Yea, i died today in a coruption event and put me directly into the respawn screen wo the chance to be revived, it was a half map across.
I just didnt have the strenght to run back again.
It kills my whole game experience.
- Add Mounts
- Mount ‘fuel’ (Food and Water)
- Remove Fast Travel (except Recall)
- Reduce amount of Azoth earned for 20+ adds
World travel limits, carry capacity limits, and separate/limited storage per settlement limits exist to foster the development of individual, unique trade markets around each settlement.
If I’m at a settlement and I need a resource that isn’t highly available in that region, I have to weight the opportunity cost of farming it myself, traveling to another region to buy it at a lower cost, or pay more to buy it where I’m at. The local trade and craft taxes add further intrigue to the opportunity cost calculation. Do I do my crafting here or there? Do I sell here or there? How will listing this item at different tax rates affect my profits? The carry, storage, and fast travel limits prevent race to the bottom market manipulation by farmers and make individual economies viable. The players only economy with numerous individual markets is very reminiscent of Eve Online, and is one of the strongest aspects of the game.
If fast travel is instantaneous and unlimited, if carry is unlimited, if bank storage is unlimited, if unrestricted mounts run amok, then what is even the point of having multiple markets with individual tax rates? Why quest to improve trade tax or crafting fees? Why have more than one market? What the developers are trying to work AGAINST is a boring flat, farmed out global economy that isn’t dynamic per region.
The solution is to make it so that the Azoth cost of fast travel is more closely aligned with encumbrance. Make it so fast travel with encumbrance under 30 weight costs a max of like 30 Azoth, but an encumbrance of 400 weight scales up to 400 Azoth. If you’re just fast traveling for a quest, then leave your loot in the bank and jump around, but if you want to mule resources from Settlement A to Settlement B, then your Azoth limits how often you can do mule runs, preventing mass manipulation of the local markets.
Problem solved.
Isn’t this what Camp Fires are for?
Oh! A corruption event! I should throw a camp down before I dive in there…
OP really gets a few things terribly wrong. (MMO)RPGs intentionally implement game features to make playing the game feel rewarding. For that you need challenges, experience ups and downs, and overcome obstacles. Having to traverse distances can be one such obstacle. You will have to overcome it or try to find clever ways to deal with it (like Orion is suggesting, while it is pretty obvious tbh). I realize it’s human nature to want to have instant gratification. We are all instant gratification monkeys, but you’ll just have to resist the urge and see how rewarding games like this can be. I trust the developers not to succumb to the complains of instant gratification monkeys.
Bro… That’s not fun at all.
Then I think you might be playing the wrong game, lol.
Azoth scaling with encumbrance is an interesting idea.
A potential issue with it though is that quests should not necessarily take less time to complete than they do now.
you should in general be using Light Gear to travel for the roll to move faster. But in addition, you should be using a Musket + Hatchet to move faster
Doesn’t like one part of the game
“Then I think you might be playing the wrong game, lol.”
It’s like you didn’t even read the OP, of which half of it was about harvesting. The other half was about specific situations where you don’t want to gather along the way to a destination.
This discussion is explicitly about resolving travel without mounts.
This is not instant gratification. And also, you assume that I don’t find this game rewarding. So wrong on both counts. I made this point not to complain but to give ideas to resolve what seems to be a common complaint.
MMORPGs don’t intentionally implement game features to make playing the game rewarding - they intentionally implement game features to make playing the game rewarding for the company. There’s plenty of research that shows gaming companies intentionally put in frustration and challenges in order to open up wallets. This post is intended to point away from what most people see as being an egregious offense to the community - that adding mounts would ruin the game. But mounts is one of MMO’s best source of revenue. What would reduce the demand for mounts? Better move speed.
This is a fantastic point. In fact, I think leveling is a little too quick even as it is… so they’d have to balance leveling time against move speed.
This kind of shows there’s a lot of content missing to elongate the journey from level 30-50. I think they need to make invasion events in 1-25 zones be capped at level 30. That would provide additional content and events and spread out the leveling a little.
However, if move speed is still low, the other problems and complaints will exist.
Voices for faster travel methods get louder the longer the people play. Either by reducing travel costs significantly, movement speed on roads, reduced Inn or Housing cooldowns or mounts. Something WILL come.
I agree that long walking periods are exhausting and also, for the 100th time, boring.
Many of my friends played in Beta but don’t buy the game just because of the walking. And I am getting tired of it too.
This is an excellent response!
It’s the regional economy that throws things for a loop, because as you point out it brings up a lot of opportunity cost decisions. It’s one of the things I love about this game - the underlying base systems are complex and thoughtful like the economy being localized. But I think there’s a better way to introduce players to that kind of system without punishing their move speed.
True. Very true.
So one of the things that annoyed me was that fast travel cost currency, period. But considering this statement, it makes much much more sense - it’s a way to moderate the local economies of a settlement which is intended to benefit the company and faction that owns it. Without azoth, it would be possible for opposing factions to manipulate local economies and make markets no longer function.
The consensus I’m seeing is that move speed and the cost to travel should be tied to the character’s encumbrance, including armor types. Along with that, I think a base move speed increase is still needed.
Except a penalty for those who run around naked without shoes. Because that would hurt your feet!! 
Make running on main roads between town able to speed up running by 20 then 50 then 100 percent based on level… if there’s pvp (and you’re flagged) or an enemy … do what every other game does … “message: can not run fast due to enemies around” OMG easy easy easy fix.
The short is this: If the game doesn’t have something to offer when you arrive at your destination, they people are going to quit, if there IS something to do at your destination, then consuming time with forcing people to move slow doesn’t do anything positive. Let people get to their destinations AND have something fun for them to do when they arrive … that’s it. See what happened to the game ‘Elite Dangerous’ 70% of the game was travel time … what happened to that? Hmmm? …
I wouldn’t even care for mounts if they let us teleport more efficiently around the world. Sometimes I want to help some poor player looking for a group but I don’t teleport to his map because I am far away and it can cost upto 200 azoth one way.
Azoth is anti team play.
Hit the nail on the head. When you’re gathering as you’re running for a destination, you’re increasing your efficiency. I purposely try to go off of the beaten path sometimes so that I can get my harvesting or mining skills up and make some coin at the same time.
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