View Full Version : Can we please get a teleport to quests in Feywild
Dragavon
01-19-2021, 05:09 AM
Back when I read that Feywild would not have a teleport to quests option like in Ravenloft I thought: "Ok, they say it is a small area so that will not be so bad I guess."
But it is. Really.
Feywild is not so small after all, running to quests is really getting boring, with how the mobs spawn and how hard it is to see them before you get close enough for them to aggro on you.
It would be really nice to get a teleport NPC like in Ravenloft, or at the very least to general areas like in Sharn cogs.
HungarianRhapsody
01-19-2021, 06:22 AM
No! Tedious running that keeps you from enjoying DDO for a good chunk of the time that you want to play DDO is immersive and part of the fun of the game! /s
DeltaBravo
01-19-2021, 06:39 AM
A teleport point in the frost area. and the swamp area when you have done the series is really neeeded.
Also please the quests givers for the for the frost area quests would be apriciated in front of the quests. As an option.
/signed
Deltabravo
kenawyn
01-19-2021, 06:41 AM
I don't like the Ravenloft teleporter NPCs.
Having played the saga several times now, I still have no idea how the outland area looks.
Not even once did I bother to walk to the quests on foot or horse - the teleporter NPCs are just too convenient.
IMHO the Sharn Cogs method works much better.
You have to do some exploring first and once you unlock the teleport locations you can reach the quests faster.
I also like the Three-Barrel Cove NPC, that can take you to any quest, but only after you have completed them.
HungarianRhapsody
01-19-2021, 07:07 AM
I don't like the Ravenloft teleporter NPCs.
Having played the saga several times now, I still have no idea how the outland area looks.
Not even once did I bother to walk to the quests on foot or horse - the teleporter NPCs are just too convenient.
IMHO the Sharn Cogs method works much better.
You have to do some exploring first and once you unlock the teleport locations you can reach the quests faster.
I also like the Three-Barrel Cove NPC, that can take you to any quest, but only after you have completed them.
If you don't like the fact that you have no idea how the outland area looks...
you could go look at it.
Lack of teleport is a problem for folks running pots they are paying for. There needs to be teleport options of some kind for this reason alone - it's wasting people's paid for pot times.
This has to include first time runs / have not completed the quest runs, because that's a typical time for the pot to be used - when you 1 and done each quest as you level.
I think running the once to the hall is acceptable, then from the hall there need to be quick travel guides (not for AS, that is sickening to me), taking you at least to the rough areas where the quests are.
Mininin67
01-19-2021, 07:57 AM
Couple things
I do not understand the people who want to force people to run thru an area they do not care about just because they do.
If you want to explore the adventure zone please feel free, I want to do the quests not cause RED ALERTS=SERVER LAG just to do the part I enjoy.
Horse are awesome but they really need to turn off alerts in adventure zones without ports, these zone are in a constant state of alert when people are forced to run from quest to quest. Hint for the DEVS, if we are questing most do not care about your adventure zone and just want to get from quest to quest in a timely manner
Fey is so small you get a red alert just running to Make Believe which is almost next to the City enterance, Either cut the Mobs in this zone in 1/2, get rid of alerts in this zone, or put in ports.
Tharlak
01-19-2021, 08:00 AM
Lack of teleport is a problem for folks running pots they are paying for. There needs to be teleport options of some kind for this reason alone - it's wasting people's paid for pot times.
This has to include first time runs / have not completed the quest runs, because that's a typical time for the pot to be used - when you 1 and done each quest as you level.
So much this.
Make it part of the favor rewards or just the guide talks to you after your first run or something else... but please address it.
Carpone
01-19-2021, 08:18 AM
It's not like Feywild is the size of Stormhorns. The longest runs with a horse are about 2 min max: From Immortality Lessons to the swamp quests, and from Thornright to the northern/ice quests.
If anything, the tuning fork needs options to teleport to the hut and to Wyrmwood Hall. The current logic implemented about where you end up is baffling and undesired.
kenawyn
01-19-2021, 08:18 AM
If you don't like the fact that you have no idea how the outland area looks...
you could go look at it.
No, I don't have a problem with that.
Its just - why should I care how the outland looks? The game made no effort to peak my interest.
Not to mention the environment looks dark and oppressing - not a place I would want to walk around aimlessly.
When talking with the NPCs you get no quest hooks, no banter, no POIs that would justify exploring.
And then you are presented with a fast and easy way to get to the quests - I would be an idiot not to take the option.
From my point of view all the effort that went into developing the outland area was wasted, since I am skipping it every time.
Compare this with the Three-Barrel Cove approach.
When you start the quest-chain, there are no shortcuts - you are forced to walk or ride.
By doing so you get to enjoy the scenery - which is much better on the eyes (colors, water, foliage)
On epics you are rewarded with some nice surprise airship battles and you get to play with the inhabitants
Since it is not optional the time spent designing the outland was not wasted.
Finally - once you have completed the quests and want to farm - you can still do that efficiently having unlocked the shortcuts.
I think it has a superior design when it comes to travel - fast travel.
MaeveTuohy
01-19-2021, 08:32 AM
/Signed
Make it like 3BC please.
Mininin67
01-19-2021, 08:54 AM
When you start the quest-chain, there are no shortcuts - you are forced to walk or ride.
By doing so you get to enjoy the scenery - which is much better on the eyes (colors, water, foliage)
On epics you are rewarded with some nice surprise airship battles and you get to play with the inhabitants
Since it is not optional the time spent designing the outland was not wasted.
