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droid327
05-03-2014, 09:21 PM
I'm just wondering what the general opinion about this is....

Do you think the game would be *more fun* if there was more options for faster travel out of quests themselves?

Things like: faster runspeed in town (up to technical limits), more teleporters and connectivity with Airship travel, the ability to teleport to quests you've already discovered without having to go through Adventure Zones, something like Rods of Teleport available from an in-game vendor, etc.

I know the arguments against it - its unfair to classes that get teleport/fast movement, or to players that already acquired things like the Royal Guard Mask; it will reduce Store sales; it doesn't fit with lore, etc. Ignoring all that, though, would it make the game more *fun* if you could get right into the action faster? Would you make use of it, and enjoy it? Do you ever not do something in-game because you don't want to slog all the way out to it?

redoubt
05-03-2014, 09:24 PM
Add teleport to more locations. (Via the spell.)

Add new airship locations.

Have GT go anywhere regular teleport goes + the unique places it goes.

I think we can leave run speed alone.

skaught78
05-03-2014, 09:30 PM
Fun? ... meh... would it help with convenience! immensely!

Id like more locations added to teleport spells. And would like to see more options for non casters to be able to teleport.
I do like the idea of being able to teleport to certain quests. Some are a pain in the backside to get to. I think if there were other options for getting to them, people may be more likely to run them.

But yeah, more of the blue teleporters, and more airship portals would be great!

GeoffWatson
05-03-2014, 09:35 PM
The Phiarlan Pendant of Time gives +50% movement in town.

I agree with more Teleport options.

Geoff.

Arcanegrin
05-03-2014, 09:38 PM
I would love a quest line which ends up giving those capable of teleporting the ability to teleport to additional locations. Like a Favor perk.

Eveningstar as a teleport location sounds fitting as a perk. Also add the title "Planescaller".

Give them double the number of locations in normal teleport and even more in greater teleport.

---

Another amazing perk for those capable would be a 2-way Ddoor. But i'm guessing that won't happen.

Teh_Troll
05-03-2014, 10:21 PM
It would be nice. The run from the airship to thunderholme just takes so friggin long.

NaturalHazard
05-03-2014, 10:36 PM
I know the arguments against it - its unfair to classes that get teleport/fast movement,?

They get the benefit of fast movement in the quests and in the explorer zones, and teleport users get the benefit of teleporting out a quest quickly, especially in a quest in an explorer zone don't have to double recall.

droid327
05-03-2014, 10:57 PM
It would be nice. The run from the airship to thunderholme just takes so friggin long.

I've just been trying out most of the FR adventure zones, that's what prompted this thought. That, and having to run out to all the Vale quests grinding up to 20 on this most recent life. That's really my main problem...I can get where you need to run all the way out the first time, but I ran RwtD about 3x as much as anything else, and skipped Rainbow entirely, because of the travel time involved. And same deal, earlier on in Sands...I'd just run the ones up in the "mummy zone" because they were closest.

And when I saw how far you need to run to get through Stormhorns....man, that's rough.

If most people's experience is like mine, I think its driving people to log off earlier rather than run 1-2 more quests, once you've exhausted the "low hanging fruit" on your daily quest checklist. And its always good for the game if you can encourage people to stay online longer :)

the_one_dwarfforged
05-03-2014, 11:14 PM
change all city instances to one room. one vendor of every kind with full stock of all vendor items for all level ranges. one door with a list of every quest. click your quest, click your difficulty, go kill things.

Oxarhamar
05-03-2014, 11:21 PM
change all city instances to one room. one vendor of every kind with full stock of all vendor items for all level ranges. one door with a list of every quest. click your quest, click your difficulty, go kill things.

Gross

zwiebelring
05-03-2014, 11:36 PM
It would be nice. The run from the airship to thunderholme just takes so friggin long.

The bridge definately has to get longer. Much longer. I so enjoy timesink like this...

Soulfurnace
05-03-2014, 11:56 PM
Within reasons (and not just for the sake of "haha, enjoy running") I like the fact things aren't instant... In single player games.
If a game lacks fast travel and is single player, that's a plus (at least in open world games), because of immersion and such. (Although fast travel is more popular, so I just try not to use it.)

