Walking simulator [Not-A-Mount-Request]

I think we can all agree the game is a walking simulator for most of the leveling experience.

I see a lot of posts on here asking for mounts, which is stupid considering we already have a fast travel system in place, I just think it needs work.

Here’s a couple of suggestions:

  1. Remove the azoth cost
    I see no reason ( other than lore ) for there being an azoth cost for fast traveling. Just remove it, and you’ll see a lot less people complaining about mounts.

  2. Increase shrine range
    The fact that I have to walk all the way up to a shire in order to use the teleport is, frankly, just stupid. Increase the range that allows fast travel, similar to what we have in cities, just smaller.
    For example, walking from Hermit’s Shrine to Fisherman’s Bend is about 30s, and let’s be honest, most players would mount up for that if it were available.
    Considering you’ll be going there at least a dozen times for the main quest alone, those 30s ( there and back ) add up. I could’ve done a whole side quest in the time I spent walking from the shrine to the quest giver and back.
    Again, it sounds small, but it adds up.

  3. Transports between STARTER cities.
    Just like most games have some sort of transport between cities ( Think train between SW and Ironforge in WoW ), we should have something like that here, allowing players to visit a city quickly for the first time.
    IMO, this is the biggest time saver for new players, and where most of the current frustration comes from.
    Connecting at least the 1-25 zone cities would save a lot of frustration for the player base.

  4. Quests that count on you using a shrine multiple times, should TP you to that shrine when you initiate the questline.
    For example, a lot of the quests in Everfall count on you using the Shadowmine shrine, it would be very useful if it could unlock it for you.
    Unless you go there via the main quest when first going there, it’s easy to miss the shrine entirely, and noobs will walk there and back multiple time ( for quests ) before stumbling upon it.

  5. Move the PVP quests closer to a shrine and remove the auto-fail when using a shrine
    Self explanatory ( Comments explained why this is a bad idea, and I now agree )

  6. This isn’t a suggestion, just a rant. ( You can skip reading it if you’d like )
    WTF is the deal with the MAIN quest that makes me walk all over Everfall, visiting the same structure ( I forget the name, but I mean those pillars like Orion, Draco, Perseus… ) 9 times.
    The entire questline is 1.5h of walking. I’ll go ahead and assume that’s where most players are dropping the game entirely.
    I’d like to ask the devs “What drugs were you on when you designed this quest? How could you possible think this would be fun for ANYONE?”
    Back when I first did this quest, I didn’t know you could die and respawn in town, so I wasted SO MUCH TIME just WALKING. It’s stupid.
    Even if we had mounts, this quest would still be one of the stupidest shit I’ve ever seen in ANY MMO.

All in all, I feel like these are changes that could really have a positive impact on the game, without the need to develop new features, just up some numbers and pre-unlock some locations.
I’m not saying everything here needs to be implemented in order to fix the “walking simulator” issue, but any of the above would be great.

3 Likes

I agree with all points, currently i have my houses and inn location setup to avoid it alot but i am also almost 60 sooo yeah. But a company lad needs a hand?, gotta head over to x location to defend for question and the general bits and about and let’s see how far that 1k azoth gets ya in a single play through lol.

It’s not a smart system, while i can live with it that does not mean it shouldn’t change. Also i really dislike that New World is memed as Walking simulator 2021 but it’s sticking.

Can’t store excess Azoth so it’s lost and it can start costing ya several hundred to move around. We thought the cap was only because of azoth staff 1 but so far it’s still 1k for us unless we missed something.

The only thing I feel needs to happen is the Azoth cap should increase. . .I’m capped all the time.

All of your ideas add nothing to gameplay and lack of immersion. So a clear no from me.

I would implement a taming and breeding system for mounts, which you could level up. Including the problem they could get killed in the open world so you would have to retame them. This would add collecting gameplay and a care component, also it would allow AGS to make money from store visuals for tamed mounts, while you could also get visuals from playing the game.

Also you could use them as cargo transport between nodes if you attach a carriage.

@pillepalle Did you even read the post?
The entire point was to help with some of the frustration players are experiencing WITHOUT asking the devs to implement a feature that would probably take 6 months to a year to develop…

It really is a pain in the ass some quest need to walk SO much.
I think a mount would make much more sense, or more azoth storage.

The other ideas are a bit lame, if you don’t fight for the territory, you will pay more azoth for fast travel.
Currently lvl 45, i have a house at center of the map and change my inn everytime i’m doing quest in that map.
I got the upperhand because recently my faction took 80% of the map, so azoth cost near nothing to travel (REMENBER TO CARRY LESS LUGGAGE, so the azoth cost is near 20, max 70)
Alway TP back home or inn when full! (cost 0 azoth, 0 gold)

Yeah, and my point is to add working, immersive systems and not just to make teleporting more convenient.

I, as a player, do not care if the implementation of a system needs more effort. I just care about gameplay and immersion.

  1. Territory control and settlement management is a huge part of the game, and this would negate so many aspects of it. Faction discounts for teleporting, town upgrades, tax rates, auction houses being separate, and probably many more things all become meaningless when you can teleport wherever you want whenever you want with whatever you want with no cost.

  2. Yeah the hermit’s shrine/Fiserman’s Bend should be a mini-town (or just move the teleporter to the other side of the river) but none of the other shrines should be changed.

  3. There should be a way to choose starter zone to start with friends but see point 1 for why this would be bad to have active all the time for anybody to use.

  4. There should be an in-game tutorial about shrines but the giant laser into space and the fact they are recognizable on the map make them pretty easy to find. Exploration and gathering are also big parts of the game. Having to go to each location once yourself is not unreasonable, the map isn’t that large and you generally don’t need to ever run through multiple zones for a single reason you can spread out the exploration and just gather along the way.

