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Partial removal of fast travel


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We have advocated on complete removal of fast travel between towns. There is a potential compromise.

We can instead disable the TP to and from Freetowns. Players will still be able to build outposts in free towns - but will not be able to teleport there. Only national/allied ports will provide this service to players. 

Negative: This will hurt some pvp players who jump back and forth (but they still will be hurt by complete removal of fast travel).

Positives: a lot less gank in the backyards of your national waters. More people in the OW, and some fast travel options will still remain within nationally owned ports. This will also make holding certain regions more important to keep outposts in the enemy waters. 

 

what do you think?

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teleport with no cooldown between national port, but no more tp between free town? for sure is better than remove all forms of teleport.

i am for be able to tp from every outpost and to the capital as it was some time ago, with a 4 hours cool down.

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6 minutes ago, admin said:

We have advocated on complete removal of fast travel between towns. There is a potential compromise.

We can instead disable the TP to and from Freetowns. Players will still be able to build outposts in free towns - but will not be able to teleport there. Only national/allied ports will provide this service to players. 

Negative: This will hurt some pvp players who jump back and forth (but they still will be hurt by complete removal of fast travel).

Positives: a lot less gank in the backyards of your national waters. More people in the OW, and some fast travel options will still remain within nationally owned ports. This will also make holding certain regions more important to keep outposts in the enemy waters. 

 

what do you think?

!!! Awesome !!!
This will promote more RvR and make owning land even more meaningful! Thank you!

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1 minute ago, Otto Kohl said:

Please dont... tp between outposts without cooldown was one of the best changes that we had last year. With low population that we have right now, possibility to free TP bewteen places of action is MANDATORY to sustain any kind of player activity.

The best way to create targets on OW is to remove fast travel
But we understand that in this modern world some fast travel might be needed. 

Thus we propose to allow no cool down tp between national/allied ports outposts
this is better than no fast travel at all. 

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5 minutes ago, admin said:

The best way to create targets on OW is to remove fast travel
But we understand that in this modern world some fast travel might be needed. 

Thus we propose to allow no cool down tp between national/allied ports outposts
this is better than no fast travel at all. 

This is great! I like that.
99% of ganking out of ports happened due to everyone being able to TP to one port. Now your nation must own the land to port there. This just makes so much sense.

May I suggest also that number of FP towns could be greatly reduced and allow their market to be linked so all of them are part of one trading hub. All sail in and out is physical as well as goods delivery.

What @Jon Snow lets go said is also true. Nations with lots of land will be just too powerful, so instead of FT porting what we have now, give 3-4 permanent ports to each nation just to be able to teleport to some areas of the map... Maybe?

 

Edited by koltes
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Just like POTBS travel to outposts in national ports is by far the better idea to keep the game moving forward, Free towns i always felt should be an economic hub for trades, repairs, supplies just as a few examples, Warships can stop in for said repairs and supplies but only merchant ships can dock and have trade warehouses.

Edit: Also restricting the number of outposts you can have to like 5 needs to happen so they cant have as big an influence all over the place when raids and RvR occur.

Edited by Ronald Speirs
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3 minutes ago, Cmdr RideZ said:

Revenge ganking will be made easier :(

I recommend that teleport delay for this ;)

Revenge ganking?

So, are you one of those who like to gank lone trader, but when his buddies wait outside for you, thats a no go?

Dude seriously.

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Would love to test no teleports at all after the wipe. One of the things I really dislike about teleporting to national ports is how easy it'll be/is to defend against raids and RVR. You might try a sneaky raid on a port with a small fleet but as soon as the enemy knows about it you'll be swarmed with players teleporting from all over the map.

Every free port will turn into gank areas (more than they are already) but I don't see how this would encourage players to sail in the open world more.

 

Edited by Fellvred
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3 minutes ago, Fenris said:

Revenge ganking?

So, are you one of those who like to gank lone trader, but when his buddies wait outside for you, thats a no go?

Dude seriously.

I am not, but I do respect pirate style.  There are plenty of solo pirates who want to play as well.

Are you one of those carebears who only dare to fight when it is 25vs1?  You would be one of those 25 in this scenario btw.  You sound like one for sure.

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I liked your suggested soft option here until I thought it through. It could work, but one of the primary advantages I see of taking away teleports is evening out conquest in border regions and far away territories. With teleports between own ports that effect could be reduced, although everyone would still have to sail their ships where they needed to pick them up, or craft them there.

Alternative for consideration: TP ONLY to/between freetowns and make freetowns a lot more rare. Basically make freetowns the way that you can warp between corners/hubs of the map. Maybe 8 or less freetowns total. +cooldown &/or PvE marks price tag on teleports

Btw. What about "Teleport to Capital" (without cargo)? Is that going to remain. It's a comfort feature that doesn't have any pain points that I can see, but more importantly it's for the noobs when they get lost at sea outside the edge of the map, or when a bug accidentally teleports us into a shallow area where we get stuck.

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Interesting idea.  An alternative might be to have a cooldown for TP.  This cooldown time could be based on the distance between ports, or it could be a tax applied to free town ports only.

