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BatMUD Forums > Ideas-wanted > Re: travel as i see it...

 
 
#1
25 Apr 2007 03:40
 
 
I'll preface this by saying i am a VERY casual player, i haven't played
seriously in a while now, since well before the continent tune... this will
immediately discount everything I have to say in the eyes of some, I'm sure,
but i think it does the opposite... an additional 10-15 minutes of travel is
really trivial to someone who plays 10-12 hours a day but it does cut into my
play time...

The major issue i see isn't in the travel time TO the locations... it's in the
travel time BACK... if i make a conscious decision to go to some area on
lucentium (I live on roth so this would represent the longest trip)... i
realize that it's going to take x amount of time to get there and i have no
problem with that... if, however, something unexpected comes up in real life
while i'm out there, if i'm in a remote part it can take a long time to get
back (theoretically speaking, i do have a ship with navs so this is more of a
situation where you assume i don't have a ship)...

Now, it has been mentioned several times that other games have huge amounts of
travel as a normal part of the game, however, the major difference between
these types of mmorpgs and bat is that in the mmorpgs (at least any i've
played like this, ac, daoc, wow, etc.) you can log off with all of your eq on
and in your inventory without risking it... in bat, however, assuming like
most players who have been here more than a couple of months you have a swap
set that needs to be chested so you NEED to make the return trip before you
can log off...

What i would propose is some sort of recall to startloc function that could be
invoked once or twice per boot with some major penalties (2 hours rl time with
half stats or something even)... or any other similar system...the method
itself isn't that important just that something exists which would allow
players without navs who have an important real life event pop up to log off
without much room for abuse and get around the major travel issue with the
continent tune while at the same time preserving the feeling of distance
between the continents in normal travel...

Val

 
Rating:
24
Votes:
32
 
 
Val
N e w b i e  H e l p e r
1y, 96d, 22h, 15m, 19s old
Level:
48
 
 
#2
25 Apr 2007 09:33
 
 
Val wrote:
I'll preface this by saying i am a VERY casual player, i haven't played
seriously in a while now, since well before the continent tune... this will
immediately discount everything I have to say in the eyes of some, I'm sure,
but i think it does the opposite... an additional 10-15 minutes of travel is
really trivial to someone who plays 10-12 hours a day but it does cut into my
play time...

The major issue i see isn't in the travel time TO the locations... it's in the
travel time BACK... if i make a conscious decision to go to some area on
lucentium (I live on roth so this would represent the longest trip)... i
realize that it's going to take x amount of time to get there and i have no
problem with that... if, however, something unexpected comes up in real life
while i'm out there, if i'm in a remote part it can take a long time to get
back (theoretically speaking, i do have a ship with navs so this is more of a
situation where you assume i don't have a ship)...

Now, it has been mentioned several times that other games have huge amounts of
travel as a normal part of the game, however, the major difference between
these types of mmorpgs and bat is that in the mmorpgs (at least any i've
played like this, ac, daoc, wow, etc.) you can log off with all of your eq on
and in your inventory without risking it... in bat, however, assuming like
most players who have been here more than a couple of months you have a swap
set that needs to be chested so you NEED to make the return trip before you
can log off...

What i would propose is some sort of recall to startloc function that could be
invoked once or twice per boot with some major penalties (2 hours rl time with
half stats or something even)... or any other similar system...the method
itself isn't that important just that something exists which would allow
players without navs who have an important real life event pop up to log off
without much room for abuse and get around the major travel issue with the
continent tune while at the same time preserving the feeling of distance
between the continents in normal travel...

Val
If we introduce more inns that would allow you to save your eq there also
overboot, and place them on different continents, would that solve the issue?

^o^

 
Rating:
-1
Votes:
7
 
 
Favorit
A r c h w i z a r d
5y, 21d, 21h, 44m, 23s old
Level:
200 [Wizard]
 
 
#3
25 Apr 2007 10:09
 
 
I don't like the idea of free teleports, since it'll just
benefit people who really don't need it. Instead, I would
rather have the mud save eq and outworld location over reboots.
This would greatly encourage on and off play which is the
way this hectic world operates nowadays.

BUT, there should be benefits for using chests, inns
and restrooms. Something like aging prots and fws on
eq carried over reboot? Maybe have them take very
small damage? The downsides should be small,
but enough to justify buying chests, etc.

The bottom line is we should facilitate on-and-off
playing as much as possible, even if it means a huge
implementation effort. N'est-ce pas? :)

 
Rating:
20
Votes:
20
 
 
Nosunrise
1y, 47d, 13h, 33m, 13s old
Level:
100
 
 
#4
25 Apr 2007 11:54
 
 
Nosunrise wrote:
I don't like the idea of free teleports, since it'll just
benefit people who really don't need it. Instead, I would
rather have the mud save eq and outworld location over reboots.
This would greatly encourage on and off play which is the
way this hectic world operates nowadays.

BUT, there should be benefits for using chests, inns
and restrooms. Something like aging prots and fws on
eq carried over reboot? Maybe have them take very
small damage? The downsides should be small,
but enough to justify buying chests, etc.

The bottom line is we should facilitate on-and-off
playing as much as possible, even if it means a huge
implementation effort. N'est-ce pas? :)
NOT eq damage. There is enough damage in this game already, and it has ruined
gameplay for many. And instead of a DOWNtune for saving eq over boot, why not
UPtune the time prots last if chested? It's very hard to get a decent merchant
to prot/fw eq already, and downgrading them will just fuck up even more
players. On a related note, why doesn't somebody upgrade prots already, they
are crap as it is. Pretty please? With sugar and chocolate on top?

 
Rating:
6
Votes:
15
 
 
Saldas
1y, 326d, 9h, 51m, 8s old
Level:
79
 
 
#5
25 Apr 2007 15:29
 
 
Quote:
BUT, there should be benefits for using chests, inns
and restrooms. Something like aging prots and fws on
eq carried over reboot? Maybe have them take very
small damage? The downsides should be small,
but enough to justify buying chests, etc.
I think it would be enough benefit that chests would allow you to own more eq
than you can/want to carry with you. The whole \"carried items are destroyed
in boot\" seems like just a relic from the past when storing player eq might
have been technically difficult.

And while we\'re at it, the whole boot process could be removed. Of course this
would require some work to tweak quests etc. but these could just use real time
instead (quest X resets 24h after completion). Boot does keep the world clean,
but the objects that keep spawning around by player actions could just rot
away like corpses already do after certain amount of time has passed.

 
 
 
Rhadamanth
110d, 17h, 38m, 53s old
Level:
70