For a MMO, hardly. There's no real immersion in most MMO's, and definitely not DDO. Just give a convenience with out-of-quest teleportation, though still have some running. Instantly spawning at the quest start would be even more boring, I couldn't rage at people taking forever to get from the ship to the quest!

Edit: Tl;dr (really?) for single player slower travel = good, for MMO fast travel = good, for DDO we need moar teleports.

Full_Bleed
05-03-2014, 11:59 PM
The run from the airship to thunderholme just takes so friggin long.

Just timed it. Less than 2.5 minutes.

Some classes can certainly do it faster. Not to mention the gold key clickie.

Khatzhas
05-04-2014, 12:08 AM
In town, I think that a shorter loading screen would probably make more of a difference than a small speed upgrade.

Of course, in Wilderness areas, particularly when you're trying to get back to the quest that you just released from before it resets, you would be tempted by faster options. Its probably why there are "guides" in some of them now, charging Astral Shards for fast travel.

Gywiden
05-04-2014, 12:21 AM
In town, I think that a shorter loading screen would probably make more of a difference than a small speed upgrade.

Of course, in Wilderness areas, particularly when you're trying to get back to the quest that you just released from before it resets, you would be tempted by faster options. Its probably why there are "guides" in some of them now, charging Astral Shards for fast travel.

Eveningstar could use some help since it is getting so big. Otherwise I think the Phiarlan Pendant of Time, key to the city, teleporters, and guild airship transport pretty much has it covered.

Ovrad
05-04-2014, 12:25 AM
I don't mind the running at all, it's the multiple loading screens that kill me.

Demsac
05-04-2014, 04:52 AM
Mounts!

Fnordian
05-04-2014, 06:40 AM
Yes, I think it would improve the fun factor, simply because so much running to and from quests does get tedious after awhile.

So yes, more teleporters -- a proper teleporter in the market entry area would do wonders!

And yes, more air ship entrances -- especially in places that really should already have one like House Cannith.

Run speed itself is fine though.

More locations for the Teleport spell would be cool too.

Rods of Teleport and Bracelets of Friends -- I think they should consider a compromise -- sell them in the store but give them a few charges that recharge each day.

The option to teleport to any quest you've already discovered would be pretty great too but might decrease the immersion feeling of being in a big city. Perhaps an improved air ship navigator could do this?

mobrien316
05-04-2014, 08:53 AM
Put in a guide in every explorer area. For 10 plats you can have them instantly teleport you to the quest. When you exit that quest, there is another guide at the exit who, for 10 pp, will instantly teleport you to the next quest in the explorer zone.

Any who wants to do slayers/rare/explorers can do so. Anyone who just wants to run the quest and skip the (largely) pointless explorer time sink can do so.

Standal
05-04-2014, 09:19 AM
House Cannith certainly should have a guild portal. I think it was a failure of the dev team to not have both a teleporter and guild ship portal in any new Eberron house. I'd also like to see either a guild ship portal or two way rift to FR somewhere more convenient than the Estar cavern and the Harbor. It's almost like the devs were trying to waste as much of our time as possible when they set up Forgotten Realms.

The gold key could be a decent thing if it teleported you from anywhere in Eberron to Estar and from anywhere in FR to the Marketplace. The cooldown would also need to be reduced something like 5 minutes.

Dimwhit1
05-04-2014, 09:45 AM
The Phiarlan Pendant of Time gives +50% movement in town.

Yep. Run speeds don't need to be tinkered with. The Pendant is available to anyone and is free. Just need 150 favor with House Phiarlan, which really isn't that hard to do by a reasonable level.

zwiebelring
05-04-2014, 09:58 AM
We don't need faster travel we need instant travel! The grinds in endgame need less timesinks. Running over that silly bridge to staging area to explorer areas is the worst, for instance.

Updated locations for Teleport/Greater Teleport are needed badly to improve the fun for endgame players.

Still no improvement on the key as well. Why 30 min.? Why cooldown at all? This thing needs more charges or no cooldown at all. In whatever way, the FR content needs more convinience within reasonable limits (available by ingame stuff like teleport locations, favor rewards, ship exits, centralization of vendors, brokers and trainers, crafting as well in an ideal DDO world). I wonder if the hall ever gets finished, though, or can be that central meeting point for crafting, vendoring, etc.pp.

