So, people crying out on the fact that they only can teleport to one place and/or Sacrament, I am making this list of reasons…
Why it should be implemented:
-It’s a “waste of time”.
Why it shouldn’t:
-Because it’s intencional and walking arround while exploring is a part of the game, if you don’t have time then you should be working.
-The devs created an outstanding and beautifull game with a lot of landscapes so pause your brain for a while and appreciate the aesthetics.
-It is fun to encounter new enemies on old maps.
-It makes you take choices and play with the risk. If you go for a bounty-challenge and you don’t want to save a new location you have to be very carefull to not die.
With the rising of “strand games”, people have been realizing that walking and going arround it’s also part of the fun, enjoy it. Make a halt of your dopamine craving, if you want a rush of mindless dopamine go play LoL, Diablo or a mobile game. Think how boring it would be with just fights and menu diving for everything else (and easier-cheaper to create).
Edit:
Summary of some arguments against and for, recopilated from the discussions here and on the Patch 1 Sneak thread:
-Many people is against unlimited fast travel in the entire gameplay: they say it isn’t necessary, good shortcuts and small maps, contribute to the story and characters development, enjoyment of traveling across the map, LIVE system of NRFTW, to avoid a mindless and fast paced style of others ARPGs, new players will have no incentive to explore the map shortcuts and old players would feel the shortcuts as a joke.
-LIVE system isn’t fully implemented yet as intended, so we don’t know how it could feel in the full game. Atm if fast unlimited travel gets implemented it could be reverted to the original system after 1.0 and that would backlash against devs.
-People that support fast travel say they shouldn’t be forced into a differentt “play-style”, so if other people don’t want to do it they just should avoid that even if implemented.
-But there is a contra-argument: “Gamers love to optimize, and will always pick the most efficient solution, even if that solution removes fun. Its up to game designers to prevent this from happening”. So walking is part of the gameplay, closer to stranding games. But for other people walking isn’t fun after a while.
-Some people agree to allow fast travel but in late-game: it gets boring to traverse the map, the value of the map gets lost after playing it for a long time, there are no more incentives like story or characters, the gameplay gets repetitive and walking distances makes it worst, it adds overall frustration because respawn points and walking times. BUT some say it couldn’t be necessary if the map really changes and different things happen on each exploration. Some say it could be grinded and should be expensive (Plague Ichor, destructible runes, etc). Also it could inflict some sort of punishment (less exp, gold, etc.).
-A general consensus gravitates towards better respawn points and fast travel but ONLY inside the main cities, and NO unlimited fast travel during early-game. So the majority of people supporting fast travel don’t want it to be implemented on early-game.
A middle point, limited fast travel:
-Fast travel but limited, only certain whispers by location, some sort of restrictions, cooldown between teleports outside of Sacrament, only allow between main cities or villages, only one main whisper per zone, temporal whisper points by crafting or runes effects.