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Payed my dues, teleport plz


I died (/surrendered) in battle.  

47 members have voted

  1. 1. Where am I allowed to go?

    • Nearest friendly port (current)
    • Any friendly port
    • Any owned outpost
    • Own capital


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As I recall from my EQ days, the druid who could teleport and take people from place to place, was a VERY popular and financially successful character.  In a game that had huge grind built into its core design, they still understood that giving people a way to bypass and manage travel was a critical mechanic.

 

Besides, trying to compare a game like this, where everyone is a captain,of their own ship, ship class limited only by level, to a very role specific MMO design, is quite simply comparing apples to rocks.  A real comparison would be that a character had to be a deck hand, then midshipman, then lieutenant, then....

 

Maybe a couple of months of being a peg boy would cure you of thinking that more realism and less game should be built into the game.

 

That said, I wish they would do the same about a TP vs No TP server.  Then all this bickering could end and we would see just which model actually works for a game.  Oh, and I happen to think the current handling of death to nearest port is just fine. 

I agree that this game is quite different from your traditional MMO. And that is part of the charm that I like about it. :)

 

As the for the TPs, I'm all in favor of avatar-TP and I'm slightly in favor of removing ship-TP. If it was up to me you should be able to avatar-TP to any asset at any time for free.

 

Without ship-TPs, then yes we need to rething our approaches and maybe we will see fleet transporters. I don't know. At least I think we will see shipyards near(er) the frontline with its associated logistics. Should bring interesting stories.

 

The one thing I don't like at all is if somebody needs to cutter away to get back into action. It is simply a time sink for a casual player in which even the fishing doesn't do much good.

 

Hence I'm lobbying for getting an avatar-TP from a port in which you have no assets. Even if it costs 50000 gold, it is a step in the right direction.

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Without ship-TPs, then yes we need to rething our approaches and maybe we will see fleet transporters. I don't know. At least I think we will see shipyards near(er) the frontline with its associated logistics. Should bring interesting stories.

  

 

It has to be tested with final port battle/tension creation system, but I really think ship teleport (currently sent to outpost ) should not be entirely discarded, but substituted with a delayed ship arrival (as free town delivery system) removing entirelly simply puts a huge time sink and a big hindrance to less populated nations

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It has to be tested with final port battle/tension creation system, but I really think ship teleport (currently sent to outpost ) should not be entirely discarded, but substituted with a delayed ship arrival (as free town delivery system) removing entirelly simply puts a huge time sink and a big hindrance to less populated nations

 

Given the strain that might be put in the underpopulated nations, yes I can see this being a compromise.

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I agree that this game is quite different from your traditional MMO. And that is part of the charm that I like about it. :)

As the for the TPs, I'm all in favor of avatar-TP and I'm slightly in favor of removing ship-TP. If it was up to me you should be able to avatar-TP to any asset at any time for free.

Without ship-TPs, then yes we need to rething our approaches and maybe we will see fleet transporters. I don't know. At least I think we will see shipyards near(er) the frontline with its associated logistics. Should bring interesting stories.

The one thing I don't like at all is if somebody needs to cutter away to get back into action. It is simply a time sink for a casual player in which even the fishing doesn't do much good.

Hence I'm lobbying for getting an avatar-TP from a port in which you have no assets. Even if it costs 50000 gold, it is a step in the right direction.

This game is exactly like any other rvr mmorpg. The all have quests, they all have instant zones and instant gratification. Sure in WoW you quests to kill rats and here you kill ships. None are realistic.

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As I recall from my EQ days, the druid who could teleport and take people from place to place, was a VERY popular and financially successful character. In a game that had huge grind built into its core design, they still understood that giving people a way to bypass and manage travel was a critical mechanic.

Besides, trying to compare a game like this, where everyone is a captain,of their own ship, ship class limited only by level, to a very role specific MMO design, is quite simply comparing apples to rocks. A real comparison would be that a character had to be a deck hand, then midshipman, then lieutenant, then....

Maybe a couple of months of being a peg boy would cure you of thinking that more realism and less game should be built into the game.

That said, I wish they would do the same about a TP vs No TP server. Then all this bickering could end and we would see just which model actually works for a game. Oh, and I happen to think the current handling of death to nearest port is just fine.

Yes weve all established you like fantasy and i prefer realism and strategies.

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Excellent point. It doesn't even have to be a cutter. It can be any multiple dura ship. (Although a very expensive way to move your Pavel. :) )

 

How about: if you lose your final dura, then you get the choice? Otherwise it remains "teleport to nearest friendly port".

 

It would also eliminate to keep one outpost slot available. Which I personally don't like (because the last slot is ridiculously expensive :P ).

I don't think the intention of outposts is to ensure you have such a teleport option.

 

Maybe we should even go as far, that you can teleport from any port, without an owned outpost, back to any owned outpost, while losing any ship in said port?