At least 4 construction sites listed above and all get messed with a little instead of improving one of them to full potential and utility for the community. I pay Turbine for having fun, not to implement more timesinks.

cdbd3rd
05-04-2014, 10:50 AM
Yep. Run speeds don't need to be tinkered with. The Pendant is available to anyone and is free. Just need 150 favor with House Phiarlan, which really isn't that hard to do by a reasonable level.

There is also the no-min-level 20-charge one available from the crafting trainer for doing the short crafting tutorial.


DDO was originally promoted as focusing on adventuring, not endless running to adventures. While some suggestions I've seen so far are pretty much overkill/joking, there IS room for improvement for those who are still just interested in getting straight to the adventuring.

mutilador
05-04-2014, 10:55 AM
I don't mind the running at all, it's the multiple loading screens that kill me.

This.

droid327
05-04-2014, 11:56 AM
Just timed it. Less than 2.5 minutes.

Some classes can certainly do it faster. Not to mention the gold key clickie.

Are you saying that's *NOT* a long time? Almost 150 seconds of just staring at your screen, running, before you can start to actually play?


In town, I think that a shorter loading screen would probably make more of a difference than a small speed upgrade.


I think that might be a hardware issue. I have a SSD and my loading screens are all <2-3 seconds.


Put in a guide in every explorer area. For 10 plats you can have them instantly teleport you to the quest. When you exit that quest, there is another guide at the exit who, for 10 pp, will instantly teleport you to the next quest in the explorer zone.

Any who wants to do slayers/rare/explorers can do so. Anyone who just wants to run the quest and skip the (largely) pointless explorer time sink can do so.

I like the idea of plat teleport instead of AS teleport. Solves the problem of fast travel, and provides another plat sink which is always useful. I might increase the cost, though - 1000 plat? - to make it a more effective sink and discourage cavalier teleporting.

I still think it should be tied to discovering "explorer" objectives at the quest entrance too, for first-timers, so at least people go through the adventure zones once. Maybe those could preserve through TR/ETR, for those on the hamster wheel.

LeadHero5
05-04-2014, 12:44 PM
It should not take more then 2 minutes to get to a quest. I like that the Eveningstar key is favor earned. And some more teleport locations would be good.

On the other hand, I love telling my non magical guildies, "See ya there, walkers."

axel15810
05-04-2014, 01:02 PM
In my opinion, after we gather all explorers we should be able to use an NPC to instantly teleport to every quest entrance for that area. Possibly charge a small plat fee for this, but NOT real money (aka astral shards).

No reason to be forced to run to every quest after we've already explored the whole area. It's just a repetitive, unfun time sink. Very few play DDO to run through wilderness areas, they play DDO to quest and raid.

Turbosilk
05-04-2014, 09:46 PM
The Pendant of Time should be able to be used in outdoor zones until you get hit.

mobrien316
05-05-2014, 08:12 AM
Here's an example from last night as to why guides in explorer areas would be helpful:

I posted an LFM for Rainbow in the Dark. Several people join and I am waiting at the entrance of the quest; because of the nature of that quest, I try to wait for everyone to get there so everyone will get the stone at the end. In this particular group there were no arcane casters, so I didn't want to start and tell everyone else we would pick them up when we D-Door'd back to the start. I also didn't want to say "screw them" and start before they arrived and leave them to pike at the entrance without getting a Stone of Foresight.

Several of the people who joined entered via the Twelve (for whatever reason) and we had to wait for them to get there. Naturally, as soon as one person made it to the quest someone else would join and we'd have to wait for them.

Now, none of this is that big a deal, and no one ragequit the group because I was trying to be patient so everyone could get their stone. However, the delays in running from Meridia to the quest or from the Twelve to the quest added absolutely nothing to the group's enjoyment. It took up a lot of time, and it made the last guy stress out and apologize half a dozen times for making us all wait, but it added nothing to our gameplay experience. So why do we have it?

If we can take an airship to Meridia without "losing immersion" or whatever, why can't we find a guide who will teleport us to the quest for a nominal fee (10 pp is good; anything else and we'll have people raging at new players who want to save their money by running through the explorer zone)? Once someone gets their Key to Eveningstar, how often do they opt not to use it because it is so much more fun to get off the airship in the Harbor, run through the Eveningstar cavern, and get to the town that way?

