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MMO Travel: "Flavor" or Timesink?Follow

#1 Jun 13 2009 at 6:17 AM Rating: Good
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This is a thread to share your ideas about travel options in an MMO and what you would like to see in FFXIV.

Shortly before I stopped playing FFXI, the option to summon your own personal chocobo in the field was introduced. Prior to that, travel was limited to foot, chocobo rental, airship, Tele-<zone> spells, outpost warps, and a variety of options to return you to your homepoint.

Since I left FFXI, I've been exposed to various other methods of travel in other MMOs, most notably the option to summon people from anywhere in the world using a variety of options, typically requiring at least 2 other players to enable the summon.

I enjoy travel in an MMO to a certain extent. Automated travel is the perfect time for an afk to do other things, and less-than-automated travel helps to add to the sense of immersion and the feeling that you're playing a game contained within a vast virtual world. Where travel starts to become tedious is when you have a particular destination in mind and it takes forever to get there, made worse when you've got a party waiting on you and no option to summon is readily available.

So with a shiny new game on the horizon, what are your ideal travel options in an MMO?
#2 Jun 13 2009 at 6:22 AM Rating: Decent
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I'd die if they didn't add outpost warps & warp in some form.
#3 Jun 13 2009 at 6:29 AM Rating: Good
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Jobangles wrote:
I'd die if they didn't add outpost warps & warp in some form.


I liked the outpost warp system and the restrictions placed on it made sense (ie. your current home nation must have control of the zone in question or the warp is more expensive/unavailable). By the same token, that "unreliability" (for lack of a better word) quite frequently meant it was not an option.

For me, I'd like to see a permanent inventory item with a lengthy cooldown replace the ubiquitous warp scrolls and similar items that you had to spend currency on. I often went long stretches in FFXI where I was spending Conquest Points (etc.) faster than I was earning them for one reason or another which made the cost of the scrolls quite frequently wound up being a nuisance to me.
#4 Jun 13 2009 at 6:32 AM Rating: Good
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I really liked the Airship rides, and I liked the Ferry rides... however I hated the long waits for them. If you want to zoom around with "warp to party" spells (hopefully on a limited per 6 hours or so refresh) go for it. Every now and then a nice ride on a ferry while fishing is relaxing.

Give me a reason to take the slow and scenic, but give me the option of near instant action with my friends on the other end of the world.
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#5 Jun 13 2009 at 6:39 AM Rating: Good
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PerrinofSylph wrote:
I really liked the Airship rides, and I liked the Ferry rides... however I hated the long waits for them. If you want to zoom around with "warp to party" spells (hopefully on a limited per 6 hours or so refresh) go for it. Every now and then a nice ride on a ferry while fishing is relaxing.

Give me a reason to take the slow and scenic, but give me the option of near instant action with my friends on the other end of the world.


I forgot about the ferries D:

I'm not opposed to cooldowns on rapid travel options. I do, however, think that if a cooldown is so lengthy as to basically limit a character to using it once/session (excluding the more hardcore players), it loses its benefit. One of the most useful aspects of a -> party rapid travel option (as opposed to fixed destinations regardless of where your party might be) is that if you forgot something in storage or you ended up joining 2-3 (or more) groups for various different things over the course of a session, you could get around efficiently and people could do their searches for potential party members starting on a "world" scale without having to worry that if they invite Joe from the other side of the continent, he's going to take 30 minutes to get to you.
#6 Jun 13 2009 at 6:41 AM Rating: Decent
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Adding more travel options to cut down on waiting times is a pretty good idea, but I think we shouldn't get them for "free". I think there should be at least some kind of "outpost quest" where you have to go to the place you're going to get teleported at least once by some other mean of transport before you can use the service freely. The "nation must be in control of the area" and "you cannot teleport there at this level" will have to go though, that's just lame. Also I'm not sure if I'd want a "teleport anywhere/to party"-option, sounds a bit too easy. However if it really takes a long time to get anywhere in XIV maybe it'd have to be a necessary addition.