Note that free towns are getting some negative adjustments at the moment.  How about allowing deliveries again as a compromise?

Edited by Taranis
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5 minutes ago, Fenris said:

Revenge ganking?

So, are you one of those who like to gank lone trader, but when his buddies wait outside for you, thats a no go?

Dude seriously.

If a trader is sailing solo and gets caught by an enemy privateer, I see no reason why the trader's allies should have magical GPS and magical teleports to bring their buddies to wait outside.

Generally I don't like this idea because it is heavy skewed against the pirate/privateer game style, which purportedly is one of the reasons why devs are pushing more targets to the OW in the first place.

Either no teleports for everyone, or teleports with a cool down.

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24 minutes ago, admin said:

We have advocated on complete removal of fast travel between towns. There is a potential compromise.

We can instead disable the TP to and from Freetowns. Players will still be able to build outposts in free towns - but will not be able to teleport there. Only national/allied ports will provide this service to players. [..]

Sounds like it can work. This would probably play well with single ports being able to flip rather than regions, so a small outpost can still remain. Think Fortress Aves.

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I personally fail to see how teleports increase the population of the OW, and I fail to see why people should be able to warp back to friendly waters if there are people hunting there.

Why punish people who dare to hunt back yards?  Why say, "It doesn't matter where you are, you can always be in two places (essentially) at once."

I am against all teleports.  If it is absolutely necessary, I advocate for it to be as restrictive / costly as possible.  Have it cost PvP marks with a cooldown and a delay.

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3 minutes ago, Cmdr RideZ said:

I am not, but I do respect pirate style.  There are plenty of solo pirates who want to play as well.

Are you one of those carebears who only dare to fight when it is 25vs1?  You would be one of those 25 in this scenario btw.  You sound like one for sure.

Carebear?

If you want to play pirate, then behave like one.

Sailing alone in a trader is dangerous, and hunting solo trader should be dangerous as well.

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I am all for true navigation with a purpose - a opposite mindset to the "i only play because..." - it is the experience, not the game. I also agree that the compromise for the ego-shooter-fast-action types can be reached but not as you put it - carefree teleport to any national port.

In my view, conducting offensive operations must require planning, not a outpost-and-forget.

Hence, teleports limited only to Regional Capitals with Outpost. Regional Capital become Naval Bases.

Other ports, even with outpost would not be open to teleport.

Still I will side with some fellow players in testing once more the complete removal of teleports.

 

 

 

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I think this might be a great idea.

This might easily create "frontlines" where two enemy nations meet. The TP between friendly ports (maybe with a cooldown timer) is still a good idea, because it minimises the effects of potential "low player numbers". As a fleet of 50 can defend/attack one area one hour, and then TP to the other area to defend/attack there, something that (in case of no TP) would only be possible if you have 50 players on one spot and 50 on the other. 

For example for the Brits the Bridgetown area might (as before) be a PvP hotspot, where the eastern coalition meets the western coalition. Belize might be the other end of the frontline and Haiti might be a 3rd point. However with the removal of alliances (where I believe player created alliances will be made again as before), wouldn't it be realy hard for France for example to have Denmark-Norge help them out if they can't use a freetown or French port to operate out of. Wouldn't we see the return of "handing over" regions, for the sole purpose of having an allie near to help you out? And would that be accepted or not?

If you can TP between friendly outposts, you can always TP to somewhere closer to the action. If you got 3 PB's planned in the Bridgetown area, and you're at Belize. You'll just log off and wait for stuff to happen in your area. Instead you can TP there and join the fun, wait 3 hours TP back to Belize. Same goes especialy for the spanish who will otherwise have a hard time preventing people from nibbeling away their regions.

Sounds to me like the best middleground between TP everywhere and TP nowhere.

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3 minutes ago, Fenris said:

Carebear?

If you want to play pirate, then behave like one.

Sailing alone in a trader is dangerous, and hunting solo trader should be dangerous as well.

I agree.  That is why you should not be allowed to teleport to help a trader.  It should be dangerous to be a trader -> Not protected by teleports.

Traders should be protected by escorts.

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13 minutes ago, Anolytic said:

 

Btw. What about "Teleport to Capital" (without cargo)? Is that going to remain. It's a comfort feature that doesn't have any pain points that I can see, but more importantly it's for the noobs when they get lost at sea outside the edge of the map, or when a bug accidentally teleports us into a shallow area where we get stuck.

that will remain of course. but might change to nearest deep water port (instead of capital)
because people who will move to live to mexico for example don't want to unstuck to capital (to sail back)

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10 minutes ago, Snoopy said:

Sounds like it can work. This would probably play well with single ports being able to flip rather than regions, so a small outpost can still remain. Think Fortress Aves.

 

Just now, admin said:

that will remain of course. but might change to nearest deep water port (instead of capital)
because people who will move to live to mexico for example don't want to unstuck to capital (to sail back)

Thanks for the clarification! And I like that idea to change it to nearest deep water port.

Edited by Anolytic
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