  5. The whole point of the PvP quests is to encourage PvP fights to happen, it defeats the entire purpose if you can just teleport in and teleport out. They are just quests at that point. There would be no counter-play to destabilizing territories. This would just lead to people camping teleport locations and you would be dead before you even load in and you wouldn’t be able to use them anyways.

  6. If you do all the side quests at once and chain them all together, plus faction quests, plus settlement board quests you have multiple things to do in the same area as the towers. I see nothing wrong with this specific quest chain.

If you don’t want a open world game with emphasis on pvp, gathering/crafting, territory control, and exploration… then I’m sorry to say this is not the game for you. There are many interconnected systems at play here and changing one of them throws everything out of balance.

Just don’t teleport around with your inventory full and you’ll easily be able to teleport around quite often while sustaining azoth while questing as long as you kill stuff and maybe do an occasional corruption portal along your path. You can also cut down on teleport costs by teleporting to an adjacent territory that your faction owns first then teleporting again to your actual destination. for instance my faction owns cutlass keys but not first light, so whenever i want to teleport to first light i always hit cutlass keys first then immediately teleport over to first light and it costs like half the azoth compared to going straight there since the faction discount applies to the distance cost.

maybe an option would be to allow people with capped azoth to store them in an in game item that allows the purchaser to gain 75% max azoth when consumed.

I’m sitting at max azoth all the time and new azoth being wasted on the cap.

I’m ok with all points of OP except 5, I don’t want to be able to tp as soon as I see danger…

@Knirunmund Those are some very good points!

But, again, you and I have all that shit unlocked already and know how to properly use the fast travel system ( I’ve had no problem sustaining the Azoth cost thus far either ), most people don’t and won’t for quite some time.

I also realize my points aren’t perfect, nor did I expect them to be. This post is just trying to start a conversation that may lead to less player frustration, and more importantly, less people leaving, by recommending ideas that are easy to implement for the devs ( a.k.a can be done before the game dies - which will be a few weeks/months by the look of it now ).

We all have different experience and knowledge of the game and none of us can give a perfect solution, just cause you’re not struggling with some part of the game, doesn’t mean others aren’t.

And saying things like “this game just isn’t for you” does not bring anything to the table, if that was the stance of most game devs, MMOs wouldn’t be a thing. The whole point is for it to be Massive, a.k.a, appeal to a broad spectrum of players.

And if it got flagged as a walking simulator less than 2 weeks in, there is surely something wrong there, be it a problem for you or not.

You don’t have to walk. There’s a keybind to enable running. =))

PS: I skipped reading because you said “it’s a rant and should skip”

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Also, yes. Point 5 is a bad idea. I guess I didn’t think it trough well enough.

They definitely need more transparency in pretty much all of the game systems and need to provide that information in game to the users. So many vague descriptions or information calculated for you with no breakdown on how they came to that cost. I definitely agree with you on that.

It’s still a niche game even though it is a mmo. They initially planned on concurrent users being limited to 2k people per server. They tested server merges in the beta and have an over-population issue currently because they didn’t think that this many people would be playing their game and figured they would need to merge servers together after launch once population dropped off. They added in PvE to get more numbers but at its core its a PvP territory control game and its not going to be for everyone. Not just talking about mmo’s, not everyone is going to enjoy every game even if it was designed to try to appeal to as many people as possible. Different mmo’s are going to appeal to different people based on the things the game focuses on. Just because something is an mmo doesn’t mean it can’t be niche as well. Planetside is an MMO but is quite niche, atleast compared to things like WoW and FF14.

People, especially on the internet, like to put labels on things. Most of the time, i find those labels to be bad and inaccurate especially when it comes to gaming. They are usually made on first appearances and are only skin deep with no thought to underlying gameplay mechanics. I personally ignore any tags/titles given to games and prefer to look into things myself because the trend is so bad. I personally would not qualify this game as a walking simulator. Yes there is a lot of traveling, but there is almost always something to do along the way, you always need those early resources even if you are in a low level zone and you generally have a wide assortment of tasks to do around various parts of the maps. You can even complete other town’s settlement board quests in different zones. The game also provides solutions to these problems as they become more prevalent, when you start getting high enough level and have a reason to transport materials across multiple zones you should be getting into the house market which has free teleports which their cooldown can be reset for a flat azoth cost and ignore encumbrance.

If they made changes even remotely like what you suggested the entire game would be completely out of balance and it wouldn’t be the game that it started as. If you think that those changes are necessary then the game just isn’t for you. I’m not saying that as a negative thing, we all have different tastes in what we like, it’s just the truth. If those changes happen, and subsequent changes to the rest of the systems in order to accommodate them, then this game would no longer be for me and I would stop playing because it would be nothing like the game it was supposed to be.

I understand people are struggling with certain parts of the game, but that doesn’t mean that the game should change to accommodate those people when it jeopardizes game balance. That is the point i was trying to make with my post. They took the time to design the game this way because it was necessary for the overall balance of the game. It would have been easier for them to just not have azoth in the game at all and have teleportation free and crafting always gives the best result. Except doing that breaks the game as a whole and it would no longer be the game that they want it to be.

I was trying to inform people of why the systems are like they are and how they expected people to play the game under those systems. If you are struggling with a system you aren’t familiar with, the first solution should not be to change the system itself, maybe its the people who need to change their way of thinking and understand that things need to be implemented this way and there are currently other systems in place to solve these issues already. Would I like it if teleporting were free? HELL YES! but I understand WHY it isn’t free and therefore accept it as necessary.

Ultimately my point is: this is never going to happen because it jeopardizes the original game vision. If it does, then you’ll instead lose all the people who currently like the game as it is, including me. You can’t appease everyone, it’s just not possible, no matter how hard you try.

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