Some kind of Chocobo raising option would also be nice, however unlike in XI it shouldn't take as long to raise a mount you can ride. Maybe less than a week. You could also tweak it a bit by choosing color and maybe some stats like endurance or speed. But anyway, I think that we should be able to summon them in the field easily like in WoW, and not just from the main cities and teleport areas. But I think they should restrict it to the outdoor areas only still.

I hope airships return in XIV, although I think the time it takes to travel should be a bit less than it is now. 1min perhaps, or add a mini game or flying monsters or something to make it more exciting.

Hopefully we'll get to unlock more travel options by doing the main missions like we get the airship pass in XI. I think it's a pretty good incentive to do the missions, overall.
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#7 Jun 13 2009 at 6:43 AM Rating: Default
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AureliusSir wrote:
PerrinofSylph wrote:
I really liked the Airship rides, and I liked the Ferry rides... however I hated the long waits for them. If you want to zoom around with "warp to party" spells (hopefully on a limited per 6 hours or so refresh) go for it. Every now and then a nice ride on a ferry while fishing is relaxing.

Give me a reason to take the slow and scenic, but give me the option of near instant action with my friends on the other end of the world.


I forgot about the ferries D:

I'm not opposed to cooldowns on rapid travel options. I do, however, think that if a cooldown is so lengthy as to basically limit a character to using it once/session (excluding the more hardcore players), it loses its benefit. One of the most useful aspects of a -> party rapid travel option (as opposed to fixed destinations regardless of where your party might be) is that if you forgot something in storage or you ended up joining 2-3 (or more) groups for various different things over the course of a session, you could get around efficiently and people could do their searches for potential party members starting on a "world" scale without having to worry that if they invite Joe from the other side of the continent, he's going to take 30 minutes to get to you.


I agree, this is something that needs to be fixed, I also hated to have to wait for ages for people just to reach the place, and also if someone forgot something it was pointless going back for it since it took such a long time and frustrated the group, making it a high probability that the group disbanded.
#8 Jun 13 2009 at 6:52 AM Rating: Good
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Hyanmen wrote:
Also I'm not sure if I'd want a "teleport anywhere/to party"-option, sounds a bit too easy. However if it really takes a long time to get anywhere in XIV maybe it'd have to be a necessary addition.


I agree that an option to port yourself (or be ported) anywhere without significant limitation would be...bleh. One thing that I've found, however, is that the option to summon people to a particular location is a huge benefit in a solo-friendly game. It's a lot easier to fill out groups when both you and potential group members know that they can be brought to within a reasonably short distance of the party's intended destination regardless of where in the world they might be. LOTRO and WoW both have options to summon people, usually with a summoning landmark very close to each instance in the game.
#9 Jun 13 2009 at 7:15 AM Rating: Decent
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I like aspects of both WoW's and FFXI's travel systems. I liked the fact that you could own various different types of mounts, both ground and flying, to get you where you needed in WoW. The various other forms of travel (portals, summons, flypoints, zeppelins, boats, underground trams, ect.) were also very handy and fun (especially the giant sea turtles). I personally liked the boat and airship rides in FFXI. I know a lot don't...but I thought they were fun. I liked the fact that you could fish on the boat and have monsters come aboard and I wish you could do similar things on the airship. The only thing I have to complain about is the long wait for the boat/airship to get to you. I played FFXI before chocobo breeding was implemented but I had always wanted it. I hope they keep a form of it in FFXIV (though some tweaking would be nice).

If I were to design the system I would:

1. Keep the chocobo breeding and expand upon it. Make it possible to breed a flying chocobo that has a limited range (it could have some sort of energy bar that slowly regenerates). You should be able to call whatever chocobo you want (that you have) at your discretion. I'm open to the possibility of incurring a cost for stabling your chocobos...perhaps a monthly fee. Breeding and buying chocobos should cost gil but not using them. It should be fairly large but not so large that it puts it out of reach of a lot of players. I'm thinking there should be no level limit except that the fee required to rent the stable can't be reasonably obtained until a certain level (that is fairly low). That way the ambitious can have chocobos at level 1. I'm also open to the possibility of having a black and gold chocobo a la FFVII...but it really depends on the game. It wouldn't work with FFXI, for example.

