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  1. #1
    Player
    Krausus's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Hulan View Post
    Hmmm, this is an interesting point, though I have a question pertaining to it: Why is it that traveling cannot be part of the fun of the event. Let me pull an example from the game itself.

    Have you done the Castrum Novum mission? (Off topic, but if not, I highly recommend it, hours of fun *cough* anyway) This is an example where classically the "event" would be the 15-30ish minutes long fight in the back of the outpost. However, the actual time it takes to do the event, traveling included is probably closer to 1-1.5hours due to walking all the way from the gate to the instance. This extra hour is merely "travel time" between the teleport and the event itself, and yet, many people I have talked to find it just as compelling as the instance itself.

    "Slow" travel has somehow become a dirty thing, something boring to slog through to get to your actual content. Changing topics to your last sentence, you'll notice I never mentioned "immersion" in my first post. This is because I tend to agree with you. Immersion is a bing word that doesn't mean anything important and should have little to do with actual design. At the same time, I believe "travel time" is a critically important component of an event and does not in any way need to take away from the event itself. I would, in fact, contend that it is itself part of the event.

    which you only have to do once.

    CN is fun not just because of the travel to the instance, once you do the instance the only reason to step foot in it again is to help others do the instance for their quest. The main part of CN is actually outside the instance farming H1's for keys and materials for new gear. What I dont want to do is run from Uldah to CN more than once to obtain the ayther points. CN is not a very good example to use since CN is actual content and I'm sure no one has asked for an ayther point to be added to the instance entrance.

    Game is adding in trains, I hope this will be fun travel content. Having to fight your way to every ayther every time you want to go do something that involves the end destination would get old fast. Like I mentioned before I like the OP's idea, I just dont want to have to do it every time I want to go back to that ayther. The game already has more than enough time synchs in it if people are willing to participate in said time synchs, adding in constant travel time would hurt the game IMO.
    (3)

  2. #2
    Player
    Hulan's Avatar
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    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Krausus View Post
    CN is not a very good example to use since CN is actual content and I'm sure no one has asked for an ayther point to be added to the instance entrance.
    Ah, see, now this is the heart of the debate, I would contend that Castrum Novum is a perfect example, because it proves that "travel" can equal "content". I think I speak for most of the proponents of "slow travel" when I say that there should be some form of fast travel, to be sure. I cannot think of a single example of a massive world wherein you cannot quickly travel between hubs.

    This debate, rather, I think is about at what point traveling quickly becomes detrimental to the game instead of helpful. Conversely, how can we make the simple task of "getting from point A to point B" as engaging as possible. My original point - well okay, actually my second point, since my original point was just to lay out the benefits and detriments of each - was that the process of getting to an event can add value in and of itself.
    (2)

  3. #3
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Hulan View Post
    Ah, see, now this is the heart of the debate, I would contend that Castrum Novum is a perfect example, because it proves that "travel" can equal "content". I think I speak for most of the proponents of "slow travel" when I say that there should be some form of fast travel, to be sure. I cannot think of a single example of a massive world wherein you cannot quickly travel between hubs.

    This debate, rather, I think is about at what point traveling quickly becomes detrimental to the game instead of helpful. Conversely, how can we make the simple task of "getting from point A to point B" as engaging as possible. My original point - well okay, actually my second point, since my original point was just to lay out the benefits and detriments of each - was that the process of getting to an event can add value in and of itself.
    Thing is the debate would make much more sense if the instance at the end was used for more that just a 1 time quest. essentially you are comparing what most MMOs have compared to XIV which is most MMO end game content = clear trash to get to the end boss, XIV does have some of this with dungeons but it also has primals which is travel to instance get directly down to business. I think you would probably have an easier time trying to convince the devs to add more content to the primal fights to get the end result of more content to get to the end content. Its all a moot point though with 2.0 making primals open world content.

    BTW there is no reason to actually clear trash to get to the CN instance you can run through the whole area with little worry of death.

    I agree that getting from start point A to end point B can be made to be fun and engaging I just dont think start point A should be camp A instead it should be a part an event that leads up to end point B.
    (0)