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Old 06-09-2013, 11:40 PM
Myth Myth is offline
Kobold


Join Date: Jan 2010
Posts: 119
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Quote:
Originally Posted by stormlord [You must be logged in to view images. Log in or Register.]
One area in EQ that I disagree wiht is the notion that players have to run several zones after death to get back to their corpse. I think there should be more shortcuts that players can learn to speed up their travels. Clever zone design and bind features could have allowed for this. I think that an expansive array of options could have both made travel feel challenging and at the same time it would have kept travel minimal when you master it. This is another way of saying that travel should not be slow and tedious once you've learned everything. Slow and tedious travel should only happen when you're new and don't know about the shortcuts and/or consistently make bad choices due to crappy attention span. I really do not feel any remorse or sympathy for people who play bad or want to be rewarded for doing nothing.
I like the idea of clever zone design. Take it a step further and place a locked door and an NPC that sells a 1 time use no drop key to open said door (plat sink). Upon opening the door it would lead to a passage that would safely take you to the other side of the zone. Toss some lore in there like its a dwarven tunnel or some shit (yay lore), and you're golden. The catch? Make the NPC a 20+ minute spawn and put a decent rare in its loot table (pixels). Put the NPC on a faction that was shared with other "tunnel wardens" so if you did decide to kill them you forfeit your privlege of using the tunnel (risk vs reward). If someone was camping the spawn you would have to wait for it to respawn. Meanwhile you sit there, much like waiting for the boat, chatting with like minded players (+community). If you wanted to save time you could traverse the zone. Lastly, make rogues happy and make the door pickable. Win across the board!