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fast travel / money problem solved

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

Post by Pyrizzle »

-1 I'm not a fan of having the caravan attacked.

In my suggestion once your kill enough NPCs from the designated pathway, the road is now open for fast travel.

NPC: Go kill 500 of the [Name of NPC] or Go kill 500 of the creatures along [Name of Road] and once you do we should be able to take off for [Insert name of City]

*You go kill*
If you return at 499 or less: Hmmmm I think there are still too many monsters along that road for us to be able to take off yet

If you return at 500 or more: Whoa! Looks like it will be smooooooth sailing from here. I'll go gather the men and we should be taking off in just a moment [You can now use the caravan for XXXX Gold and XX Shiny Gems]

Even better: Not have the NPC tell you a specific # but just have to go kill and have to check back on occasion to see if it is enough
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sorrow
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Re: fast travel / money problem solved

Post by sorrow »

I like.it +1

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Lord Swagger
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Re: fast travel / money problem solved

Post by Lord Swagger »

How about using a hot Air Balloon? It can be a high level quest in Feygard to get the necessary elements to allow the balloon to fly. After that, you can travel between any Feygard aligned city's. It would work similar to how others have said in this thread, where you would just move in a quick second between the two places. It would cost something to travel, maybe gold or gems or something for each trip. Maybe you also have to be Feygard aligned in order to use it. There could be a similar setup from Nor City for those who are Shadow aligned, traveling to Shadow aligned cities. Perhaps you could split Prim and BWM between the two, with shadow traveling to BWM and Feygard to Prim.
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Beirlis
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Re: fast travel / money problem solved

Post by Beirlis »

I hope you guys will forgive me for posting when I haven't read the whole thread (it's long! :) ), but I just want to say that however you guys do it, please keep fast travel unatainable for low levels and have it phase in gradually. When you first get fast travel, please restrict the initial routes to those that the character would have thoroughly owned and be completely familiar with by that time. I've seen too many RPGs (mostly MMOs, where there are completing social needs that the game must fulfill) open up fast travel too soon, often leaving a player roaming around different places and never really getting familiar with their home-town area. I think it can also make the in-game world feel "too big, too soon". I like when the game world opens up as I build out my character and become increasingly comfortable with the game's dynamics. For me, this makes it feel easier to learn, but then later on, keeps it fun as I move from the adventure of learning how a new game works to the many adventures of exploring new places, new quests, skills, monsters, etc.

And I guess bordem is the issue being addressed here. I'm only level 20 now, so I don't know what it's like at level 50 or 80.
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Covenant
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Re: fast travel / money problem solved

Post by Covenant »

How about an alternative to Fast Travel: "Travel Faster". Lodar invents a new potion ("Potion of Speed"? since "Haste" is already taken) that increases your movement speed on the map by say, 1.5. It could last a set number of rounds. Cost would have to be appropriately high. In fact, make it a special potion that requires ingredient gathering. Being only available from Lodar sets it's availability in the game such that you've probably explored most of it already and are at a high enough level.

I am thinking this as an alternative to satisfy the need from getting from point A to point B faster, but also maintaining Oskar's desire to not have a true Fast Travel system.

Thoughts?
Beirlis
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Re: fast travel / money problem solved

Post by Beirlis »

It would have to address the issues of being attacked as well, and making a potion that reduces your chances of being attacked could have other unintended outcomes.
Pyrizzle
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Re: fast travel / money problem solved

Post by Pyrizzle »

Beirlis wrote:It would have to address the issues of being attacked as well, and making a potion that reduces your chances of being attacked could have other unintended outcomes.
Maybe it should add a small bonus that would be similar to Evasion....

Like:
Lowers chance of being attacked by a nearby NPC by XX%
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
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PK17
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Re: fast travel / money problem solved

Post by PK17 »

Since this thread has seemed to have caught some more wind lately, I wan't to state I disagree with my OP now. However, I still like the idea of equiping an item (jewelry / scroll) that will allow you to teleport and automaticly unequip itself (I beleive this would actually be possible as of recently). This would be really good for those off the grid places that take a serious bit of time to reach like Remgard. Of course there would have to be a drawback for choosing this, such as missing out on a good weapon/armor reward, to take the teleportation reward.
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http://andorstrail.com/viewtopic.php?f=9&t=4577
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rijackson741
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Re: fast travel / money problem solved

Post by rijackson741 »

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).
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PK17
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Re: fast travel / money problem solved

Post by PK17 »

Back to this world economy stuff, oh geeze.... sigh

[ •] <--- The door I just walked out of.
Take a stop by my game thread for some forum fun!!!

http://andorstrail.com/viewtopic.php?f=9&t=4577
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