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Old 04-22-2007, 12:48 PM   #21 (permalink)
EdwinAhe
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Re: Riftway Stones

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Originally Posted by Darkmoore View Post
Third, if they bother you so much, DON'T USE THEM!!!!!
Yeah sure, don`t use them, imagine the situation: I get into group, and i`m on Thestra (LN for example) and we go to Rahz Inkur, so i take my Shadowhound and start my journey to NT, to get to qualia, from where i can get to Rahz Inkur..... after 10minutes i get a /tell from group leader
GL: "WTF is taking so long? "
Me: "I`m on my way to NT"
GL: "Take the TP ffs!"
Me: " I don`t use them, it break the immersion"
GL: /group kick
Me: "???"
GL: "We don`t have time for this! There are mob to kill and Phatz to loot"


Quote:
Now, you have made your point and I have made mine. You have stated your opinion of this change on 2 different forums. Let's end this now
Don`t you think that it`s something that i`ll decide myself?
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Old 04-22-2007, 12:53 PM   #22 (permalink)
Vorrio
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Re: Riftway Stones

EDIT - never mind. Doubt anyone's going to change their opinion . . .
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Old 04-22-2007, 02:48 PM   #23 (permalink)
Gresteh
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Re: Riftway Stones

Ports inside the continent are ok, i'm not against them, the main problem is the intercontinental ones, brad claimed one month ago that they were not going to add intercontinental instant travel... Now with this system it looks like they are not only not going to remove the intercontinental teleporters but they are going to increase the availability of them.

I wouldn't complain if you had to pay a large sum of money to make that fast travel, then it could be an option, you either pay a lot for a instant travel or make your way to the other continent using traditional methods.
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Old 04-22-2007, 02:59 PM   #24 (permalink)
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Re: Riftway Stones

Not a fan of the idea of this, but will test it.

They were nice enough to place general goods venders most everywhere important as to help with selling and repairing, and htere are outposts for crafting, so as to lower the need of acutually going back to town to do so, and unless your near somewhere that there isn't a trainer a chunk or 2 away, you shouldn't have to go back to a major town even for training.

This means you can stay out in the field for a prolonged time frame as an adventurer and stay near where you are gonna be finding a group.
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Old 04-22-2007, 06:02 PM   #25 (permalink)
Zanthia
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Re: Riftway Stones

I am assuming that this change is made because of the problems people are having on certain servers, to get groups.

I for one can understand that one. Playing a goblin on Gulgrethor, I usually find myself alone in the final chunks. There are two places I can go for decent xp, the Gardens with a group, or the Gulgrethor Fortress with a group. When I do a /who in either chunks, I see 1 player and that's me. Any other place on the island equals light or green blues, unless they are 3+ dots. Fact is, goblins and orcs are naturally not very popular. So, I'm left with the idea of going to a whole different continent. I can be lfg all I want but I've never recieved a tell ever. If I can move faster around, without having to leave my group waiting for 30 minutes, maybe I'd be able to get a group and get some levels too?

That said though, I'd rather not see the game being turned into a portal world. I love traveling, even if it's tedious. Makes it feel like I'm actually in a world, rather than a game. But at the same time, when things like that are available, I use them because it saves a lot of time. This is similar to group vs solo content, if the game contains too much solo content, people who wants to group will be left with little to no people, because soloing in the end is just easier. Human nature takes easiest path every single time.

What I wish could've been established instead though would be an ability for a group with say 3 people, to be able to summon a person from anywhere in the world. And if possible, when group disbands, you will be returned to where you got summoned from after 5 minutes, to avoid "Anyone who can summon me to <other side of the world>?" Or even be location specific. You have to be summoned to a group area and you won't be allowed to leave it. I don't know if this stuff is even possible, but I much rather see the group functionality be improved to fix grouping problems, than the whole world changing.

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Old 04-22-2007, 06:19 PM   #26 (permalink)
Vorrio
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Re: Riftway Stones

I personally don't have any problems with the stones ruining the immersion. They just save me some boredom and let me spend my limited online time doing something (fighting, crafting, exploring. . .) that I find more interesting than making a trip I've made many times before. But I guess I understand why some people are bothered by it.

That being said, something like this has got to happen at some point. Right now, we're only a few months removed from launch. Even hardcore types who play eight hours a day are still exploring to a certain extent. But by summer or fall, the 30-45 minute trip that once seemed sorta fun is going to get old (for some people it already has. . .). How many times can you take the same road before you get tired of it? And grouping/raids will certainly be much easier (I shudder to think what oldschool EQ1 raiding would have been like without druid and wizard portals).

But maybe I'm wrong and everyone who opposes this will enjoy the long, uneventful cross-continent rides as much in three months as they do now.
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Old 04-23-2007, 12:44 AM   #27 (permalink)
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Re: Riftway Stones

I think those that want the stones will never get why it will take away from the game. This will go down the road of ho hum mmo's if you take out the massive spaces and travel needed to get to A to B. It will also negate a huge thrill of crafting or owning some of the travel items like boats or flying mounts.

I want to experience a big world AND fight/explore.
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Old 04-23-2007, 12:47 AM   #28 (permalink)
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Re: Riftway Stones

The real problem in this is worse than just making boats less useful or making travel less important. The real problem is that its showing how Sigil is willing to take their original foundation for the game and toss it aside on a whim. Their foundation wavers, and it'll keep doing so. This provokes the question of "If they're willing to change their views on the importance of travel time and world size, what will they change next?" And they certainly have shown that they are willing to change drastic things on a moment's notice. Remember back in the last few days of beta where entire game mechanics like classes and XP tables were being mixed around, changed, adjusted, and just plain totally reworked?

I don't mean to be so dismal here, but it scares me how quick Sigil has been to toss pretty huge core changes around like they're nothing.
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Old 04-23-2007, 10:23 AM   #29 (permalink)
Gresteh
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Re: Riftway Stones

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Originally Posted by Rithrin View Post
The real problem in this is worse than just making boats less useful or making travel less important. The real problem is that its showing how Sigil is willing to take their original foundation for the game and toss it aside on a whim. Their foundation wavers, and it'll keep doing so. This provokes the question of "If they're willing to change their views on the importance of travel time and world size, what will they change next?" And they certainly have shown that they are willing to change drastic things on a moment's notice. Remember back in the last few days of beta where entire game mechanics like classes and XP tables were being mixed around, changed, adjusted, and just plain totally reworked?

I don't mean to be so dismal here, but it scares me how quick Sigil has been to toss pretty huge core changes around like they're nothing.
Sigil has talked about instant teleporters almost from day one, it always has been their plan b. Even they have talked about limited usage of instancing for the places where it makes sense from a lore perspective(pocket universes for example)

They are not changing their "vision", almost all they are doing is part of their alternate plans for the game, personally i dont like intercontinental teleports since it takes away a part of the differentiation between continents, but i agree that some a instant travel inside the continent is needed with current population.
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Old 04-23-2007, 11:13 AM   #30 (permalink)
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Re: Riftway Stones

If they would just add T1(Rafts) T2(Rowboat). Increase mount and bards speeds by 15% the travel complaints will lighten up if not go away. Id kill to own boat at this point. Hell, I wouldnt even use the dam riftway stones if I had a boat.


I dont think anyone wants instant travel, they just dont want to spend 45 minutes running to somewhere. If everyone had access to a boat that 45 could turn to 10.
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