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

I mean fast travel for this game is like bringing take-away mc donald’s with you to michelin restaurant.

@QuthLue
I do not get the comparison here.

It’s not about the quality of the level design (food), it’s about the repetitive farming and grinding routines to be able to build a fun char.

If you eat at the same michelin restaurant every day for a very long time, you might actually want to eat some mcdonalds instead.

@Olivier_Guerin

would affect all players, especially the one who wouldn’t use these shortcuts

I don’t see how these are related to exploration and fast travel.

Events triggers are mostly story-related. Talking to an NPC or completing a main / side quest will activate such triggers and the changes will be visible the next time a player go to that point.

In the occasion of important game events or other types of events the fast travel might be disabled, and re enabled after such events have ended.

If you mean zone related triggers, like if a player enters a zone than this thing happens, it can be done with fast travel as well.
Player spawn on whisper, once he starts to explore the zone again he will find the new stuff.

The enemies spawn system would still be functional as well, players teleport to a new zone, all enemies are changed according to the system.

Loot and food are related to character level and realm level.

Sometimes it seems completely random.

I didn’t find a direct connection between such things and I struggle to understand why people do’t want it at all.

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.

Exploration is important only in the early game.

I mean the first time a player explore a new zone.

During this phase is where the level design shine the brightest.
You discover secret spots, check for shortcuts to unlock, find the best points to farm, take some time to look at the beautiful scenery, memorize chests locations , if there is a best spot to fight enemies using environment.

This is awesome.

Then you explore it again, and find new, stronger enemies and so on.

Cool.

Then you do it again…and again…and again…

Same paths, same shortcuts, same farming spots, but different enemies.

I’m sure that in the final version there will be enough zones to keep this loop engaging.

New zone - YaY! Explore, get exp, loot, resources.
Go back and forth to Sacrament.
Repeat to farm materials and exp.
Reach level for new zone.
New zone - Yay!
and so on.

It will still become tedious for farming certain resources.
There is no actual reason to go to the earlier zones for materials, the strongest materials are always in the high level zones.

The level design and shortcuts are good but not good enough to justify such system late game.

The only change we need is to be able to teleport to zones, not to each whipser.

After that a player has still to re-explore to remove the fog and it will be exactly as it it.

The shortcuts will still be relevant if one wants to farm multiple zones on one trip.
The enemies will spawn and the materials can be gathered along the way.

The only thing that will be removed is changing to fast gear to dodge-spam until the destination is reached.

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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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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.

Exactly. I really don’t get people against fast travel, I really don’t.

I do think that being able to teleport to all whispers might be to much all of a sudden.

I assume it will be available once we unlock sacrament teleport.

But maybe it’s even better with fast travel to all whispers.

We can only guess and imagine how it is until we properly play the game.

I am happy they will let us test how it is. We’ll see.

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.

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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.