WHY?
Just so I get to soak up the environment they created? What if I dont care?
What if this is my !,000,000 time running this quest or quest chain and i have soaked it all in and i just want to get to each quest in seconds not minutes?
If Fey was a proper Ledendary adventure zone with 7500 as the kill mark, then maybe but even then, every group I have been in questing out there ignores the mobs pulls red alerts going from quest to quest
Just put ports in, and please pretty please put them in for all future content.
Heck as QOL they should put ports for any adventure zone that has quests in it,It might also help with some of their lag issues.
kenawyn
01-19-2021, 09:47 AM
WHY?
Just so I get to soak up the environment they created? What if I dont care?
What if this is my !,000,000 time running this quest or quest chain and i have soaked it all in and i just want to get to each quest in seconds not minutes?
Fair enough.
Maybe it would be a good idea to do a survey - how many people enjoy roaming the outland areas (If they do why? and if they don't why not?).
If the majority hates it that could be a hint for future expansions
- not to create any new outland areas, since it is apparently a waste of dev resources that also annoys people.
- or find a way to make the outland areas worth exploring. For example: very rare drops that can only be obtained there... etc.
By the way - why do you play the same quest for a !,000,000 times? Do you not get bored with it?
Suggestion
01-19-2021, 10:15 AM
There is some speculation that this might be added when the raid is added later this year.
droid327
01-19-2021, 10:22 AM
Yeah the quest runs arent that bad if you're doing the whole arc in one go...the entrances chain out along the north and south side of the map fairly evenly. A bit of a run to get up to the Winter quest area, but not terribly bad.
The issue becomes when you DONT want to do all the quests in one continuous play session. Then you gotta run back out all the way from Wynwood to wherever you left off. So that discourages you from playing Fey during a casual, short play session. It also punishes you if you're trying to farm items on quests that are way across the map.
I'd definitely support a Stormhorns-style quick travel with nodes in the Winter mountains and the Swamp that you unlock by discovering them.
Lack of teleport is a problem for folks running pots they are paying for. There needs to be teleport options of some kind for this reason alone - it's wasting people's paid for pot times.
While I agree with the suggestion, I do NOT agree with this reasoning for it. You know how the game is and you paid for your pot still.
I dont want to encourage a culture of entitlement like that about pots, where everything just becomes about XP/min because some people "paid for it". There are legitimate complaints about lost pot time...lag, loading screen hanging...but "the game does not let me absolutely min-max my pot timer" is not one of them. You got exactly what you paid for.
Mininin67
01-19-2021, 10:24 AM
Fair enough.
Maybe it would be a good idea to do a survey - how many people enjoy roaming the outland areas (If they do why? and if they don't why not?).
If the majority hates it that could be a hint for future expansions
- not to create any new outland areas, since it is apparently a waste of dev resources that also annoys people.
- or find a way to make the outland areas worth exploring. For example: very rare drops that can only be obtained there... etc.
By the way - why do you play the same quest for a !,000,000 times? Do you not get bored with it?
I am not against Adventure zones, I use Ravenloft all the time for leveling.
I do want the choice on if I want to run thru to get to the quest or just port there.
I see Gianthold ( in other threads about the same topic ) and now 3BC as examples of how it should be.
Gianthold works for 1 reason THERE ARE ALMOST NO MOBS IN THE ADVENTURE ZONE caps for emphasis, and 3BC would be the same there are very few mobs to run into compared to the Feywild were you can't go 3 steps without stepping on more mobs.
As to what quests i have run 1.000,000, Zero the number was used to make a point, but I would bet that GH and 3BC because they have heroic and epic I am somewhere in the thousands and really don't need or care to see the adventure zones any more than needed
ValariusK
01-19-2021, 10:48 AM
I think at least some intermediate port points need to be added, because I've noticed that Fey gets a very small number of LFMs compared to Ravenloft and Sharn. Part of the reason is, you see one in progress and it might be over by the time you get there. Also, a lot of newer players won't know where it is within the explorer zone or will get bogged down by aggro while trying to get to the quest. One lesson I've learned is that the more 'friction' in your LFM, the fewer people are going to join it. Especially when you're talking about players playing for a half hour or so on their lunch break. Not everyone has time for a feywild full clear, which is the most workable lfm for Feywild.
niknight
01-19-2021, 11:13 AM
I'd definitely be a fan of it for the Legendary zone, but not for the heroic. It's probably my pen and paper senses kicking in, but travel and random encounters should be a thing for low level adventurers. Personally, I'd require travel through any wilderness area under level 13 (when arcanes would get access to the greater teleport spell).
Alrik_Fassbauer
01-19-2021, 11:16 AM
Back when I read that Feywild would not have a teleport to quests option like in Ravenloft I thought: "Ok, they say it is a small area so that will not be so bad I guess."
But it is. Really.
Feywild is not so small after all, running to quests is really getting boring, with how the mobs spawn and how hard it is to see them before you get close enough for them to aggro on you.
It would be really nice to get a teleport NPC like in Ravenloft, or at the very least to general areas like in Sharn cogs.
I guess you haven't played the "Against the demon queen" chain recently ?
axan22
01-19-2021, 11:30 AM
With mount takes like 1 min max to get to any quest, but if people need to rush so much then maybe open up teleport when found all explorers like some other areas, or charge shards, that's ddo convenience you pay for.
Mininin67
01-19-2021, 11:33 AM
With mount takes like 1 min max to get to any quest, but if people need to rush so much then maybe open up teleport when found all explorers like some other areas, or charge shards, that's ddo convenience you pay for.