2. Keep the chocobo rental but have one in each zone (provided the zones are large enough) and make it more like WoW in that they are automated and connected to each other (a flightpath of sorts). Perhaps in the larger areas you could rent a flying chocobo.

3. Keep airships and boats but cut their waiting time in half and put something fun in the airship like in the boats (and no, not that stupid quest to find a specific person). Make the scenery a bit better as well...

4. Keep everything else from FFXI (telepoints, homepoints, warp, escape, ect.) and add a summoning spell. Yes, it's not a traditional FF spell but it makes sense in an MMO where groups are such an important part of the game.

...but this is based more off of FFXI than anything else. FFXIV might not be remotely compatible with what I listed.

Edited, Jun 13th 2009 8:16am by Yogtheterrible
#10 Jun 13 2009 at 7:37 AM Rating: Good
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Timesink.

It's a timesink IRL too. Seriously, I ****ing hate the wasted hour every day driving to work.

Walking around and looking at the scenery is awesome, in an MMO or IRL. Having to spend an hour to reach someplace you need to go on the other hand, SUCKS.

Edited, Jun 13th 2009 11:39am by Karelyn
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#11 Jun 13 2009 at 7:53 AM Rating: Decent
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I agree that an option to port yourself (or be ported) anywhere without significant limitation would be...bleh. One thing that I've found, however, is that the option to summon people to a particular location is a huge benefit in a solo-friendly game. It's a lot easier to fill out groups when both you and potential group members know that they can be brought to within a reasonably short distance of the party's intended destination regardless of where in the world they might be. LOTRO and WoW both have options to summon people, usually with a summoning landmark very close to each instance in the game.


I think that would be okay, since I assume that you can only summon them to the instance entrance and not just anywhere? If the player has visited the 'summoning landmark' before, I don't see a reason to not to let him be teleported there later.

I think it's kind of like the Assault teleport in Aht urhgan, except that instead of getting tele'd there from anywhere you have to run through whitegate to the teleport building. Would be pretty cool in that case, I've never been a fan of running from mog house to the other side of town/waiting for other people to do it...

Maybe one restriction would be justified though; make it so you have to be in the "region" to be able to be teleported. Like Aht Urhgan, Quon or Mindartia / the past. Or maybe not, just brainstorming here :D.
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#12 Jun 13 2009 at 7:55 AM Rating: Decent
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Quote:
I agree that an option to port yourself (or be ported) anywhere without significant limitation would be...bleh. One thing that I've found, however, is that the option to summon people to a particular location is a huge benefit in a solo-friendly game. It's a lot easier to fill out groups when both you and potential group members know that they can be brought to within a reasonably short distance of the party's intended destination regardless of where in the world they might be. LOTRO and WoW both have options to summon people, usually with a summoning landmark very close to each instance in the game.


Well, right off the bat I think of how much I dislike that summon system in WoW. how many groups have I been in where after the party was formed 4/5 members say "Can I get a summon?" and are only one zone away from the instance. I like things that make the game easier as much as anyone else. I DON'T like how it promotes lazyness.

As for the topic at hand I think it is "flavor" and not a time sink. One thing I enjoy the most about an MMO is feeling like Im part of a big emersive world. As sad as it is...running past all different kinds terrain, objects and people generally helps add to that. At least until people have leveled past the content andyou find yourself running alone up those empty roads.
#13 Jun 13 2009 at 8:47 AM Rating: Good
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put an OP in every major region, a mini OP/guy standing there in every area inside that region.
charge a bit more for OP warps from hometowns to regions, and give free warps from area to area.

so if i wanted to get to lets say kon highlands from my hometown id do something like
HT - pay 500gil > dunes - free warp > middle of kon highlands

higher payments for further regions. beastman controlled areas don't have mini warp acess(gives incentive to recapture areas).

