Reasons for why and why not shouldn't be implement a "fastest" or global travel-teleport system

I didn’t say it was “the core gameplay”, I say it was RELATED to the core gameplay, so it’s a part of it. You can tell by how the development of the history is related to the exploration and the changes in the zones, the little jumps and balance minigames while walking, etc. As well as others key systems, of course.

I didn’t say that you were one of those guys, that’s why I appreciate you took the time to explain valid reasons as other people had here.

For me those couple of mins are not a waste of my time, after 100hs of play time and I still don’t see it as a shore, for me it’s a part of the gameplay and the experience. But yes, I enjoy stranding games and gaming for me should be also a resting and not only a constant restless stream of plain excitement, so I appreciate the devs intention to “force” you to slow down from time to time and not just trying to do a forever hook as most of the games and media are designed nowadays. Walking it’s part of it (as it is important for me in life as well). And even when I don’t have time to play a long session, I try to force me to slowdown so those couple of mins are good for me. But YES, you shouldn’t be FORCED to my playstyle as a player if you don’t share this vision or if playing for you should be plain excitment, that’s fine. I know people just have different motivations and expectations of games. On the contrary, when I find a game experience designed to be an mindless hook I am not yelling to the devs or demanding a slow pace, I know you are not.

And usually it’s the same people that don’t value creative work and/or think that they are “unemployable” or that dev are doing this or that because they are incompetent ass or that paying and/or acquiring it it’s equal to them owning you something, and that is fucking annoying. Sure you are not.

I am sure they are listening and reading the forum, and your reasons seem more rational than just “I get anoyed of walking”. And also, in the same way they try to find a middle point between Diablo and Soulslike’ games, they will listen to people that want a fast paced experience everytime, and that is nice.

Returning to the main point, sorry, your arguments are based on a late game context. So, what happens with regular gameplay in your opinion? Also, when I talked about the world being bigger, I mentioned exactly because it should be, I guess, a reason to implement faster or longer traveling points, maybe via sea, shore to shore. I think of this because I saw one time Thomas saying on Discord something about the possibility of buying your own boat and traveling not only to Mainland but inside Isola Sacra in future content.

Not sure if it has been mention, but the only change I will like for the fast travel is if we can buy more houses or even huts around the world to put the multiple portal pad in. For example Marin Village seems like an issue now, let us buy a house there to place a portal pad.

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I think there will be fast traveling between important whispers because look at this map. Imagine having to run all the way past the mountain pass, to the upper right purple area, because you forgot a side quest there. Oof. Not to mention the late game areas are gonna have resource grind like wood and ore and such. Also Marrin Village seems like the junction point for the northern parts.

Just 120+ hours, not that much, but certainly not someone new who just got in the game this patch.

I think I have walked around enough and finish the game through its iterations enough that in my opinion, fast travel suggested by others at every single Whisper is not needed. Not every game that has a dodge roll mechanic, feels like a souls game, needs fast travel at every single Whisper.

However if there are houses scattered through out the world that we can buy to place portal pad, will be helpful and also add to the immersion. You explore enough to get to a new region, found a house you like, and place a pad.

You said main areas and regions, I think our perspectives are quite aligned.

The map was leaked by Thomas on Discord. As far as I know, the 1.0 will be all Isola Sacra, and later content will be Mainland and other macro-regions.

This info one was made by fans on top.

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100% agreed and additionally this is a form of art here every detail and level designed by hand with vision and abundance so I definetely don’t want fast travel at all in fact I always chasing for those camera movements when I get close to dope views the dopamine hits on these moments <3

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I’d rather mount than fast travel tbh.
Then if I’m not in a mood to farm around I would mount and enjoy (maybe even speed buff on road when mounted etc.).
They already linked existing regions very well all we need is an option to walk/mount there imho.

I’m sorry for you that you understand it like that but thats not my intention there actually.
I mean fast travel for this game is like bringing take-away mc donald’s with you to michelin restaurant.
I’m not againts some advanced travel points etc.
But it shouldn’t be “diablo-like” portals which makes you able to travel all across the map just by clicking them.
Maybe like in poe1 but needs to be fine tuned anyway.

It was like the last year.

I heard thomas saying that mounts probably won’t be implement because their incapacity to climb stairs. :rofl:

This :backhand_index_pointing_up: !!!
But yes, as @EC_QWERTY argues, people shouldn’t be forced to, I guess.

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This is not a problem about 0 or 1.
For everyone with enough game experience would easily understand what developers have done on map to shorten distance from travelling. But if people still complain about this, it means players need to shorten travelling time, thus travel-teleport system needs to be improved.

For example, it’s wasting time running in the city, at least put more checkpoints in the city. And the checkpoint can be unlocked from rebuild system.

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Checkpoints in the city exist, just in a roundabout way.

There is a house in every city sector. You can place a waypoint in the house, which you buy from the Seneschal inside the crucible.

You’ll get a waypoint this way to the graveyard, near the crucible, in the city square, next to the elevator to the Rookery to talk to the Watcher, in the slums, and in the upper city.

It is costly at 15 silver per waypoint piece and its locked to a daily limit per waypoint bought.

Honestly a lot of the vendor really long lockout restocking periods need to be significantly reduced.

Unfortunately, most important game design choices like this one would affect all players, especially the one who wouldn’t use these shortcuts. Because many other parts of the game (loot, food, events triggers, etc..), would have to be balanced around this new travel option, with impact on everyone.

You can’t change travel in a Game - without consequences - when travel and exploration are big parts of the game . Consequences either on existing systems, or future ones. Yes, there are always solutions. But if we are talking about solutions, then we agree on the fact that initially there’s a problem :wink:

That said there is probably an elegant solution that could please more people. It’s just not that simple.

Thomas said they’re gonna try letting us port among whispers.

And it won’t be the end of the world. I think whispers, especially in Nameless Pass and Marin Woods and Lowlands have enough distance between them to the point where you do ‘t feel like you’re teleporting and immediately reaching any objective.

Most people only see the Shallows and Mariner Beach whispers and think people will spawn on top of things and ignore the map.

It’s just no true. Even in these smaller maps you have the incentive to explore to find dig spots for embers, gather resources for food (and furniture takes a LOT of wood and ore).

If they improve chest loot and bounty rewards, which is a constant feedback, people will still want to comb through the map.

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Hi,

One teleporter per uncovered area would be sufficient, and players who don’t like this QOL can simply not use it.

It’s just a layout to make life easier for the player, it doesn’t give any advantage, just a time saver.

Summary of some arguments against and for:

-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.

Dark Souls fast travel was a band-aid for an unfinished second half, it was completely unnecessesary for the first half of the game, not just that but would have been an active detriment, just as it was for it’s sequels. This is a very poor comparison that only highlights OP’s point even further. In a perfect world Dark Souls would have never had any fast travel, having dynamic events/enemy spawns in returning areas would have been a cherry on top.