Why do people think it is ok to charge a second time for the content that was paid for?
ValariusK
01-19-2021, 12:07 PM
I guess you haven't played the "Against the demon queen" chain recently ?
That's why chains of flame gets run so rarely honestly, and the reason ADQ in general gets run so rarely.
Wiz king is close by to the entrance of the zone, and it is really good xp, so it gets run a fair bit. Its still the least common daily of the von3/4 spies wiz king set, about on par with TTT, which has the same feature.
Waveman
01-19-2021, 12:19 PM
If you don't like the fact that you have no idea how the outland area looks...
you could go look at it.
lol. this
dennisck2
01-19-2021, 04:14 PM
If you don't like the fact that you have no idea how the outland area looks...
you could go look at it.
You owe me that mouthful of coffee back.
Edit: also signed on the teleporter.
Added note. Raise the slayer area to 7500.
ahpook
01-19-2021, 05:24 PM
Back when I read that Feywild would not have a teleport to quests option like in Ravenloft I thought: "Ok, they say it is a small area so that will not be so bad I guess."
But it is. Really.
Feywild is not so small after all, running to quests is really getting boring, with how the mobs spawn and how hard it is to see them before you get close enough for them to aggro on you.
It would be really nice to get a teleport NPC like in Ravenloft, or at the very least to general areas like in Sharn cogs.
I would like to counter this with an alternative. For every quest giver in the game, when you say "Repeat this quest", it should pop up the quest panel and you can directly enter into the quest rather than having to run to the quest entrance. You shouldn't need to even enter the explorer area or even leave the bar to repeat a quest.
yfernbottom
01-19-2021, 05:54 PM
I don't like the Ravenloft teleporter NPCs.
Having played the saga several times now, I still have no idea how the outland area looks.
Not even once did I bother to walk to the quests on foot or horse - the teleporter NPCs are just too convenient.
IMHO the Sharn Cogs method works much better.
You have to do some exploring first and once you unlock the teleport locations you can reach the quests faster.
I also like the Three-Barrel Cove NPC, that can take you to any quest, but only after you have completed them.
The scrolls and kills quests out there are absurdly easy XP. It's not as if there is no incentive to run around in the wilderness. It's just that you don't have to do it if you don't want to. I think that's a good design, but I also agree that the other zones you mention are a nice compromise.
While we are at it, I really wish that Sands of Mech. had a teleporter NPC. At least something like gianthold has, where you can save some running after you have already explored the zone.
Ganak
01-19-2021, 05:57 PM
I think a teleport to broad areas of the outdoor zone should be considered.
Such as a teleport to swamp and northern ice area.
Yeah its not so much time to make the run in the grand scheme of things, but you get a bunch of people riding horses and red skulls, and just not a good look for the game.
TedSandyman
01-20-2021, 10:14 AM
No, I don't have a problem with that.
Its just - why should I care how the outland looks? The game made no effort to peak my interest.
Not to mention the environment looks dark and oppressing - not a place I would want to walk around aimlessly.
When talking with the NPCs you get no quest hooks, no banter, no POIs that would justify exploring.
And then you are presented with a fast and easy way to get to the quests - I would be an idiot not to take the option.
From my point of view all the effort that went into developing the outland area was wasted, since I am skipping it every time.
Compare this with the Three-Barrel Cove approach.
When you start the quest-chain, there are no shortcuts - you are forced to walk or ride.
By doing so you get to enjoy the scenery - which is much better on the eyes (colors, water, foliage)
On epics you are rewarded with some nice surprise airship battles and you get to play with the inhabitants
Since it is not optional the time spent designing the outland was not wasted.
Finally - once you have completed the quests and want to farm - you can still do that efficiently having unlocked the shortcuts.
I think it has a superior design when it comes to travel - fast travel.
I like the idea of the 3bc approach.
It makes no sense to me for the developers to spend so much time on an outdoor area and not force everyone to do at least a little exploring to see the artwork.
I'm sure some of you would prefer to have an NPC on the ship that directly teleports you to ANY quest in the game and then you teleports directly back to the ship after the quest.
I mean, what's the purpose of any of the public spaces? The game could be written so that you don't have to run anywhere?
The purpose is to give some kind of feel to the game. To give an experience of belonging in an actual world that actually exists. It's kind of the point of Dungeons and Dragons in general.
One can argue that some of the travel is excessive, and I would agree. But to take it out is also wrong in my opinion.
The best solution, again, in my opinion, is to force you to run the area, then give you the option to skip.
Mininin67
01-20-2021, 10:27 AM
I like the idea of the 3bc approach.
It makes no sense to me for the developers to spend so much time on an outdoor area and not force everyone to do at least a little exploring to see the artwork.
I'm sure some of you would prefer to have an NPC on the ship that directly teleports you to ANY quest in the game and then you teleports directly back to the ship after the quest.
I mean, what's the purpose of any of the public spaces? The game could be written so that you don't have to run anywhere?
The purpose is to give some kind of feel to the game. To give an experience of belonging in an actual world that actually exists. It's kind of the point of Dungeons and Dragons in general.
One can argue that some of the travel is excessive, and I would agree. But to take it out is also wrong in my opinion.
The best solution, again, in my opinion, is to force you to run the area, then give you the option to skip.
I would be ok if this was once and done, but any time you TR you have to refind the explorer points again, to teleport.
