May 10, 2008, 01:35 PM // 13:35
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#241
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Pobably GW2 will be designed so this is not necessary.
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May 10, 2008, 05:06 PM // 17:06
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#242
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Lion's Arch Merchant
Join Date: Mar 2008
Location: New England
Guild: Warriors of Wynd [WoW]
Profession: W/
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/notsigned
Travel takes several minutes in most games, where you leave a city and enter a newbie zone, and then have to run through several zones to finally get to where you want to fight. And the zoning takes much much longer than the 10 seconds it takes to load a zone in GW.
In GW, you can start in Ascalon City, stop in Kaineng to pick up a friend and be killing in Anguish in less than a minute. You guys don't appreciate how good you have it.
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May 10, 2008, 05:42 PM // 17:42
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#243
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Quote:
Originally Posted by Red Sand
/notsigned
Travel takes several minutes in most games, where you leave a city and enter a newbie zone, and then have to run through several zones to finally get to where you want to fight. And the zoning takes much much longer than the 10 seconds it takes to load a zone in GW.
In GW, you can start in Ascalon City, stop in Kaineng to pick up a friend and be killing in Anguish in less than a minute. You guys don't appreciate how good you have it.
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GW is NOT most games.
And wanting ti being more GW-like, more logical, not forcing parties to be broken due to map traveling and more comfortable is not being ungrateful. It's being LOGICAL.
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May 10, 2008, 07:26 PM // 19:26
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#244
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Lion's Arch Merchant
Join Date: Mar 2008
Location: New England
Guild: Warriors of Wynd [WoW]
Profession: W/
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Quote:
Originally Posted by MithranArkanere
GW is NOT most games.
And wanting ti being more GW-like, more logical, not forcing parties to be broken due to map traveling and more comfortable is not being ungrateful. It's being LOGICAL.
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I think that the fast travel in GW is awesome. Since I previously played grind based experience, raiding required games where it is not easy to travel anywhere without a player teleporting you there, I have a different perspective than you. Even the fast travel in those games doesn't take you to every place in the realm. You still have to run someplace after you cross most of the map.
If you want to imply that I am calling you ungrateful, I'm very sorry you feel that way. That does not change the truth of the matter: the system that you have for travel is better than any other I have used, and you want more.
If you wanted to allow groups to travel in group that is not too hard of a fix to do. You could get a similar choice that you get when leaving your GH to parts unknown, like to AB or back from AB. Words to the effect of: "Some of your group can't go there, do you want to go alone, take the members that can go, or stay here?" That is not an unreasonable fix.
The complex map changes that you all are discussing are a lot of work, and therefore unlikely to be implemented.
Have a great day!
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Dec 29, 2009, 12:22 AM // 00:22
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#245
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I despise facebook
Join Date: Feb 2008
Location: Australia
Guild: Meeting of the Lost Minds
Profession: Me/
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/signed
It's not a matter of convenience just for the player IMO. Large cities like Kamadan, LA and Kaineng are already generally the most full areas, as can be evidenced by the fact that there's usually 4-8 districts in Kama, 3-6 in LA and about the same in Kaineng.
It makes sense for simply lessening the unnecessary load on servers to simply let the player map to wherever they like once they have it open.
For the player side of things, GW is an instanced game that plays in a fairly unique way, part of that uniqueness is the ability to travel quickly. This however IMO is hobbled by funneling everyone through those 3 ports, and really, given that most get runs to all of them as soon as they can get them, rather than play the storyline through, it makes no sense to leave it the way it is simply to run to a long-forgotten storyline.
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Dec 29, 2009, 02:52 AM // 02:52
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#246
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Wilds Pathfinder
Join Date: Apr 2007
Location: IN my pocket plane. Obviously!
Guild: Little Tom's Pocket Plane [THom]
Profession: Me/Mo
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/notsigned
yes, it's pointless, useless and borderline annoying when travelling to kamadan or KC.
BUT, LA KC and Kam feel like an entrance hall, it gives me a first taste of the continent before actually entering inside and makes the continent feel really seperate (in other words : it's the feeling of passing through the door instead of just teleporting from the street to your room). It replaces the 15 min I'd have a travel in other games or the 3 weeks of traveling my character has to do in-role-play.
Plus, the daily dose of spam helps remember why any sane player should stay well clear of those town.
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Jan 21, 2010, 04:16 AM // 04:16
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#247
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Lion's Arch Merchant
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The biggest problem, and the reason I /sign, is because of a simple disparity. Lion's Arch, max party size 6. Kaineng, max party size 8. Kamadan, max party size 4.
If I go from Kaineng to Lion's Arch with a full guild, that's two people gone, but if I go to Kamadan, we have to split in half to make the pointlessly awkward transition.
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Jan 21, 2010, 04:20 PM // 16:20
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#248
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Wilds Pathfinder
Join Date: Nov 2009
Location: The Netherlands
Guild: Not going to keep up with that anymore
Profession: R/
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I would /signed this if it weren't a minor inconvenience we're dealing with and if fixing it wouldn't unnecessarily eat away Anet's resources.
Anet is already taking ages to make a skill balance, so I wouldn't burden them with something minor like this.
/notsigned
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