of course all of this has to best quested... to get access to the region OP u must do a supplies quest (that worked in ff11) and to do the supply quest ur nation must be in control (gives incentive for nation vs nation).
to get access to the mini warps u gota do a quest for each areas npc/OP. something along the lines of get x item from y mob or a ??? hidden in the zone, or kill the area NM.

best example would be the dunes region.

doing a supplies quest there gives u region access. talking to the kon highlands npc sends u on a quest to kill a tremor ram (rampaging ram is to hard for low-mid lvls) and report back.

of course this doesn't apply to dungeon regions.

gives it some what of a challenge so u gota work for better travel options, but at the same time anyone can do it given enough help.
#14 Jun 13 2009 at 11:09 AM Rating: Decent
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One thing I do love about the timesink of traveling is when you're rushing to get somewhere in time with competition on the way also. Say a NM just popped unexpectedly. Sometimes you'd have two guys at the camp seeing it pop, they tell their ls, people drop what they're doing, try to get ready as fast as possible, and then you and the rest of your ls are rushing over there side by side with the other guys. It really adds to the excitement.

Then on the flipside, taking a choco out to sky every single day a few years ago did get pretty annoying -_-; Thank god they added alternatives.
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#15 Jun 13 2009 at 11:24 AM Rating: Good
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snieh wrote:
Well, right off the bat I think of how much I dislike that summon system in WoW. how many groups have I been in where after the party was formed 4/5 members say "Can I get a summon?" and are only one zone away from the instance. I like things that make the game easier as much as anyone else. I DON'T like how it promotes lazyness.


Let's not confuse game mechanics with the human factor ;D I don't even want to think about how many times I had someone join a party in FFXI needing to travel 20 minutes to get to the camp and then spending 20 minutes in town doing whatever before they finally decided to be a good sport and head out. You're right in the sense that it was too common in WoW for 4 out of 5 people to simply assume that everyone but them was on their way to the summoning stone. I'm just saying that if people want to be lazy dorks, they'll be lazy dorks no matter what tools are made available to groups to get things rolling faster.

Hyanmen wrote:
I think that would be okay, since I assume that you can only summon them to the instance entrance and not just anywhere? If the player has visited the 'summoning landmark' before, I don't see a reason to not to let him be teleported there later.


There were two options to summon. The most common was to a summoning stone, which was a physical object that you'd be able to find near the entrance to any instance and required 2 players in the same group to be present at the stone to perform the summon. The other was a spell made available to a specific class that required 3 players including the summoning class to perform the summon, but you could summon to anywhere. LOTRO had very similar systems with objects at instance entrances as well as at least one class that could summon people to any location. In both games, you could be summoned to a location whether you had been there before or not. That wouldn't necessarily sit well with some people and I don't think I'd mind if SE implemented similar systems but required that you had been to the area first before you could be summoned there.
#16 Jun 13 2009 at 11:47 AM Rating: Good
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Chocobo whistles should not have charges on them. They should be ready to use whenever, and not take 30seconds to use. Make chocobos faster too?
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#17 Jun 13 2009 at 12:13 PM Rating: Decent
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I do like the realism the travel in FFXI provides. That feeling that you actually have a location in the vast world. Other games, like guild wars, I don't get to know the world I'm playing in. If I've been there once, I just click on it on the map and I'm there. I guess I feel like I'm just running around between maps, rather than moving through a put together world or universe.
#18 Jun 13 2009 at 12:19 PM Rating: Good
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I like being required to travel some place manually at first, in order to create some sense of exploration and distance. Eventually, when you are no longer experiencing anything new, that sort of travel gets old.