Dimwhit1
05-05-2014, 01:58 PM
Put in a guide in every explorer area. For 10 plats you can have them instantly teleport you to the quest. When you exit that quest, there is another guide at the exit who, for 10 pp, will instantly teleport you to the next quest in the explorer zone.

That's what they do in Wheloon. Unfortunately, the guide charges Shards instead of platinum, which really sucks. I hate the shard system.

Honestly, though, my main gripe as far as travel isn't really even travel. It just drives me nuts that it takes so long to recall out of a quest or explorer zone.

Chaimberland
05-05-2014, 02:09 PM
I wouldn't mind having more teleport options on the guild ship and the spell/scroll of teleport. House P time pendant helps with running in public areas. I'm not a big fan of teleport in the wilderness areas though. You do get xp for slayers & explorers and if you're in a big hurry just invis & haste. Don't have access to the spells, then use pots.

Aliss7
05-05-2014, 02:22 PM
Turbine did experiment with teleport to quests and such stuff. Then that stuff got disabled cause it just didn't work right.

The eveningstar key cooldown is still annoying though. You can lagfail, for example, fire on thunderpeak, and then have to make the run out from eberron. Frankly, I don't understand why there's even a cooldown at all.

Missing_Minds
05-05-2014, 03:35 PM
Things like: faster runspeed in town (up to technical limits)
Actually, it has been stated by Turbine, they are already at their technical limits. Going faster causes issues.

Nibor
05-05-2014, 04:05 PM
It would be nice. The run from the airship to thunderholme just takes so friggin long.

I would really like it if the "still to be determined" PDK favor rank would be a key upgrade - reduce the timer to 10 seconds, add wheloon, eveningstar cavern, and thunder peaks teleport points, and as new public areas are added in FR, add them to the key as well. That would help a lot.

Oh and fix the key on the airship, of course, but it's possible that U22 changes things with that.

Erdrique
05-05-2014, 04:33 PM
I wouldn't mind seeing a few more teleport locations myself. Sometimes I do thing it takes a little while to get from quest to another but it doesn't bother me all that much, mainly because I like to learn about the adventure areas anyway.

dunklezhan
05-05-2014, 04:46 PM
Add teleport to more locations. (Via the spell.)

Add new airship locations.

Have GT go anywhere regular teleport goes + the unique places it goes.

I think we can leave run speed alone.

I think the phiarlan pendant makes a lot of fast travel discussion moot, but the above ideas are good ones. Also sort the hall of heroes out - if it's going to have such a long run inside it, at least allow us to pass through the realms without logging out ok?

Also, more teleporter options in explorer areas generally once you have completed a quest first time on a life.

Flavilandile
05-05-2014, 04:58 PM
I'm just wondering what the general opinion about this is....

Do you think the game would be *more fun* if there was more options for faster travel out of quests themselves?

Things like: faster runspeed in town (up to technical limits), more teleporters and connectivity with Airship travel, the ability to teleport to quests you've already discovered without having to go through Adventure Zones, something like Rods of Teleport available from an in-game vendor, etc.

I know the arguments against it - its unfair to classes that get teleport/fast movement, or to players that already acquired things like the Royal Guard Mask; it will reduce Store sales; it doesn't fit with lore, etc. Ignoring all that, though, would it make the game more *fun* if you could get right into the action faster? Would you make use of it, and enjoy it? Do you ever not do something in-game because you don't want to slog all the way out to it?


Faster travel in town is already covered :

The Phiarlan Pendant of Time gives +50% movement in town.

Since it's faster than Striding+Haste it's probably hitting the technical limitation.


It would be nice. The run from the airship to thunderholme just takes so friggin long.

The killer is the loading screens...
from Ship to Harbour : 1 Screen
from Harbour to Eveningstar ( I assume you have a Key ) : 1 Screen
from Eveningstar to Thunder Peak : 1 Screen
from Thunder Peak to Thunderholme entrance : 1 Screen
from Entrance to Thunderholme quest itself : 1 Screen.

