Whisps are lackluster, wasted time walking or waiting

Some people dont have the time to go wandering around to do bounties where the time spent is 80% walking, and 20% actually doing the bounty.
That “wasted time” affects the experience so much, that even the small walk from plaza to crucible becomes heavy/frustrating to do.
Whats the point of adding a teleport system if I cant use it?

The gameplay loop just takes too much time of waiting for things to get crafted or walking without doing anything, which makes the game “tedious” to the avarage player or person with little time to spare daily.

Why forcing this Design choice, if it clearly makes things less easy to enjoy.
Most players want to beat or get beaten by their bounty and get out, all that walk again and again on the same old road is just a boring obstacle.
It does not enhance player experience, it makes the player want to quit.

If you really dont want to get rid of that completely, at least make something like “Great Whisps” (One every large area) and “Small Whisps”, where the first ones allows you to teleport from any whisp (Like Sacrament one), and the second ones works like they always did until now.


-Green Great Whisps
-Red Small Whisps

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I can pretty much gurantee you this is already in the works. I don’t remember where I saw the devs talk about it, but they said this is just how Wisps function in this version of the game. Secondly, the UI is setup for a list, not for one option. Other souls games have started you out with limited tp options early on and introduced a “better” option later. This will likely come as the map expands.

Edit: You’re meant to walk in this version of the game. They don’t want you to tp to a bounty target, they want you to go, “Ooh some ore” along the way so you get the task done and have gathered other material along the way.

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notice how small but dense the map is and the survival features? Sacrament is a physical hub connected to the overworld in this game for reason, it’s so you can teleport back to Sacrament, gear up, then venture out in any direction and it’s basically the same amount of time. Going from Sacrament to the end of NP or the beach or Black Trench is all practically the same, this is intentional level design. They don’t want you teleporting nilly willy because that’s not the point of the game, they want you to memorize routes & shortcuts and gather on the way to a destination

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