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Topic: Eliminate all instant magic travel (Read 570 times) previous topic - next topic

Eliminate all instant magic travel
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

Re: Eliminate all instant magic travel
Reply #1
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.

The Darkfall: New Dawn Dev Team.

Re: Eliminate all instant magic travel
Reply #2
A few more limitation i had in mind.

- 1 hour cooldown on all form of teleport to make sure players do it solely to group-up with friends for the entire day and to bindstone_recall when they're done playing and not for everything else.
- Marked runes only usable by the one who market it and for that reason, it can also be diffused or broken down into portal shards(not the full recipe tho which mean, you need a few more portal shards to reform the runestone)
- scarcer runestones. Obviously, with all of that, runestones will not be used as often. So it has to be scarcer.
-Teleport sickness: very harsh debuff for 2 minutes to make sure players teleport solely to be among friends or before loging out for the day, not to group-up and fight instantly.
- Nothing free. Bindstone_Recall should at the very least, require some gold from the bank for more gold sink. the price should be varied based on where you wish to recall and the politic.
  • Last Edit: June 13, 2016, 11:39:44 pm by Bloodymurderer

Re: Eliminate all instant magic travel
Reply #3
@Bloodymurderer
Bindstone and house recalls will be removed, at least initially, to test out how the game fare without them.
If a marked runestone can only be used by the one that marked it, it removes a potential "job" from the game, where players could make a profit by just being traveling salesmen of runestones.
Cooldown and teleport sickness could be something we could add later down the line, if the portal shards as fuel aren't enough of a deterrent to do it seldomly.
The Darkfall: New Dawn Dev Team.

Re: Eliminate all instant magic travel
Reply #4
@Ub3rgames - thanks for taking the time to clarify your position and openly discuss, very much appreciated.

Understand your position on portal/runes being an existing trade item, makes perfect sense.

I'm trying to look at this from a guild perspective, rather than a solo casual player.  There is really nothing that would stop a guild from porting in allies (with a gear bag) from across the map, assuming they have the portal shards.


Re: Eliminate all instant magic travel
Reply #5
True, and it is sort of the point.
We're trying to have war be about attrition and resources control. Using runestones and portal shards carelessly means going through your supplies faster and having to purchase them outside your clan/alliance. In turns it spreads the wealth, and through market places fees, it serves as a gold sink.
The Darkfall: New Dawn Dev Team.

Re: Eliminate all instant magic travel
Reply #6
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.




Why not instead of preventing them from being bound just make them not work if the watchtowers are still up. So that attacking clans can destroy the towers to allow those with runes to come in.

Re: Eliminate all instant magic travel
Reply #7
@Kiyayne
Good point. We could do both actually.
The Darkfall: New Dawn Dev Team.

Re: Eliminate all instant magic travel
Reply #8
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


can you also require a certificate of virginity to be able to play the game?