the game, and it is not compatible with fast travel because then it would be too easy to make lots of money.

My opinion, in a nutshell, is that adding rewards that make long travel worthwhile would expand the game, whereas adding fast travel would restrict it, because it is not compatible with adding those rewards (either now or later).
You make a very excellent point. The fact is that these 2 ideas will directly effect each other.

If fast travel was added... a global economy would be nearly impossible to add without ruining game play by making it too easy for players to gain extra money.

my 2 cents: I would rather see some sort of a global economy added instead of fast travel.
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Re: fast travel / money problem solved

Post by sorrow »

A global economy can be easily add to at.

I've been away play other games that have such a trait. The best example I found that had this trait is called pirates and traders. As you play this game you hear of different ports having a surplus of items or a shortage of an item. In order to figure out the best way to sell tour items you would either hear the rumor from ships or pay for hearing them in the tavern. Also depending on game time the game itself would tell you when it is known to everyone. Depending on your skill level in picking you rumors would it then determine how many days the rumor has been around. After a few 100 days the rumor would vanish and the price of the goods would go back to the original price at that port.

This could be added to the game but would need alot of testing to figure the best way to put it in. Each trader in the game would need to be able to tell you of a rumor that one place needs a certain item and be willing to pay top gold for it or they will tell you that one place has a surplus of an item and there selling for cheap. Also you might be able to pick up a rumor were mobsters are about to take a town or village best stay away from there if you value your life. Also you might here that lord g. has ordered his guards to let no one in or out of a town for he believes they are practicing illegal things.

If this was to be implied into the game, the game would need time. At would need its own realm of time added.

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Re: fast travel / money problem solved

Post by Zukero »

sorrow wrote:A global economy can be easily add to at.
Unless you already know how to code it yourself, I really don't see what can be deemed easy in that task...
There are whole games based solely on this idea that still manage to be bad...
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Re: fast travel / money problem solved

Post by sorrow »

Ok easy might be a understatement

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Re: fast travel / money problem solved

Post by Durf »

Pyrizzle wrote:
rijackson741 wrote:I think fast travel, in the sense of teleportation, would detract from the game. I would like more shortcuts (the mine and cabin at BWM, a shortcut form Lodar to Charwood, maybe a shortcut from Charwood to the river, etc), as long as they could only be opened by completing a quest. A "travelers potion" that reduces the chance of getting attacked is also a good idea.

What I would much rather see than fast travel is something that brings greater rewards for traveling long distances. One such possibility is trade, which was suggested a few months ago: http://andorstrail.com/viewtopic.php?f=4&t=4268. Something like this would expand the game, and it is not compatible with fast travel because then it would be too easy to make lots of money.

My opinion, in a nutshell, is that adding rewards that make long travel worthwhile would expand the game, whereas adding fast travel would restrict it, because it is not compatible with adding those rewards (either now or later).
You make a very excellent point. The fact is that these 2 ideas will directly effect each other.

If fast travel was added... a global economy would be nearly impossible to add without ruining game play by making it too easy for players to gain extra money.

my 2 cents: I would rather see some sort of a global economy added instead of fast travel.

This incompatibility is a good point, but one I think could be solved rather than treated as given. For instance, fast travel could be expensive, and be priced by distance. This could be adjusted to align with the scale of gold made on trade. Perhaps, even, it would be worthwhile stocking up on tradeable items just so you can ensure you have enough money to hire a boat, horse, or carriage back to where you came from.

Additionally, to avoid the excessive ease of fast travel from a monster perspective, chances of monster encounters could be calculated based upon the type of transportation, the desired difficulty the developers and community wish to see for fast travel, and perhaps skills such as evasion and, if added, "survival". The skills could then take on the added value of facilitating easier fast travel, if players wished to invest points in them (on a side note, "survival" could also effect the chance of contracting food poisoning from raw meet, for example). If, for instance, I do run throughs from Fallhaven to Remguard, without intentionally avoiding monsters (some unavoidable as on bridges), and calculate that I run into an average of 200 monsters (a wild guess, I have no idea at the moment), then that could be set as the base number of encounters at walking pace, and converted into a % chance of encounter for that path, or for each particular map segment, given a calculation of total monsters in each map segment at a given time (this must already be part of the programming calculations, no?). Fast travel by horse, assuming a 300-400% increase in average travel speed (assuming horse not running full speed the entire time), could result in a decrease of 300-400% in the chance of running into monsters on the way (or less, considering increased visibility), but would certainly not eliminate it entirely. The travel would still be faster than normal, but would not allow you to completely avoid encounters.

For travel by boat, we could create sea monsters :twisted:

Anyhow, my thoughts. I understand the lack of realism with teleportation and instantaneous travel with no risk, but I think a well developed additional travel mode or two could actually increase realism, as who in their right mind would travel everywhere on foot given the impending size of this world as it keeps growing.
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