As long as a person is required to walk there to unlock it. I don't care what they do. Being able to get teleported to somewhere before having visited it is really stupid.
As long as a person is required to walk there to unlock it. I don't care what they do. Being able to get teleported to somewhere before having visited it is really stupid.
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.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.
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.
hey I got almost all of the aetherpoints by myself, many of them extremely difficult to get. I don't feel like I wasted my time, especially since I got to see some areas that likely won't be around after 2.0.
same here we actually used to do weekly events to get folks camp and gate aythers (and yes we all ran), we actually still do them sometimes if there is enough interest.
edit: just realized it was you posting Uni so yeah you already know lol
I have to say, I think getting The Wanderer's Shadow may be the proudest moment of my FFXIV career to date (though I suppose that doesn't say much about my FFXIV career in general).
Honestly speaking, I don't really think FFXIV is doing anything terribly wrong right now or in 2.0. The reason I continue debating is because it is interesting, and I think we can all stand to learn a little from each other. Just because it is somewhat topical for FFXIV at the moment, does not mean we can't grapple with the question on a more universal scale.
I like being able to easily teleport around the world, but I think it is ridiculous that you can just have someone teleport you directly to the middle of mor dhona when you've never even set foot in the area before.
Why bother talk about how we want it to function, pretty sure they are past that phase.From the sublimans mouth.
(Well his translation of the dev post at least)
So it's been more or less confirmed that Return and Teleportation will remain in the game well into 2.0 but what we should be discussing is how we want it to function. Let's use this thread to toss out ideas on how we feel teleportation should be used/limited/gained.
As the dev response above we know that Return and Teleportation will be aquired after a tutorial and a quest respectively. That drums in my head a good idea on how to attain teleportation nodes.
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Once teleport and return have been obtained, getting the tele point or aetheral node for a area should be less simple than just "Yo man you got some spare anima to port me to all the nodes?"
Why not throw some proper lore in here while we are at it. The best way to give teleport access some meaning and making it so they player themselves have to do the footwork. We should have quests at each teleport node to gain the Telepoint. They don't have to be anything crazy but they should help verse us in the lore and situation that the characters in said area are having issues with.
Want to get a Aether pass issued for the area?
Let's use the black shroud as an example.
Bentbranch: SOS Girl in distress!
A girl stole into the shroud "To have a grand adventure" her friends at the greatloam growery commented. Worried the Wood Wailers have sent out a SoS for all able bodied adventurers to track down and return this girl back Gridania. The wood is usually kind to her kin but earlier this very day a Garlean attack has awoken the greenwrath and venturing outside the city is far from safe.
Make hast to the woods and rescue this child before it's too late!
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Now this quest introduces us once again to the concept of the greenwrath and that the wood isn't always a very kind place even for it's inhabitants. I say that only one quest should be required per zone to gain a "Aetherpass" to the zones Aetherite network but all nodes must be aquired afterwards by hand (How we currently attain nodes and camp telepoint)
Giving us a good rundown on the area, some of it's dangers, and gaining recognition from the local people and guards that we are here to help them and in doing so gain access to the Aetheral network of the area.
How do you guys think the Teleport system should work in 2.0?
My main issue is that it's far too freeform and loose as it stands, there is no real sense of accomplishment when you attain all the camps. All but a handfull are extremly easy to aquire and the main ones can be handed out like free candy.
Umm, I did that quest in like 20 mins...lolHmmm, 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.
The're making teleport require a quest... that's all. They're not changing the functionality, or at least here is no evidence or anything to suggest that they will or might.
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