I am sorry i really loved Ravenloft because i didn't have to spend time, life after life finding quests or explorers to get to them quickly
HungarianRhapsody
01-20-2021, 10:29 AM
I like the idea of the 3bc approach.
It makes no sense to me for the developers to spend so much time on an outdoor area and not force everyone to do at least a little exploring to see the artwork.
I'm sure some of you would prefer to have an NPC on the ship that directly teleports you to ANY quest in the game and then you teleports directly back to the ship after the quest.
I mean, what's the purpose of any of the public spaces? The game could be written so that you don't have to run anywhere?
The purpose is to give some kind of feel to the game. To give an experience of belonging in an actual world that actually exists. It's kind of the point of Dungeons and Dragons in general.
One can argue that some of the travel is excessive, and I would agree. But to take it out is also wrong in my opinion.
The best solution, again, in my opinion, is to force you to run the area, then give you the option to skip.
I spent a lot of time and effort learning to play the trumpet. That means you should be forced to listen to me play the trumpet, right? (Warning: I am NOT good at playing the trumpet.)
I am not opposed to people going into wilderness areas. I don’t think people should be banned from wilderness areas. But this is a game. We play it because we want to play it. If it is well designed and enjoyable enough my and rewarding enough for players to choose to spend time in the wilderness, that’s awesome. But “someone spent time and effort on this and therefore you should be forced to experience it” is just absurd for a game.
Amoneth
01-20-2021, 10:31 AM
100% signed! At the very least, like 3BC but, as someone who TRs, does first time reaper bonuses, then jumps back onto the hamster wheel to optimise reaper XP, being able to do it on a fresh life would save me from having to run there every single life
Aelonwy
01-20-2021, 10:34 AM
Why do people think it is ok to charge a second time for the content that was paid for?
Because some people have gotten so used to mobile games making you pay for everything they can possibly think of, make up, every imaginary and arbitrary hurdle and speed bump they shoe-horned in on purpose to turn around and charge you $$ to get past.
I have been advocating (since the xpack debuted) for a teleport guide to send you to at least the shrine in the snowy area between the two quests there, and the shrine in the pixie village.
Bunker
01-20-2021, 01:55 PM
Feywild is a small explorer area. So we probably do not need a teleport. That being said:
Hyrsam locations could be a good way to unlock teleport spots. Upon discovering a Hyrsam location, that would give you another spot to teleport. There are a few that are so close to the entrance to Wynwood Hall, but just an idea.
Aside from that. Just a teleport to (3) locations would be good. (Pixie Village, Edge of Winter, Fountain near Singing Sword) Those alone would be ok.
Of course there is simply just a teleport to quest entrance upon completion like 3bc.
Either way, it is a much smaller explorer zone compared to others, so get on your horse and ride.
myliftkk_v2
01-20-2021, 02:18 PM
I would be ok if this was once and done, but any time you TR you have to refind the explorer points again, to teleport.
I am sorry i really loved Ravenloft because i didn't have to spend time, life after life finding quests or explorers to get to them quickly
A balanced solution might look like so:
1. If someone finds all the explorer points on a map, they auto-unlock all teleports to quests for their toon, and they also receive in inventory an unbound, consumable, not stackable (shout out to our super-dupers), map of the explorer area.
2. Upon consumption, said map will unlock all teleport options for the explorer to which it pertains and can be auctioned/traded/sold.
3. Making a run to a quest and completing said quest also should unlock the teleport option for just that quest.
If players don't want to run to quests in future lives, then trade something of value to those who do like complete explorers.
Most ease of use items ought to be handled by in game trade between those who like to do something, and those who don't.
SycronIV
01-21-2021, 06:55 AM
Feywild has a marvelous visual look, new (and stranger) enemies, some variety of environments (Sping, Winter, Swapm Areas).
Its far to be a huge area like Barovia and not so rough terrain as Gianthold or Storm Horns (with a lot off dead ends, and areas hard access areas), but still a large map.
So, imo could be added a teleport like on this areas 'style', with a checkpoint that need to be reach before u are able to use it.
I mean, this kind of teleporter saves a lot of time (that could be using questing) and doesnt remove the wilderness experience since dont put your infront at quests (like on Barovia).
PS.: Could be fine some additional Wilderness named loot too. . .
Mininin67
01-21-2021, 07:43 AM
So, imo could be added a teleport like on this areas 'style', with a checkpoint that need to be reach before u are able to use it.
It seems all that love adventure zones don't want people who don't love them to have a choice.
I want to be able to go to quests without going thru an adventure zone if I so choose. If i want to roam around and get explorers I will, but why must every expansion that has an adventure zone be explored before I can quest?
I will keep going back to it Ravenloft in my world was perfect, I could do the quests and when i want to I can do the adventure zone, see i get to choose how my leisure time is spent:D
myliftkk_v2
01-21-2021, 08:20 AM
It seems all that love adventure zones don't want people who don't love them to have a choice.
I want to be able to go to quests without going thru an adventure zone if I so choose. If i want to roam around and get explorers I will, but why must every expansion that has an adventure zone be explored before I can quest?
I will keep going back to it Ravenloft in my world was perfect, I could do the quests and when i want to I can do the adventure zone, see i get to choose how my leisure time is spent:D
Ravenloft was probably the most illogical and out of context use of teleporters ever. The purpose of the adventure zone is to set context for the quests, and to the extent one can zip past said context, and in context solution is either knowledge of how to get to the quest beforehand via a map or via having travelled to the quest before in that life.