That's 5 screens... and people wonder why VON3 and VON 5/6 are loved...
from Ship to House Kundarak : 1 Screen
from House Kundarak to Quest : 1 Screen

That's 1/3 the number of Loading screens.

As for the Teleport location problem... now that Faerun is developed, there should be two sets of locations... One for Eberron and one for Faerun.
And depending on where you're casting the spell you'd get one list or the other. ( and yes I know it s**ks, since right now we can use it to teleport fast from Faerun to anywhere on Eberron, but it's better that way in the long run. )

Honestly compared to other games, travels in DDO are short and fast ( as long as you don't take into account the time lost watching a blue bar not moving on a loading screen )

Full_Bleed
05-05-2014, 07:39 PM
Are you saying that's *NOT* a long time? Almost 150 seconds of just staring at your screen, running, before you can start to actually play?

Yes. This is an MMO. You move virtual characters through a virtual world that has virtual expansiveness and scope. Remove all elements of expansiveness and it losses something. It's not an arcade game where you put in a quarter and instantly hit the action.

That said, I can see how this is probably a bigger sore spot for soloers (which I often have little sympathy for in an MMO). When in a group, talking with your friends or group mates for a couple minutes while you auto-run shouldn't be considered a broken mechanic. In fact, there are lot of things you can do while running that 2.5 minute "marathon".

Still, i agree that some mitigation could done:

1) They could, for instance, include some "hyperspeed zones" with a 100% movement buff on expansive, non-encounter areas (like the bridge).
2) They could build an airship portal into the Demonweb Entrance where people could featherfall or jump down to the Demonweb Entrance Portal quickly from a guildship platform above it.
3) They could allow you to teleport directly from the Demonweb entrance to Evening Star instead of just the Eveningstar Cavern.
4) They could allow the Key to be used every 5-10 minutes instead of 30.


The above changes would shorten the travel time a bit and be more interesting than making the world smaller or nonexistent. Teleporting directly to every quest in the game bypasses a fairly essential part of the MMO experience IMO, reduces social activity, and just reinforces a manic play-style where people demand and expect more nownownow mechanics.

Thumbed_Servant
05-05-2014, 08:03 PM
I wouldn't mind having more teleport options on the guild ship and the spell/scroll of teleport. House P time pendant helps with running in public areas. I'm not a big fan of teleport in the wilderness areas though. You do get xp for slayers & explorers and if you're in a big hurry just invis & haste. Don't have access to the spells, then use pots.

/signed

More teleport spots would be appreciated for sure.

NĂ©dime
05-05-2014, 08:30 PM
Put in a guide in every explorer area. For 10 plats you can have them instantly teleport you to the quest. When you exit that quest, there is another guide at the exit who, for 10 pp, will instantly teleport you to the next quest in the explorer zone.

Any who wants to do slayers/rare/explorers can do so. Anyone who just wants to run the quest and skip the (largely) pointless explorer time sink can do so.

You DO know they wouldn't charge you with plats, don't you ? ;)


Things I never understood :

- why the demonweb entry allows to go to guild airship while there is no ship ammenity that allows the return travel
- why no airship entrance in house C ?
- why teleport to eberron works fine from Estar while it doesn't work from Eberron to Estar and /death in Estar won't take you back to your bind point in Eberron


Playing on an old PC, with an average Internet connection I have to say loading screens aren't equal, and houses are not equal.

- Marketplace is the worst : long loading screen, 10 secs to be able to move when the instance is loaded and sometimes a freeze inside the instance
- Twelve for some reason has a 10 sec to be able to move
- Harbor is long to load and laggy when running through
- Estar is very long loading screen then very laggy for at least 20-30 secs. But no freeze

All other houses, public instances are okay. This is why I try to always have enough UMD to use TP scrolls ! I TP to Phiarlan which leads me to my guild ship with only 1 loading screen. Only times I go in laggy instances is while leveling, to go to fatespinner and when I die (i usually don't bind myself so it's the long run from korthos).

Gremmlynn
05-06-2014, 12:55 AM
That said, I can see how this is probably a bigger sore spot for soloers (which I often have little sympathy for in an MMO). When in a group, talking with your friends or group mates for a couple minutes while you auto-run shouldn't be considered a broken mechanic. In fact, there are lot of things you can do while running that 2.5 minute "marathon".I don't see it as a sore spot for soloing, just another reason to do so. As in one fewer thing one needs to wait for everyone else to do to assemble.

