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5.0 Fast Travel and Raid Limit

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5.0 Fast Travels and Raiding  

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  1. 1. 5.0 Fast Travel

    • Fast Travel should be like Vailor, being common upon the server
    • Fast Travel should be per island
    • Fast Travel should be allowed to nation capitals only
    • Fast travel should be allowed to nations only, however is limited to an amount (Ex: 5 Per nation)
    • Fast Travel should be removed completely
  2. 2. Raid Limit

    • Maximum raid cap should be decreased (2 or 3)
    • Maximum raid cap should remain the same (4)
    • Maximum raid cap should be inceased to 6
    • Maximum raid cap should be increased to 8
    • Maximum raid cap should be increased (State your opinion/idea down below)


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How about we just have a trial period of only having the fast travels to the different islands and have people walk for two weeks and then gather feedback. No real point of having instant-teleportation devices on a map players should be exploring. Haven't seen Vailor at all because why bother when I can load my fatass on a cart? Ya get me?

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Cart Fast Travel should be done away with and boats should go to ports located between the islands.  (As we are on islands boat travel is the only appropriate method of travel.)  Depending on island sizes, either one, two, or three should be satisfactory. (Measure the time it takes to walk around and make them relatively equal lengths.)  Fast travels help with creating hubs where players will certainly be, however they detract from other forms of roleplay which has vanished from Vailor though could function with a well thought out system. (Road roleplay and the like)

 

Raids are a mess.  They mainly happen due to ongoing wars and are sporadic and make little to no RP sense.  Instead of lowering or raising the cap, (which won't fix anything) a new dynamic war system should be though out put to effect.  Something more than just 4 man raid, warclaim once a week, occasional battleground which doesn't affect anything.  I wont get too deep into this, but increasing would be better, but it won't fix the system.

 

At the moment, any form of conflict is usually labeled as a raid and from what I've seen, it usually ends with conflict roleplay where people complain about raid limits.

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LOTC is a world that lives by interaction between one another. The raid 'limit' is supposed to protect role-play. However, if raids are done correctly, where everything is properly rped then there should be no issue. Unnecessary protection of communities that cannot defend themselves should be prohibited. 

 

I understand the point of view of the 'pvp hungry grr grr' people raiding everything for the sake of the combat. Yet, through the free choice of the server that is a choice of interaction that a player can make. The roleplaying communities are as much obligated to role-play as they are to respond to the actions of others on the server. These actions include raiding.

 

We have the villainy blacklist. Crack down on improper role-play not on raids. As raids are simply actions that should be legally allowed by the groups of this server.

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Make fast travels cost money to use

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When it comes to fast travel, the lack of it leads to more ghost towns, but with it, the world is less explored. I like the idea of it being able to go to nations, capital, and maybe one other place. If there is too many fast travels for each nation, that too will lead to ghost towns (Just look at Oren right now). If there is only one fast travel to each island, or just to capitals it will lead to big player hubs which might encourage rp, yet it also creates more lag in those areas, which is unappealing to some players. 

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I vote having one per island(If the islands aren't monster size.) so that people don't get tangled in arguments mid rp about "Did you use the fast travel to raid us? There's one right outside of(insert name of place here)" that leads to either a BR if they did use the FT, or nothing if they didn't it puts rp to the side as people argue oocly about ****, which in all honesty annoys the hell out of me, but maybe 5 per nation(depending on the size, maybe less if the nation is small) could work too.

 

And onto the topic of raids, I vote that the raid cap could be kept at 4 or decreased, because as druids we dislike being raided every 48 hours just because people can, and more people would just make that even worse and lead to PvP default, but rarely there are times when the raiders are actually willing to RP in the raid instead of taking it to PvP default, which i give a massive +1 to, because we must all remember this is a ROLEPLAY server, and as roleplayers we strive to make the community better, and to aid in character development, and some kinds of rp, such as ones that could leave major character development that are ruined because the person kills them then sends to the monks and they're revived without any memory of what just happened, or any mark of what happened to them which makes the roleplay that went on void and nothing happened except the people torturing or doing other things to the other persona getting a bit of character development instead of both sides getting to have fun and grow better as their character progresses, but that's just my reply,  and I'll leave my vote at that.

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As I presume the map is not to be a billion blocks wide fast travel should be restricted to perhaps a 'monk port' or something. At the very least nations should be able to broker a mutual deal for raid caps

 

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What i think would be cool is to have normal fast travels go to the different main islands on the new map. But allow fast travelling to a degree via rp. To make some form of system thatd allow an owner of a ship to navigate the map to a specific dock or landmass. This would allow ship rp more feasible and useful. But perhaps require a fee or payment in food etc to rp the cost of workers. Or if thete is fast travel we could make it slightly common but have a tax say 5 or 10 mina per trip. This could allow thr use of fast travel but give less incentive to less wealthy people who can rp begging for koney to ride . Also itd be a good money dump to help regulate economy.