Ravenloft's solution suggests why even go to the quest at all? There's no reason a toon needs context for the chest at the end, if the same toon don't need context for the quest. They can certainly release a lot more quests if they don't actually have to create the geometry for them. Just make them text click boxes at the quest giver. Toons can click text messages in the tavern at an NPC and then give the toon a chest at the end. Certainly most of these players have builds for which auto-completion is assured, so I'd be in favor of conserving server resources and letting them play the Zork-verson of DDO they are truly asking for..
They get their chest and XP, I get my performance back everywhere else in the game.
Mininin67
01-21-2021, 08:28 AM
Ravenloft was probably the most illogical and out of context use of teleporters ever. The purpose of the adventure zone is to set context for the quests, and to the extent one can zip past said context, and in context solution is either knowledge of how to get to the quest beforehand via a map or via having travelled to the quest before in that life.
Ravenloft's solution suggests why even go to the quest at all? There's no reason a toon needs context for the chest at the end, if the same toon don't need context for the quest. They can certainly release a lot more quests if they don't actually have to create the geometry for them. Just make them text click boxes at the quest giver. Toons can click text messages in the tavern at an NPC and then give the toon a chest at the end. Certainly most of these players have builds for which auto-completion is assured, so I'd be in favor of conserving server resources and letting them play the Zork-verson of DDO they are truly asking for..
They get their chest and XP, I get my performance back everywhere else in the game.
Taking it to the extreme?
I get that people care about the story and what not < I am not one who cares > All I want is the choice.
If you care that if feels right and that pixel X sent you to talk to pixel Y to help them solve their issue more power to you.
All i want is the choice which Sharn and now Fey did not give At least Sharn has ports once you find them but still I want the choice.
Lett me say it one more time in case you missed it
I want the choice on if I use an Adventure zone
myliftkk_v2
01-21-2021, 09:00 AM
Taking it to the extreme?
I get that people care about the story and what not < I am not one who cares > All I want is the choice.
If you care that if feels right and that pixel X sent you to talk to pixel Y to help them solve their issue more power to you.
All i want is the choice which Sharn and now Fey did not give At least Sharn has ports once you find them but still I want the choice.
Lett me say it one more time in case you missed it
I want the choice on if I use an Adventure zone
Removing all adventure zone context is the extreme choice. It was extreme when Ravenloft did it. Getting rid of the actual running of the quest altogether would be totally consistent with that. Click on the NPC, get your chest and XP.
What you want is them to sell you the last chapter in a book.
The most fun thing about it would be you'd absolutely stand there clicking an NPC for a quest completion with chest and XP over and over. Why, because even if you scoffed at first, you'd watch someone else do it, and they would get "stuff" faster and you'd feel compelled to do the same. And even better, if they then released a quest you had to run to get a chest and XP, you'd totally complain it wasn't just clicking an NPC.
Your opinion has been entirely manufactured by a terrible design decision from SSG on Ravenloft that should have never existed, thus your choice isn't even your choice (as if Disney would let you teleport from the park entrance to Space Mountain).
HungarianRhapsody
01-21-2021, 09:26 AM
Removing all adventure zone context is the extreme choice. It was extreme when Ravenloft did it. Getting rid of the actual running of the quest altogether would be totally consistent with that. Click on the NPC, get your chest and XP.
What you want is them to sell you the last chapter in a book.
The most fun thing about it would be you'd absolutely stand there clicking an NPC for a quest completion with chest and XP over and over. Why, because even if you scoffed at first, you'd watch someone else do it, and they would get "stuff" faster and you'd feel compelled to do the same. And even better, if they then released a quest you had to run to get a chest and XP, you'd totally complain it wasn't just clicking an NPC.
Your opinion has been entirely manufactured by a terrible design decision from SSG on Ravenloft that should have never existed, thus your choice isn't even your choice (as if Disney would let you teleport from the park entrance to Space Mountain).
Disney already did that and it was an ENORMOUS success for them and for the park visitors who enjoyed it.
https://disneyworld.disney.go.com/faq/fast-pass-plus/product-description/
myliftkk_v2
01-21-2021, 09:35 AM
Disney already did that and it was an ENORMOUS success for them and for the park visitors who enjoyed it.
https://disneyworld.disney.go.com/faq/fast-pass-plus/product-description/
That's not remotely the same, and if you understand the history of queue development at Disney, you'd know that.
You still have to walk through the park to get to the ride.
ETA: If you want a functioning DDO analogy for Disney's fast pass, it would equivalent to shortening the loading screen to enter the quest once one has clicked the quest entrance popup.
Soulfurnace
01-21-2021, 09:53 AM
I did not enjoy running to the quests in sands, MOTU, underdark, sshin or demonweb. Nor did I enjoy it in High Road, certainly not thunderholme, definitely NOT wheloon (with its lag hell) or storm horns (they literally included teleporters in both for a reason). I can't say I enjoyed running to every quest in ravenloft - my immersion lasted about 3 quests before I thought the distances involved were utterly absurd.
I understand you think this is immersive and more fun, but how dare you try and assume what you find fun or better is applicable to others. Don't get me wrong, I do enjoy the lore in the game - it's why I run every quest solo before grouping it, so I can read and explore. And that's great for the first run. For the 50th, no I do not care about the lore behind it, how immersive or whatever, that quest is probably a chore I deal with to get back to epics where the game is once again tolerable.
