We agree on removing or severely limiting instant travels, but there are reasons why we want to try and make runestones and portal shards work out withing New Dawn. We're open to discussing this topic, but first here is our current position:With how only certain mobs drop portals or runestones consistently, spawns with high drop rates take value. It creates a local resource to export, the same way certain enchanting materials or types of ores would be. It just is another type of items up for trade without us having to create a new one. especially with selling marked runestones.For new players dropping one or the other, it is a landfall and something to sell to sustain more immediate needs, for veterans it is a gold sink and something to fight over or spread the wealth for.The weight limitation are designed so that a casual player can, for a price, teleport someplace with just a gear bag, and buy what it needs on location with its gold. There will not be a need to store bags at distant locations, unless at war for a long time.It is a tool that can be used to shorten play sessions, or to "go on vacation" inside the game. It lets people travel and see the world, but prevents actual trading due to the weight limitation/increase in costs.It will serve a higher purpose in the long term when we start adding high end PvE like trials and some players want to just experience the variety of content we've implemented.One thing we had in mind is to prevent runestones from being bound in a clan's territory that doesn't allow it. (another purpose of Watchtowers)Alternatively, we've also thought of having runestones only be bound to bindstones or village control points.
In alignment with a more localized experience why not eliminate all the forms of instant magic travel?Making portal/runes rare (more expensive) simply means that they broaden the gap between the vets and newer players Limits on carrying weight just promotes storing more bags in more different banking instances