I think that travel in FFXI currently is close to ideal. Small things like being able to ride a chocobo on a level 1 job would be nice. Not skipping the quest, just once you've done it and you are going back to another low level job, it would be nice if you were treated like a noob who hadn't already been through every zone 100 times.
#19 Jun 13 2009 at 12:55 PM Rating: Good
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FFXI had a good travel system overall, it just wasn't very consistent. Airship network, boats, Tele-Crystals, Outpost warps, Warp, Escape, chocobo rentals and eventually personal chocobos...that's a lot of travel options for one game and yet it still sometimes took you an hour to get places, or at least it felt that way. WoW has fewer methods of travel but they are much more efficient in getting you to your desired destination. A good combination of the two systems with a distinctly FF flavor would be best in my opinion.

Airships- network all the major cities and regions so that you can always get back to the central hub (Jeuno) quickly, but not instantly.

Chocobos- rental chocobos that will take you from any major city/outpost to a city/outpost in any nearby zone. Make sure every zone has such an outpost so that no zone is significantly harder to reach than any other. Players should only be able to ride a rental chocobo to an outpost they've been to at least once before. Personal chocobo mounts should also be available for players to ride anytime, anywhere though not until later in the game.

Warp- this is more wishful thinking, but I would want Warp to be a Movement Ability for Blm. The system would be like FFT with every job having a unique Movement Ability and each player being able to equip only one at a time. Basically, allow everyone a 'Hearthstone' ala WoW, but only if they level Blm enough to learn it and at the expense of any other useful Movement Abilities like Flee, Teleport, High Jump, etc.

Teleport- I wouldn't mind seeing something similar to the Whm Tele spells or Outpost warps, but honestly, having a bunch of instant long-range movement begins to hurt immersion and leads to laziness as others have mentioned. I would rather see them make standard travel fast enough to be immersive without being annoying.

Summons- see Teleport above. Make standard travel faster and simpler and you won't actually need summons. If they do go with a Summoning Stone concept at the instances then I hope they would use Summoning Crystals and not some generic stones.
#20 Jun 13 2009 at 1:07 PM Rating: Good
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One thing that comes instantly to mind is the Manaclipper.
I think this is the best feature regarding travel in the entire game and this is why I think so.
You don't have to use it constantly, most will be lucky to use it twice a year.
The music just makes you want to sit back and relax
The tour guide adds a real sense of atmostphere
It's usualy a calm before the storm moment in its main use, usually to fight the Rev mail NM.
Its not too long of a journey.
You see some of the best sites in Vana'diel.

As long as they include something like this i'll be happy. The manaclipper has always been a cool FFXI experience for me and I think it's just perfectly crafted.

As for Home points and things like that though heres my thoughts.
Making a camp worthy for X level'd party in the San'doria region is an instant disadvantage to 2/3 of the player base because they can't OP there. If a more open world system was used where people got more then a once in a blue moon chance at getting sandys OP, then it would be a bit better in that sense.

I'm not entirely sure on WoW, but using that flying bird thing always seemed kinda boring and goofy, because essentially it's doing what you could just as well be doing yourself. And the distance is so short you can't even afk while it does it for you. I think Airships differ because it's more of an exploration adventure and you really do feel as though you're flying over the world while some airship guy is doing all the work (when essentially you are on a stationary ship for a while and going absolutely nowehre) But the immersion of the game is able to pull this off so well.
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#21 Jun 13 2009 at 1:11 PM Rating: Decent
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Travel is one of my faveorite parts of an mmo and I actually look forward to long journeys. I also understand the need to get to a group quickly to start an instance or raid or whatever.

Id like to see:

Rental Chocos: Much like in previous FF games they will run off back to their stable when dismounted making them really a one way only option but the earliest travel option that opens up in the game.

Bred Chocobos: These arent rented from a stable this is a chocobo you breed yourself. They can be summoned at anytime similair to wow mounts or the later chocos. You can breed in options to make them run faster and fly. For flying chocobos you can raise them to have higher and higher staminas for longer endured flight times. The Flying chocobo would be your basic travel means Late/End game.

Airships: Standard Airship ferries

Linkshell Airships: yea Id love to see an airship owned and operated by a linkshell that can operate as their "guild hall" much like your parties tend to HQ themselves in their Airships in previous ff titles. No clue how to make this work in game and I realize it could be really problematic.