Xezrak
05-06-2014, 03:15 AM
I would say faster travel would actually help grouping, this way more people can get to the quest before its half completed.

I'm sorry but with ship buffs and waiting forever for an LFM to fill up I think the less things that take up actual questing time the better.

Also for those wondering my characters usually have access to tele scrolls and fast movement skills. I also have a royal gaurd mask on my main but personally I wouldn't complain even if teleport was provided to all characters across the board. Also out of quest I think time warp should be built into characters. Also although I love large explorer areas, I think once the quest has been located you should be able to teleport to the quest entrance without having to run to it every single time.

Think about it even in classic rpgs like Baldurs Gate at first you need to move through from town to town to explore the map but once it is on your map you do not need to go through each town again you can move across the world map pretty easily.

I think the Devs got it right with the ToD raid/Meridia, but I think we can make areas even more accessible.

memloch
05-06-2014, 11:34 AM
Let Party Leader teleport people who join to their location. Or just buy a bracelet of friends to teleport them.

I know the P2W crowd would denounce the bracelet.

zwiebelring
05-06-2014, 11:38 AM
I know the P2W crowd would denounce the bracelet.

Longterm improvement vs. shortterm improvement. The bracelet surely is the worst workaround and money grab when there are enough options for improving travels for all players.

Paleus
05-06-2014, 12:00 PM
VoN 3 is acknowledged as one of the most over-run quests for XP. While the XP in that quest is/was a large part of it, the other big factor is that its a straight shot from a guild ship portal. If Turbine's goal is to diversify which quests get run then it behooves them to not only tinker with the XP, but also the travel distance. Sure, the Stormhorns has some tasty XP, but if every time I want to get out there feels like an eternity compared to alternative quests, whether or not it is an actual eternity, then it's not going to be run as much "lower hanging fruit." Just look at the sorry state of Chains of Flame, you've combined a long quest with a long and relatively complicated run-time to said quest, and it unremarkably is not run as much as comparable alternatives to it.

mobrien316
05-06-2014, 12:55 PM
VoN 3 is acknowledged as one of the most over-run quests for XP. While the XP in that quest is/was a large part of it, the other big factor is that its a straight shot from a guild ship portal. If Turbine's goal is to diversify which quests get run then it behooves them to not only tinker with the XP, but also the travel distance. Sure, the Stormhorns has some tasty XP, but if every time I want to get out there feels like an eternity compared to alternative quests, whether or not it is an actual eternity, then it's not going to be run as much "lower hanging fruit." Just look at the sorry state of Chains of Flame, you've combined a long quest with a long and relatively complicated run-time to said quest, and it unremarkably is not run as much as comparable alternatives to it.

Good points there.

I have run epic VoN3 probably hundreds and hundreds of times with various characters. I think I've run epic Chains of Flame one time on one character. If we could step out of Zawabi's Refuge and the quest was right there (or we could pay a guide 10pp to instantly teleport us to it) I am certain I would run it far more often. It's not a bad quest, but it's annoying to get to.

Turbosilk
05-06-2014, 01:16 PM
I think the phiarlan pendant makes a lot of fast travel discussion moot, but the above ideas are good ones. Also sort the hall of heroes out - if it's going to have such a long run inside it, at least allow us to pass through the realms without logging out ok?

Also, more teleporter options in explorer areas generally once you have completed a quest first time on a life.

Sorry but if you want to teleport then play a caster or get UMD.

Turbosilk
05-06-2014, 01:17 PM
Let Party Leader teleport people who join to their location. Or just buy a bracelet of friends to teleport them.

I know the P2W crowd would denounce the bracelet.

The bracelets are currently useless. Seems to be reasonable that bracelets would let you teleport freinds to you in explorer areas.

droid327
05-06-2014, 03:31 PM
Actually, it has been stated by Turbine, they are already at their technical limits. Going faster causes issues.

