Quote:
Originally Posted by Myth
[You must be logged in to view images. Log in or Register.]
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!
|
Thankfully none of these horrid world-reducing ideas will make it anywhere near p99. There are just so many games to play if you want insta-porting and click travel. And they are so much less epic for it.
I'd go on about how reducing the pain of travel undermines class defining abilities, and inevitably makes the world smaller and poorer, but others have done it in posts before this.
P.S. It's ironic, you know, that the same people who want fast travel features are the first to complain that the game has "lost something" once they get them. The two things are intimately connected. I could never understand why so many people didn't understand that (and still don't) - not just players, but devs.