SURVEY RESULTS: 58% of players do not like the Azoth Fast Travel system!

That’s actually a really good point. In the video I had footage in game of me running from Windsward, through Weaver’s Fen and Mourningdale, and then to Edengrove, and there was lots of dramatic/spooky/interesting scenery. I think the point is that there needs to be a balance between running and fast travel, with the majority of it being fast travel, and maybe you need to run somewhere once a session or so.

If the cost didn’t rely partly on distance, then I think we would be more likely to travel by running to the nearest town, but if we needed to travel all the way across the map we would use a fast travel option.

One thing my survey didn’t really pinpoint was the extent to which people find travel within a settlement annoying, as opposed to travel between settlements.

I actually prefer games with no fast travel myself (I really like the travel options in BDO, where you could use all the horse skills to get somewhere faster, or autoroute at a much slower pace and do something else while you waited).

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While I find the research commendable and fully agree the players should voice their opinion to the devs and they should listen, I find this disagreeable. While the voice of 500 people is stronger than a single one and actually structuring the questions is great, all those opinions are still that.

The suggestions for increased movement on roads is great, but seeing the skill of the programmers, probably not viable yet.

I say: Play with the resources you have and if you hate travelling, do less of it. I mostly stick with 1 zone, inn back to my storage, azoth back to the leveling zone. I spend about 300 azoth per my 5h play or so, but easily sustain that.

Probably just a way to get people ‘out there’; running Corruption trains.

Back in Alpha the whole point of Azoth was for protecting your base. With the changes to a more ‘general MMO’, Azoth was made relatively unimportant.

…and this is who they “figured out” how to make it more important.

((When, in reality, all it did was cause Players to congregate. I’d love to see a ‘heatmap’ of player dispersion. I suspect places like Everfall and Windsward would be red-hot. Even if you were to tune that map to lvl 60.

I’d also like to see data on the ‘most often teleported to’ settlements. Again, I bet EF and WW are red-hot.))

If I had done this 1-5 simplification into 1-3, my bachlor’s degree would be butchered.
I agree with this being “semi manipulation”. If you had retained the score and just averaged, it would give, as you say: more nuance.

Ah, that’s interesting. If they listen to the feedback (not just here, but the survey they made in game) then hopefully they will be willing to tweak it to make it palatable, but still serving some kind of in game function.

What is your bachelor’s degree, if you don’t mind me asking? I will add the average score from the results to the question about “how much do you like the Azoth system.” That’s the only one where I haven’t added it. The average scores are all included for the other statements.

I think another interesting option to improve travel would be to add some kind of cheap apartment style housing to every settlement that cost like 500 gold so the taxes were very cheap even at a high %, but make them no-trophy properties and not count against the 3 house cap. That way we could own a cheap property in every settlement and access the cheaper fast travel hearth system in every territory if we wanted to pay cheap taxes in every zone. The hearth cooldown to these cheaper properties could be the same as the cheapest house, 4 hour cooldown or maybe increase it to 5. We’d want the reset cost to still be much cheaper than standard fast travel.

Not only would that make fast travel much better, it would fit into the existing systems of the game. If they ended up not merging trade posts, this system would also make managing trade at multiple posts a lot less obnoxious as well as make storage access/management a lot better so you could more easily utilize your various stashes. It would also increase the income of every settlement, which has also been a problem.

I love the azoth travel system, but because you need to travel so much and also need azoth for crafting and you can have max 1000 azoth at once, its too expensive to use it all the time.

People don’t queue for wars/invasions because they dont want to walk to every settlement just to queue and then don’t get a spot so just let people queue for wars/invasion for every territory at every war board. saves tons of azoth.

You often have to jump between settlements for crafting or for bringing your stuff to another storage and i think the azoth price for weight is way to much, remove it or reduce it massivly!

Maybe add some things to increase the azoth max size, so you can do some jumps without the need to farm new azoth between them.

LOL … 446 players

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In another suggestion of mine, I suggested they use the current Azoth “brackets” in the crafting menu to allow us to pick each attribute of an item (stats, gem slot, perk 1-3).

That’s why I mentioned about people saying it’d devalue Azoth if travel was basically free. Because I already have changes in mind that would add a much greater value to Azoth. Which would make it even more difficult to travel around; you’d be spending it on crafting.

Don’t you have several days notice to queue for a territory/invasion? Or is it that people can’t queue for more than one at a time so they only queue for the most recent? I think just being able to open the map and queueing remotely would sort this issue.

Interesting idea, although I suspect azoth as a travel system is here to stay. How would crafting mats fit into this, though?

Next I’d like to see a poll on what people think about paying taxes.

C’mon, results are predictable.

Never saw a survey in the game either.

It was easy to miss - I did until someone else pointed it out. It was on the same screen as the link to the patch notes and things, before you see your character. I bet a lot of people just pressed continue without noticing it.

I bet the majority of the players dosen’t visit the forums. I haven’t been here in some days, so i didn’t participate in it. The issue with it, is more the cost for the neutral areas. The world isn’t that big

Each of the current tiers of Azoth “donation” you make to the item craft would “unlock” the ability to slot a crafting material.

As it stands now, you can only force a single attribute (stat, gem slot, 1st Perk). This change would allow you to spend up the current 75 Azoth to control: Stat, Gem, Perk 1-3 slots. You’d just need the modifier crafting materials we currently have.

This means most crafters would be sitting on near-zero Azoth all the time crafting their forced “god roll” items to sell.

Therefore being able to save Azoth when it comes to travel wouldn’t really affect the Azoth consumption rates.

A couple weeks back my opinion was that they should increase the cap to 2000, but after reducing the weapon Respec costs, I think it would make more sense now to reduce the cost of fast travel by at least 50%.

If my inventory is full my fast travel costs have been over 500 azoth and I don’t even have top tier bags.

It’s very punishing for people to go out and farm their own materials.

Well, yeah, as players, we don’t always know what’s “best” for the game (despite numerous forum posts on the subject lol). I thought azoth and fast travel was a fair target for a survey, because so many people made so many contradictory claims about it. Ultimately it’s the devs who will decide, and they will have a massive amount of game data on it.

However, with housing taxes, that’s an integral part of territory wars and probably a massive income stream for companies. I would have to think very carefully about that because I can’t just say “do you want the house tax system removed?” but “what would you want the house tax system replaced with that would still provide gold to companies who own territories?” It’s a more complicated subject to ask about, and I don’t know enough about what it’s like for the owning companies.

Wouldn’t people resent being forced to spend azoth to use a crafting mod they already have? I think it would need to provide a separate bonus instead. To be fair, I don’t craft a lot and I’ve never actually used crafting mods so I’m not the best person to discuss this!

Yeah, I hope they do :smiley: thanks for the reply.

Yea this would’nt get in the way of pvp in any way huh. :roll_eyes:

Yeah, they’d have to make sure it didn’t mess up open world PvP and people doing PvP missions. Not sure how you would do that? Maybe receiving (PvP?) damage would cancel the buff and put it into cooldown, and using abilities would do the same? You don’t get the buff if you have recently taken damage or used an ability… something like that.

The answer is “they cant”.

Anything that affects movement speed outside of abilities will break pvp. Simple as that.