Quote Originally Posted by Morticous View Post
IMO id be fine with limiting anima but for people with time management issues I've come up with some other options, like starting out with 30 anima and questing for 100+ more anima, or leaving it the way it is and in new areas dont include anima but instead a different type of travel. I hadn't though about the idea posted and i agreed with it but sadly after thinking about It the reward would have to be HUGE or people would still skip it to teleport everywhere which would end the game in a sad and lonely burning fire.
Well I don't think it would have to be huge in a tangible sense. It would just have to be engaging. I don't completely disagree with your points, and what's funny is I think in a vague way we're looking for the same thing. I know that I don't want to see teleporting reduced or removed just yet. But at the same time, If chocobos ever are implemented I would like to use those, and I'd like a real incentive to use them over teleporting. I just don't feel that jumping straight to restricting a player's option is the best fix to an issue like this.

I think it's safe to say that a good amount of players would like more content, why not make it that there are certain quests that can only be started if a randomly spawned npc is found while running from here to there. These quests can involve fighting certain mobs that normally couldn't be found, or can reward untradable items with great stats or benefits. Why not have secret areas such as caves that have a chance of holding chests inside. Instead of forcing people to run and waste time while not having fun, why not make it so that traveling itself IS fun. I think there are a lot of ways to encourage traveling without making it hard for those without the time.