PPoT *allows* to reach the technical limit. It doesnt, by itself, reach it. There's a few other runspeed boosts (Fast Movement, Haste Boost IIRC) that stack with it...if everyone, regardless of class or enhancements, could approach the technical runspeed limit in-town, that'd be an improvement. The other classes could still benefit from the faster movement in quests as well, of course.


Yes. This is an MMO. You move virtual characters through a virtual world that has virtual expansiveness and scope. Remove all elements of expansiveness and it losses something. It's not an arcade game where you put in a quarter and instantly hit the action.

That said, I can see how this is probably a bigger sore spot for soloers (which I often have little sympathy for in an MMO). When in a group, talking with your friends or group mates for a couple minutes while you auto-run shouldn't be considered a broken mechanic. In fact, there are lot of things you can do while running that 2.5 minute "marathon".

...Teleporting directly to every quest in the game bypasses a fairly essential part of the MMO experience IMO, reduces social activity, and just reinforces a manic play-style where people demand and expect more nownownow mechanics.

I agree with you that some immersion is beneficial to the MMO experience. Thats why I suggested that you have to run out manually the first time before you "unlock" the teleport. But having to run out for every subsequent repeat is no longer immersion, its just timesinkery....and the bad kind that discourages play, not the good kind that encourages it. Plus, there's already plenty of "downtime" in town between quests while you vendor, AH, repair, rest up, and move through the various town zones. Its not like the whole game is ever going to be a non-stop back to back string of combat.

Plus, its not like you can just autorun through adventure zones. You have to be actively navigating. And that means you cant really do a whole lot "while you wait". You cant stop to chat, for one, or you'll end up running over a cliff while you're typing out a reply. Not everyone uses voice, you know...


Let Party Leader teleport people who join to their location. Or just buy a bracelet of friends to teleport them.

I know the P2W crowd would denounce the bracelet.

This'd be fine if the Bracelet were sold by vendor in-game. I think that's another improvement they should consider...I think, for the kind of people that would buy Bracelets in the store to begin with, they'd end up spending more on Spirit Cakes or GSHs etc. in the long run if everyone used Bracelets, and so would be spending longer actually questing.

Missing_Minds
05-06-2014, 03:46 PM
Good points there.

I have run epic VoN3 probably hundreds and hundreds of times with various characters. I think I've run epic Chains of Flame one time on one character. If we could step out of Zawabi's Refuge and the quest was right there (or we could pay a guide 10pp to instantly teleport us to it) I am certain I would run it far more often. It's not a bad quest, but it's annoying to get to.

I still would not run it. The reason why is that I find Von3 fun. Chains of Flame does not have the same fun value for me.

letour
05-06-2014, 03:50 PM
Sorry but if you want to teleport then play a caster or get UMD.

Well you know that melee have already a tought life. They to pay for pots for all their buff and no one will be willing to play melee. Caster should not be Superior in every aspect of melee. This does not even affect combat. DDO give caster a lot of spell point (compare to pnp) to balance them agains melee. I think it should be fair that those have the same quality of life then caster. Life as melee is diificult because you have to carry a lot of different pots. Not a lot roll pure babarian or fighter comparing to wizard (palemaster), because wizard can provide a lot for beginner and 28 points is a lot difficult to slot umd for those classe.

So bring a npc teleporter please. :)

shores11
05-06-2014, 04:10 PM
Yes to:
- Add more locations to teleport scrolls
- Add more locations to greater teleport scrolls
- Add a House Cannith option to the ship Captian
- Add maybe two additional teleporters, one in the marketplace and one in the harbor

No to:
- More ship ports, there is one in each house, marketplace and harbor (Note: If your referring to Evenginstar there should be none in the city)
- Additional run speed. With the House Phiarlan pendant your running very fast already. Add haste or longstrider and your a blur.
- Additional ways to teleport for non-arcane casters, UMD users, or item clicking. With teleporters, ships, key there is plenty of ways for them to teleport now. Users of teleport scroll or similar effect should have this as an advantage.

Qhualor
05-06-2014, 04:38 PM
teleporters that can get you straight to a quest would make farming much easier.

killing off immersion one step at a time.

UurlockYgmeov
05-06-2014, 05:46 PM
there is a feature (currently disabled) that allows you to join a quest and be teleported directly to it.... been there for IIRC over a year now.

AND

This is America. Faster is always better. :D