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Fast travels to nations only. No more Orenian fast travel networks.

 

Raid caps should be at 8+ or give the NATION LEADERS at the time the ability to negotiate if they wish to increase the caps and lower cooldowns or other way around. But with cooldowns, no, 12 hours for a win, 24 for a loss. That's more then fair.

 

Dunamis Pride Worldwide 

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Fast travel should be only across water, I mean, how else are we going to cross the water, swimming? Making boats, which, you can't actually place if you aren't added to the region?.

Aside from that, other fast travel should be removed, it makes it more realistic, and creates more of a sense of adventure.

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Have neutral fast travel event locations that you pay for and nothing else. 

 

Fast travel -> takes you to a key location/event hub. Players can branch off from there. 

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I see no point in scrapping the fast travel system as it is now, but let me elaborate.

 

Looked through previous comments for arguments in favour of trashing FT:

  • Map should be explored, Vailor wasn't traversed due to fast travel
  • FT encourages ghost towns
  • Issues with raiding (Fleeing, raiding through FT, metasquad deployment speed, ETC)
  • Lack of FT would encourage maps and travel guides
  • Removal encourages breeders / horses
  • Removal encourages player interaction on roads

Let's elaborate:

 

Exploration:

Right now, exploration is a choice. You are free to wander about, you are free to explore. If you scrap FT, you leave exploration enforced, no longer a choice. Exploration gets boring in a short while and I honestly think much of the playerbase will steer away from "exploration" a month after and will care little about the map other than finding locations for building.

 

Ghost towns:

I see a logical fallacy here. First of all, FT is not a cause for Ghost towns, the lack of legislation limiting towns is. Furthermore, I think, from personal experience, that FT was the only thing keeping up activity in certain small towns that are on the verge of becoming ghost towns. I agree, remove the 3-4 player villages and have either towns (10+ active players) or simple forts without villages (for a noble fam and realm defense). On the other hand, I don't think people will give up having their small towns nevertheless, and if you remove FT it'll just lead to isolated communities that have no connection to each other, even within nations.

 

Issues with raiding:

Once again, an cause and effect fallacy. I don't think it's the FT system that's the issue here, more so the location of FT portals and the lack of law enforcement. You won't fix meta-squads with removing FT, because people will just keep alts in enemy territory. But I'll keep it short for this one because I don't really have much experience.

 

Encouraging maps and travel guides:

As before, maps and travel guides can still be made. The question is, who needs such? Players who have been around for a while will know their way without maps, it's gonna be new players confused. And confusing newer players is the last thing you want if you seek to increase a playerbase. Right now, someone new on the server can use FT to visit random towns, explore the server and find RP. If you remove FT, they'll be stuck to whatever they can reach, their scope on the server limited and their RP prospects hindered.

 

Encouraging breeders/horses:

This is such a minor thing that I don't really think it's of any importance. But more on that later ...

 

Encouraging player interaction:

When traveling from A to B, the obvious goal of the player is to reach B. I'd say 99% of travels done through the FT system are not for the sake of adventure or exploration, but for the sake of getting to B. If you remove FT, you'll just have a bunch of players sprint-jumping down highways and ignoring each other. On the other side, you remove FT hubs, places where I experienced a lot of RP happening due to congestion of players and sheer traffic. If you claim no FT will increase the use of horses, that'll mean players lagging past each other on top of steeds, with no chance for interaction.

 

Some things to note:

 

Events:

I have seen numerous events being held, last feast still has its fast travel pole in the Oren hub. Removal of the FT system would have a decimating effect on events, I say, because people will be too lazy to travel for 10-15 minutes for the sake of attending something they were by default reluctant to attend. You may blame metagaming, metasquads and the like, but FT allowed for ad-hoc events in the past where someone just messaged others or posted a status of invitation and players got together for some nice RP.

 

Trade:

There's already a lack of source for a lot of items due to low trade activity on the server. My main character resides in Vandoria, and I visit shops in Felsen and Sutica not because they are cheap, but because they are the only stacked ones. I don't think I'd make a venture for Sutica taken that there's no viable FT route that takes me there in a minute. You can argue that Sutica is a "nation capital" and "would get its own FT ship", but what about other settlements? You'd literally kill the trade prospects of any settlement without an FT cart. You may claim it'd encourage market cities, but I don't think it'd work like that, I think trade would return to the skype "Anyone got spruce?" level.

 

Those are my cents. Fix the issues at hand, don't blame a system that's beneficial in many ways and the better evil in some others.

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If you're going to drastically reduce Fast Travels, then please make rails cheaper to produce. They cost so much iron to make, currently, and that'd make a really fun alternative to fast travel.

 

Also, "no fast travels at all" is ridiculously dumb. Did you people forget the next map is a bunch of islands?

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There should be fast travels between islands because swimming or rowing between them would be annoying. Whether there should be fast travel between nations on the same island depends on how large they are.

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Show us the damn map first

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