Even with horses being as fast as they are, explorer areas still aren't fun. I don't relish the thought of them - I haven't run Chains of flame in years because the run there is too long for the fun of that quest.
myliftkk_v2
01-21-2021, 10:30 AM
I did not enjoy running to the quests in sands, MOTU, underdark, sshin or demonweb. Nor did I enjoy it in High Road, certainly not thunderholme, definitely NOT wheloon (with its lag hell) or storm horns (they literally included teleporters in both for a reason). I can't say I enjoyed running to every quest in ravenloft - my immersion lasted about 3 quests before I thought the distances involved were utterly absurd.
I understand you think this is immersive and more fun, but how dare you try and assume what you find fun or better is applicable to others. Don't get me wrong, I do enjoy the lore in the game - it's why I run every quest solo before grouping it, so I can read and explore. And that's great for the first run. For the 50th, no I do not care about the lore behind it, how immersive or whatever, that quest is probably a chore I deal with to get back to epics where the game is once again tolerable.
Even with horses being as fast as they are, explorer areas still aren't fun. I don't relish the thought of them - I haven't run Chains of flame in years because the run there is too long for the fun of that quest.
I never claimed anywhere anything was more fun. That would be a silly claim to make on anyone's behalf.
It is factually more immersive and there are very good commercial and aesthetic reasons for enforcement of an immersive standard when selling a product/experience (why does Disney extremely over perform against every other comparable, for example). Do some people essentially want to sit at a terminal in DDO and play 64-line video poker with nickels until their eyes bleed. Yep. Should DDO be designed around that, no. Personally, if I wanted the Penn National low rent gaming experience I don't need even the artifice of dungeons or dragons for that. I've already posted methods of zip to quest I think fit within acceptable immersion aesthetics, but if we're going to go down the ridiculous Ravenloft route, I'd recommend we just let this crowd click the NPC and get a chest and XP. We already have a not small contingent of players who only login to click a gambling roll which is related to dungeons and dragons how exactly?
"chore", "tolerable", lol. Either one is playing the game, or the game is playing them.
I also happen to find the actual RL explorer area wholly underwhelming and boring, but whether I find a particular adventure zone a meh effort is independent of my thoughts on the RL insta-transport.
Btw, you forgot the Red Fens among a few others. ;)
Strider1963
01-21-2021, 12:07 PM
I find explorer areas tedious and boring. When I first started here as f2p, I used to run a whole lot of explorer zones to get xp as I didnt own many packs. If someone wants "Immersion" in a new pack, they can immerse themselves in the slayer area anytime they want. Even riding through the Feywild zone on a mount is a pita as many times you'll get hit by something, arrow or whatever and get dismounted. Just have the questgivers in the castle send us directly to the quests and take the boring, waste of playtime away from people who dont want it. We all pay money for expansion packs and we should have our say when it comes to things like this.
mobrien316
01-21-2021, 02:15 PM
I've never really understood why they don't make a guide an option for all explorer areas. There's really no downside. If you want to just run the quest, you can do so. If you enjoy doing slayers and exploring the wilderness, you can do so.
If they want to make it like 3BC and force people to run the quest (not just find it in the zone, but complete it at least once), that's still better than not having a guide, though I'd prefer to just be able to teleport to the quest.
carsonfball
01-21-2021, 02:23 PM
I don't like the Ravenloft teleporter NPCs.
Having played the saga several times now, I still have no idea how the outland area looks.
Not even once did I bother to walk to the quests on foot or horse - the teleporter NPCs are just too convenient.
The great thing about the Ravenloft teleport option is that it is just that, an option. You can still run to the quests if you want to. Though, I have no idea why I would want to.
Justicesfury
01-21-2021, 02:27 PM
Back when I read that Feywild would not have a teleport to quests option like in Ravenloft I thought: "Ok, they say it is a small area so that will not be so bad I guess."
But it is. Really.
Feywild is not so small after all, running to quests is really getting boring, with how the mobs spawn and how hard it is to see them before you get close enough for them to aggro on you.
It would be really nice to get a teleport NPC like in Ravenloft, or at the very least to general areas like in Sharn cogs.
If there was no xp pot involved people wouldnt care as much about stuff like this. Its a short ride to all the quests in Feywild and Ravenloft has a cool slayer area. Its too bad they cant do something like letting people pause pots.
Sho-sa
01-21-2021, 03:41 PM
Didn't the Devs inform us all were playing the game wrong by repeating the same quests too many times, hence the XP nerf? So, should not their own logic follow that we should not be repeating the same Wilderness too many times? Therefore, Teleporters in Feywild and unblock the waterfall path, please; and while you are at it add a few to the Desert. (Hint: It's good for grouping.)
ValariusK
01-21-2021, 03:50 PM
If there was no xp pot involved people wouldnt care as much about stuff like this. Its a short ride to all the quests in Feywild and Ravenloft has a cool slayer area. Its too bad they cant do something like letting people pause pots.
It's not the xp pot thing that's the problem. It's that there's a significant latency between seeing the lfm, joining it, and actually getting into the quest. From the perspective of a quest LFM poster, operating in an environment where people MIGHT join or might not, it means if someone joins my quest, they often will join right when I'm in the middle of a fight, ask, where's the quest, can you share, and then not know exactly how to get to the quest and require directing. It can often take the LFM from mostly helpful to neutral to actively detracting from the whole affair when time is limited, which is often is. From the perspective of someone looking at the LFM, I see the elapsed time and wonder whether I can get there before the quest is done, whether I'll be delaying them, and the like.
