"You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"
If players enter a wilderness only to run to quests, then it is a waste, both player and dev time.
Having (or not) a teleporter to quests, does not change this at all. What a teleporter changes, is how I feel about the area.
The teleporter system in Ravenloft, makes it the best they ever made. It gives the players the freedom to choose and do what they want to do.
We should not 'have to play' in a wilderness area, we should 'want to play' in it. Forcing players to run through an area wont make it good or 'played', just hated.
The teleporter does not make Barovia wasted, anybody anytime can choose to do it. And ppl do, you can see regular LFMs for Barovia slayer.
In contrast there is stormhorns. Very high ranked on the 'worst wilderness ever' list. Quests are far away from entrance, even far away from teleport locations too.
Making me hate the whole area so much, I enter it only once a life (truly once, doing only epic never heroic) and I don't spend a second more there, than I need to run to quests.
But lets the numbers talk.
In the past few months I did 20 ETRs. After each, I did every quest for ES sagas.
Although I spent more time overall in stormhorns, now I have 7500 kills in Barovia, and less than 100 in stormhorns.
That makes me feel, every second spent in stormhorns is a waste of time. And I hate that.
But we should enjoy the time we spend in game, that keeps us log in the next day again.
The problems with 'unlocking' teleports like 3BC is, that:
- they are like non existent for players who TR frequently and do the quests once a life. (However they are more active and doing the quests more times in total, than the casual players who repeat them few times in a life.)
- big disadvantage for new / returning players. Could be very frustrating to see, that to find they way to quest was so slow and hard, it is finished right after they enter it (and hopefully after, not before).
Wilderness areas should not to go. They have their uses.
They can be done right, like Ravenloft, and bad like, hm, every other.
To make me (and I think a many more) like them better:
- they should have easy and quick access to quests
- teleports should not need to be unlocked, or if they do, they should be unlocked forever (not reseted by any form of reincarnation)
- +something that helps questing in overall: teleport to party member (if target is in quest, then to quest entrance)
Before anyone complains, these wont make wilderness areas less played, just make our life better.
I emphasize, I don't consider it 'playing in widerness', if anyone only runs to a quest.
+1
It’s always comes down to this
if a player wants to do Slayers that’s fine but that’s a choice making it so players can teleport isn’t going to change that gameplay as players who are just running to the quests aren’t exactly racking kills
I love doing slayers but if I’m going to a quest I’d rather teleport directly
Case in point: I really like the two quests in Restless Isles. I haven't ran them in years though because of how annoying they are to get to. The last time I tried (early this year) I got lost getting to the first one because the map isn't even helpful in that wilderness. I would probably run those two quests nearly every life if I was able to just teleport to them.
I agree. The argument : "But if there are teleports nobody plays the wildernesses" is a pretty weak one. Bee-lining to the quest entrances , not killing anything (usually) is not "playing" a wilderness zone. That would be slayer/rare/explorer. For those you can alway choose to do it.
This map is indispensable for RI:
(...it is missing a couple notes that I had to pen in on my copy. Kaedak, rare spawn is in that dotted hidden passage, Snikket the rare scorpion spawns between the two lower right Wildmen locations, and Than Hap spawns in the passage near the skeletons with the locked loot chest. I do not recall the original creator or would give credit.)
Last edited by cdbd3rd; 10-26-2022 at 05:01 PM.
For the two Restless Isles quests, have someone else with the quests share them with your character, then use the guides. A character on a second account will serve. Using a guide, the run to the related quest is fairly short. You will need to memorize those two short paths, though. For Ghola Fan, I also use the key.
Sophie Cat Burglar - Creator, Dreamer, Explorer - Happy yet Sad - Seeker of Beauty and Wonder
Exotic Item Recovery Specialist. I wish you all many happy adventures!
Only 17 lives? J/k.
I don't really mind the wilderness areas personally, I find it to be about the same as running through the marketplace, or Estar, except with monsters running about. Usually the run about outside is only about 1-2 minutes between quests in a larger slayer zone, but most of them its fairly short, so, not a big deal.
Perfectly said. It seems that there are a lot of people that no longer want an adventure. It seems that they would like the mabar style of every quest in a single room and all you have to do is pick the door that you want to enter. Maybe they would prefer the entire game to be in a single room with about 2ft of room to either side of them and a single door with a multiselector that you can simply choose how much xp you want added to your total. Sounds fun. People, half the game is the stories and adventure, its not just a race to the end of a hallway to see who can loot a chest first and exit. If you want a game with no adventure at all then great, there are plenty out there. I have been playing this game since before level 20 was a thing, and my My main toon has almost 150 lives, but I still don't mind the run through the wilderness, especially with the advent of mounts. Relax people, this is a game built around adventure, its not a job, enjoy it.
I strongly disagree with the OPs premise. Yes, there are wilderness zones that are... problematic, but almost all of them created since epic hit have there place. For many of them the run to the quest is *part* of the quest (like in the King's Forest). Ravenloft's system works for Ravenloft because it is such a large area. But Isle of Dread is such a small area are so small and the teleports are are built to get you further and further out to the edges. I feel it is an exceptional system. It gets you the flavor of the Isle but also quick access to just about every quest.
Now the Sands and the Restless Isles are bad designs and I chalk them up to learning. And, while I love the Cogs, I can see how it doesn't fit great into a "if the zone is too vast or complex, make a teleport" model.
I can also see how people that stick with Reaper would find explorers too easy and tedious. I wouldn't be against some way to have difficulty options there. If the devs wanted to have those zones be part of the quest experience i could see "You need to be in the explorer on elite to open elite quests" model or some such. Just a thought.
Bogenbroom's legion... 102 characters, 3 accounts, and 1 irate wife.
Don't forget for restless isles someone can share you the quests to enable the teleports.
I wish they redo that wilderness with a magic flying carpets and monsters underwater and (insert wishful thinking)
Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers
I for one do not want wilderness removed. I play the game because I love d&d. I actually enjoy running to quests because I've never followed any type of TR method. I don't run the highest xp quests or the quickest quests. I run the quests I enjoy. Out of all the wilderness areas each one has like 2 to maybe 3 I enjoy doing and I even skip those some times. I think I have around 20+ trs on main and a few alts with 6 to 10 trs.
So no, please don't remove the wilderness areas. If they wish to give the players who treat the game as a job and want to do nothing except maximize there pots/buffs a portal, I say go right ahead. Don't remove them though.