The teleport and warp spells: Theyve been in every ff they need to come back and they can be incredibly useful. You should have the ability to cast the teleport on other people outside of your party possibly making an idustry for mages who tp people around for tips. There should be a port option to every city in the game and without the restrictions in FFXI

Summoning stones: Stationed around instances raids and other areas of group interest.

Edited, Jun 13th 2009 5:13pm by mezlabor

Edited, Jun 13th 2009 5:14pm by mezlabor
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#22 Jun 13 2009 at 1:25 PM Rating: Decent
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We need to get control of an airship. Say you invest in an airship that can take you all around the region. Remember Ezonia(sp I think) is only a region of larger world.
#23 Jun 13 2009 at 1:29 PM Rating: Good
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Guild-owned airships?!?! :P

I'd love to see something where the first time you're in a zone, you don't have many rights to it. You can't get teleported to it, or to your party if it's in that zone. Once you "explore" the zone (based on some criteria), you have access to the transport points to it. That way, when you first hit it, you can spend your time enjoying the scenery. By the time you're done exploring every detail you have access to the zone whenever you want, reasonably speaking.
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#24 Jun 13 2009 at 1:42 PM Rating: Good
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I like FFXI way to handle this, smart people will get anywhere in no time, stupid people will need ages to go to certainly point.

Making things as if everyone was a fool is nosense.
#25 Jun 13 2009 at 3:17 PM Rating: Decent
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Whatever it is, I hope it's easier to get around this time. I like immersion as much as the next guy, ok maybe not as much as some on here but anyway, but not when it just wastes a lot of my time. Time is a precious thing, I don't want to waste a lot of it standing around waiting for no reason.

And yes, you should have to work for it too. I mean, even in WoW you can't use the flight paths until you've walked there first and have the connecting flights, so it's not like you can just go anywhere right off the bat.
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#26 Jun 13 2009 at 4:35 PM Rating: Decent
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PerrinofSylph wrote:
Give me a reason to take the slow and scenic, but give me the option of near instant action with my friends on the other end of the world.

I strongly agree with this idea.

Travel time, especially for personal travel, should be mostly optional. Warhammer had a good idea with their skippable cut scenes. When you mounted up to fly (automatically) to anotehr city there was a short cut scene. You could choose to watch it if you were in the mood, or you could choose to skip it if you were in a hurry.

People who want to stop and smell the roses should be able to, but not everyone wants to and you certainly can't force them to enjoy it.

Mindless travel time is a huge problem in my opinion. I consider WoW, and to slightly lesser extent Lotro, to be one of the worst offenders in this category. Flight Paths should have been entirely optional. Skip the scenic view if you want. The problem with WoW's flight paths is that it offers you no content other than a pretty view, and pretty views can grow tiring after the 100th time. You can argue that it was poorly implement, but at least with Chocobos in FFXI you had some content. You could do some exploration while heading towards your destination.

Players should rarely be forced to wait on anything. There should always be content to engage them. I think mobs occasionally coming onto the ships in FFXI provided a nice diversion as well as the fishing. That's not necessarily the kind of content I'd like to see in every travel system, but the point is that players had something to do, they weren't simply waiting.
#27 Jun 13 2009 at 4:56 PM Rating: Decent
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I have a very simple answer to this. "Flavor" or "Timesink"? I say both! This is something that should be a part of the growing of your character. When you start off the game, you run around, the slowest mean of travelling. After a while you get maybe ability to use a chocobo for 2 minutes, that duration increases as you skill up. Later on you get access to airships/boats that will take you further in a shorter amount of time. Next step would be warping/teleporting, at first short distances and later on, the whole world.
#28 Jun 13 2009 at 5:49 PM Rating: Decent
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Well one small benefit of the long travel times. It gave me the excuse to run off and get a quick power shower, power dump or heat something quickly in the microwave.
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#29 Jun 13 2009 at 7:59 PM Rating: Good
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looking back at the trailer
u guys remember the part where that one hume is riding a unicycle airship?