ValariusK
01-21-2021, 03:57 PM
Didn't the Devs inform us all were playing the game wrong by repeating the same quests too many times, hence the XP nerf? So, should not their own logic follow that we should not be repeating the same Wilderness too many times? Therefore, Teleporters in Feywild and unblock the waterfall path, please; and while you are at it add a few to the Desert. (Hint: It's good for grouping.)
The problem with unlocked ports is that it still leaves you with the LFM problem. You post an LFM and people don't know where to get the quests, or where the quests are, or how to get there in the explorer zone, and they take a while to get to the zone and then to get to the quest. Another hint, a lot of people DON'T have horses or fast horses and are slow as molasses getting to quests. Disproportionately, these guys aren't going to have the ports unlocked.
One central problem is a lot of players only have 15-30 minutes to play at a time. Maybe they're playing at lunchtime, or playing between tasks. They can't amortize group forming delay times over 13 feywild quests. They want to do a quest or three and have people able to easily join them without fuss. Honestly, being able to teleport to any currently running quest with an LFM would be great. Sure the quest poster has to run there, but make LFMs nice and seamless. You'll get way more of them posted then.
ValariusK
01-21-2021, 03:58 PM
I've never really understood why they don't make a guide an option for all explorer areas. There's really no downside. If you want to just run the quest, you can do so. If you enjoy doing slayers and exploring the wilderness, you can do so.
If they want to make it like 3BC and force people to run the quest (not just find it in the zone, but complete it at least once), that's still better than not having a guide, though I'd prefer to just be able to teleport to the quest.
3BC quests are worth a TON of xp, especially compared to their same level competition....cough...Fire Caves...TTT. It's ok to have that sort of thing when the quests are as xp rich as 3BC. Back before they adjusted 3bc for way more xp, it was rarely run.
Veriden
01-22-2021, 05:04 PM
Back when I read that Feywild would not have a teleport to quests option like in Ravenloft I thought: "Ok, they say it is a small area so that will not be so bad I guess."
But it is. Really.
Feywild is not so small after all, running to quests is really getting boring, with how the mobs spawn and how hard it is to see them before you get close enough for them to aggro on you.
It would be really nice to get a teleport NPC like in Ravenloft, or at the very least to general areas like in Sharn cogs.
No thanks, I'd be fine with a gianthold like teleportation system where you physically go out to the way points...maybe fey circles and have a fey circle in the city and boom. Earned teleportation in key locations.
HungarianRhapsody
01-22-2021, 09:30 PM
That's not remotely the same, and if you understand the history of queue development at Disney, you'd know that.
You still have to walk through the park to get to the ride.
ETA: If you want a functioning DDO analogy for Disney's fast pass, it would equivalent to shortening the loading screen to enter the quest once one has clicked the quest entrance popup.
This comment is as fact based and as insightful and as logical as the rest of your comments in this thread.
Annex
01-22-2021, 11:30 PM
If your competitors offer a lag free gaming experience and you do not, you will lose customers to your competitors.
If your competitors offer a scaling user interface and you do not, you will lose customers to your competitors.
If your competitors can provide a play experience largely free of bugs and you do not, you will lose customers to your competitors.
If your competitors offer satisfying customer support and you do not, you will lose customers to your competitors.
If your competitors offer the ability to easily and quickly enter group dungeons and you do not, you will lose customers to competitors.
Every game experiences ups and downs, triumphs and hiccups. DDO has good bones. However, no game can stand still and expect to remain competitive. If almost every other game offers an attractive way for players to quickly jump in and play a dungeon or two and you do not, you will lose many potential customers and some regulars, too.
This is not about "lore". That ship sailed 15 years ago when someone figured out that quickly putting people together in an exciting dungeon sells extremely well. Running simulators do not sell. Fantasy group murder simulators sell extremely well.
Valerianus
01-23-2021, 06:01 AM
ddo still has a prehistoric vision of movement
gearing for movement speed is the first silly thing, what had they in mind really, we should start lessening the "effects active on players" by upping movement speed to match striding 30 and deleting\changing other speed effects\gear accordingly
second, when they introduced mounts they almost stopped with fast travel options. also the feywild premium teleport item is lacking, another slap in customers face, at least they had the decency of not requiring a p2p feature like "ride skill" (like lotro, and in lotro mounts are an absolute must-have, but this is another matter), so fast movement as a convenience. yes nice everything is nice and welcome but how about jumping into action if you join a quest in progress?
i really like to explore wilderness areas, but they are empty. they offer only exp, this matters for many players, prefer play some quest then + this game has no instance finder\teleport-to-quest-from-wherever-in-the-world, and ddo does not need this, the world is really small, but moving thru wilderness to enter quest is stone age, put together this two facts and realize new players wont understand this old stuff, guide npcs are required everywhere. moving thru wilderness is also unleashing the special ddo feature known as dungeon alert, creating a mess.
Dragavon
01-23-2021, 06:13 AM
With some exceptions then most people that move through explore areas are only doing it to get to the quests. Having full groups move through Feywild with many active mobs and red DA is a waste of server resources and I have no doubt it can sometimes create lag.
Giving us an option to teleport directly to the quest entrance without triggering any mobs makes sense on so many levels. Less time wasted for players, lower server load when no mobs are activaded and trying to follow players through the area.
People that want to run the explorea area can do that as much as they want.
Aelonwy
01-23-2021, 10:54 AM
If your competitors offer a lag free gaming experience and you do not, you will lose customers to your competitors.
If your competitors offer a scaling user interface and you do not, you will lose customers to your competitors.
If your competitors can provide a play experience largely free of bugs and you do not, you will lose customers to your competitors.
If your competitors offer satisfying customer support and you do not, you will lose customers to your competitors.
If your competitors offer the ability to easily and quickly enter group dungeons and you do not, you will lose customers to competitors.
Every game experiences ups and downs, triumphs and hiccups. DDO has good bones. However, no game can stand still and expect to remain competitive. If almost every other game offers an attractive way for players to quickly jump in and play a dungeon or two and you do not, you will lose many potential customers and some regulars, too.
This is not about "lore". That ship sailed 15 years ago when someone figured out that quickly putting people together in an exciting dungeon sells extremely well. Running simulators do not sell. Fantasy group murder simulators sell extremely well.
Well said.
Aelonwy
01-23-2021, 11:05 AM
People that want to run the explorea area can do that as much as they want.
Agreed. Just because RL had fast access to quests did not mean I never used the wilderness zone. I like wilderness zones and enjoy exploring them for myself. I enjoy and appreciate knowing where locations of dungeons are in relation to each other and the surrounding landscape. It increases the immersion for me. But sometimes you just want to do a string of quests, one right after the other as a group and for that purpose quest teleporters are useful, convenient, and allow the group-fun to continue at a reasonable pace.
Choice. Allowing your players choice is always best. Feel like running the wilderness zone for a half hour? Do it. Feel like running a que of quests without wasting 10 mins of XP pots between each one? Do that too. Choice.
TedSandyman
01-23-2021, 12:22 PM
I spent a lot of time and effort learning to play the trumpet. That means you should be forced to listen to me play the trumpet, right? (Warning: I am NOT good at playing the trumpet.)
I am not opposed to people going into wilderness areas. I don’t think people should be banned from wilderness areas. But this is a game. We play it because we want to play it. If it is well designed and enjoyable enough my and rewarding enough for players to choose to spend time in the wilderness, that’s awesome. But “someone spent time and effort on this and therefore you should be forced to experience it” is just absurd for a game.
I wouldn't and don't pay you to play the trumpet for me, so no, I don't see how forcing me to listen to you makes any sort of sense in this scenario.
If I were paying you and didn't listen, I would consider that somewhat wasteful on my part.
If I did pay you, then yes, I would listen to you play at least once, and then, if I decide your play IS too tedious, I would probably skip future playings.
I do pay SSG to give me an immersive world, and I expect you do to. You want this to feel at least somewhat realistic. We want a fun game but we also want it to be a little more than simply teleporting from one quest to the next. I certainly do. That IS the point of DDO, to take you to fantastic worlds so you can kill things there.
Do you not understand that everything in the game (in any game) is a forced scenario? Why make you go through the marketplace? Why make it possible to teleport to a house and then make you run to the quests once you get there. You are forced to do that.
The developers COULD just make a teleport that teleports you into any quest. Why don't they? Because they WANT you to feel like you are in a game world. They want you to have to explore. They want you to have a sense of where things are and how they fit into the geography. And the game is lessened if that world feel is lost.
Why do you think the Wizards of the Coast put limitations on getting to Eveningstar? The want you to be painfully aware that this is a separate plane of existence and that travel there is more than just simply a teleport from your ship. It's a pain in the neck. But it is exactly for the same reason I am saying.
If you make it too easy to get places you lose the sense of it being a real world and it does impact the tone of the game.
So, yeah, I think making travel too easy is wrong. And yeah, I think there should be some way to force you to do it once then give you a pass. I think it is the perfect compromise. But some don't want compromise, they only want it their way.
The options are
1. No teleport (current)
2. Add teleport after one run through
3. Add teleport full time.
You have to admit, 2 is better than 1 which is the current status.
boredGamer
01-23-2021, 01:17 PM
But some don't want compromise, they only want it their way.
I mostly agree with you, except this point. You're not really compromising either, you've just declared our view as "the perfect compromise". How convenient.
What if I believe everyone should walk from korthos, forced to /sleep for a few hours every few miles, you should take con damage that stays with you until you rest back in a proper tavern. Especially if it's raining, or snowing, or a desert.?
Then you're not compromising with me at all, you're just saying what you want. (Which again, I do actually agree with you)
Bjond
01-23-2021, 10:49 PM
Adding frost and pond options to the tuning fork and then adding fork to the store as a separate item would solve the problem. I don't think the hut needs an option -- the only point in going there is either to unlock the hall for the first time or to run GK (non-fey) quests.
seldarin
03-24-2021, 06:32 AM
No, I don't have a problem with that.
Its just - why should I care how the outland looks? The game made no effort to peak my interest.
Not to mention the environment looks dark and oppressing - not a place I would want to walk around aimlessly.
When talking with the NPCs you get no quest hooks, no banter, no POIs that would justify exploring.
And then you are presented with a fast and easy way to get to the quests - I would be an idiot not to take the option.
From my point of view all the effort that went into developing the outland area was wasted, since I am skipping it every time.
Compare this with the Three-Barrel Cove approach.
When you start the quest-chain, there are no shortcuts - you are forced to walk or ride.
By doing so you get to enjoy the scenery - which is much better on the eyes (colors, water, foliage)
On epics you are rewarded with some nice surprise airship battles and you get to play with the inhabitants
Since it is not optional the time spent designing the outland was not wasted.
Finally - once you have completed the quests and want to farm - you can still do that efficiently having unlocked the shortcuts.
I think it has a superior design when it comes to travel - fast travel.
Ummmmm, Ravenloft isnt meant to be eyecatching, its kinda were the dead hang out mostly, or undead, vampires and suchlike.
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