mb we can buy one of those to use?
could be FFX14's answer to mounts.
#30 Jun 13 2009 at 8:17 PM Rating: Decent
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This is a tough question. Travel can be a fun timesink in some cases. I know the boats rides people fish. In WoW, using flight path you can check out the environment from high up. Sure it's boring after you do it so many time, but the first few time is cool. It'll be interesting to see what SE does.
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#31 Jun 13 2009 at 8:59 PM Rating: Decent
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Airship and boat rides were always a good time to kick back and fire up a bowl. I don't smoke reefer so much these days, so maybe I'd consider it a time sink now.
#32 Jun 13 2009 at 11:32 PM Rating: Excellent
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MMO travel was initially flavor back in the days of EQ up until WOW. WOW has introduced a whole new market and generation of gamers (and design ideas) that quite simply do not have the patience for the amount of traveling required in the old days. Fast mounts and teleports are the way to go now. My tastes have changed too. There's no way I could make the long *** haul from Sandoria to Valkurm Dunes today like I could back in 04.
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#33 Jun 13 2009 at 11:50 PM Rating: Decent
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As someone who adored The Legend of Zelda: Wind Waker and the sailing that most people seem to hate, I'm all for long treks across a vast world...

If you want to get somewhere far away, then you can get started on your journey, fight some monsters on the way, and find a place to rest until you have another chance to play the game.. Repeat until you reach your destination.
If by foot takes too long (and it should!, we're talking about walking across the planet) consider taking a series of boat, or airship rides. Maybe some sort of bullet train exists for more populated areas.


As you become more skillful in the game, perhaps you'll have more choices for faster travel, but it really shouldn't just be handed to you from the beginning.



I would be VERY disappointed if I could casually go anywhere on the FFXIV globe in less than 2 hours.


edit: To be more specific, instant warps are okay if there is a place for them (warp spells, some sort of summoning stone or something for retrieving friends) .. Of course considerable experience in the game should be necessary to access any of these premium travel methods. also, any travel on a boat or airship should have you actually waiting to arrive at your destination. It would be traveling in realtime...

I think the realistic travel element is integral in my MMO experience.. It's one of the most exciting aspects for me really.


Edited, Jun 14th 2009 3:59am by Momotaru
#34 Jun 14 2009 at 2:00 AM Rating: Good
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192 posts
I love travel as an "experience". So I'd say flavor...but I acknowledge it's not for everyone.

It'd be nice if there was a system where the "flavor" of it was made more apparent. Where the "in-character", "flavor" things that people enjoy -- stopping by a campfire to chat with your partners and recoup, witnessing a sunrise or sunset, an awesome view, or generally the better benefits of travel, would be something that everyone would look forward to doing.

Bonuses maybe? XP (or the equivalent) boosts for having "travel memories"? Maybe even a travel journal that, as you fill in with experiences, you can turn it in or show it off for certain benefits?

Of course, the benefits would probably have to be one time; that way only the people who absolutely don't care in the first place would rush through them. Hopefully most folks would go, "Well, it's just once, so I'll look at what you're showing me."

In particular I think it'd be awesome if it was an ongoing quest; you could come back to your home city and have your experiences read off to a class of eager young adventurers-in-training; you'd get reputation as an experienced adventurer and maybe even "mentor points" to spend somehow.

In any case, I've always loved traveling for things like this, and the thrill of exploration and learning. That said, after a few times, things can get tedious.

My vote is for travel to be very necessary and flavorful the first few trips, and then made less painful one way or another after the path is well-tread.
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#35 Jun 14 2009 at 6:32 AM Rating: Decent
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279 posts
"I think the realistic travel element is integral in my MMO experience.. It's one of the most exciting aspects for me really. "

So as was suggested, have both. Cause it's not really integral to a lot of people. We have stuff going on and we don't want to have to waste a gaming session just getting to where we need to go. You shouldn't have to plan several sessions in advance to do anything.
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