That way we can simply leave the current teleport to nearest friendly port alone. And eliminate this hogging of an outpost slot.

I dont get you. Any ship that is valuable for normal port battles which is the most common has 4 dura, so you can "teleport" your ship 3 Times. And thats 200.000 Gold down the drain everytime. With that money you can buy yourself a ship at each outpost after a week.

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I dont get you. Any ship that is valuable for normal port battles which is the most common has 4 dura, so you can "teleport" your ship 3 Times. And thats 200.000 Gold down the drain everytime. With that money you can buy yourself a ship at each outpost after a week.

No, no, you got it perfectly right. It would be a very expensive way to TP a ship around.

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Yes weve all established you like fantasy and i prefer realism and strategies.

I prefer to think of it as a different kind of realism.  Since the top "rank" we are described in the British class, is "Rear Admiral", I'll use that. 

 

Is it realistic that the Rear Admiral of a fleet personally drive every single ship in that fleet from home port to the action?  Nope.

 

Is it realistic that the Rear Admiral personally captains trading ships? Nope.

 

Is it realistic that in order to be an effective Rear Admiral, he also has to understand and be part of the construction of his ships? Nope (Possibly at this rank???).

 

So why is it any less realistic for a Rear Admiral to order ships to and from ports, and have others (AI) conduct business for him under orders?

 

I prefer to think of all the outposts, (which would have had their own leadership),  the fleets of ships, the resource extractions, the warehouses, and every other resource a player can control, to be assets under command, and we have the privilege of selection as to which asset we wish to enjoy, and what role we wish to take, at any given time.

 

Rather than issuing paper orders to everything, and being stuck waiting for action reports, we simply get to role play multiple different captains under our command, going to wherever they happen to be.  Hopefully, eventually, choosing which ones we order to do things, and which ones we choose to experience first hand.  It's not much different than assigning how laborer hours are spent really, it's not like your actually building a ship.

 

If you want to prefer to lock yourself into a single role/location, you always have the choice to role play that, even if it is less than ideal from a strategic point of view. It's the job of the developers to create an engaging strategy based around the players abilities and limitations.  You can make strategy just as much a part of a game that allows TP or AI sending travel, as you can one that does not.  

 

Claiming a preference for strategy and "realism", when other strategies and realism are possible is an empty argument, especially since you had to resort to using the word fantasy.  Unless you have found a way to stand on the deck of your ship from inside wherever it is you have your computer installed, and have cannonballs whizzing past you when you fight, all any game it is fantasy.  

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I prefer to think of it as a different kind of realism. Since the top "rank" we are described in the British class, is "Rear Admiral", I'll use that.

Is it realistic that the Rear Admiral of a fleet personally drive every single ship in that fleet from home port to the action? Nope.

Is it realistic that the Rear Admiral personally captains trading ships? Nope.

Is it realistic that in order to be an effective Rear Admiral, he also has to understand and be part of the construction of his ships? Nope (Possibly at this rank???).

So why is it any less realistic for a Rear Admiral to order ships to and from ports, and have others (AI) conduct business for him under orders?

I prefer to think of all the outposts, (which would have had their own leadership), the fleets of ships, the resource extractions, the warehouses, and every other resource a player can control, to be assets under command, and we have the privilege of selection as to which asset we wish to enjoy, and what role we wish to take, at any given time.

Rather than issuing paper orders to everything, and being stuck waiting for action reports, we simply get to role play multiple different captains under our command, going to wherever they happen to be. Hopefully, eventually, choosing which ones we order to do things, and which ones we choose to experience first hand. It's not much different than assigning how laborer hours are spent really, it's not like your actually building a ship.

If you want to prefer to lock yourself into a single role/location, you always have the choice to role play that, even if it is less than ideal from a strategic point of view. It's the job of the developers to create an engaging strategy based around the players abilities and limitations. You can make strategy just as much a part of a game that allows TP or AI sending travel, as you can one that does not.

Claiming a preference for strategy and "realism", when other strategies and realism are possible is an empty argument, especially since you had to resort to using the word fantasy. Unless you have found a way to stand on the deck of your ship from inside wherever it is you have your computer installed, and have cannonballs whizzing past you when you fight, all any game it is fantasy.

Yup you got me krackken, your massive millennial brain learned my plan. I WAS really equating expecting people to sail in a game about sailing where we all have sailing ships to being forced to risk our real lives to death by cannon ball when we play or we cant have an opinion.

You certainly figured me out. Theres no point in me arguing with you because the devs have said the teleport to port option for ships is leaving and a port reset will happen by launch. That means you will either hve to sail to ports fr 7 hours every day for each ship you want to use and keep doing it when ports change or you will have to stomp your feet and quit.

I think we know whats comming. So hats off to figuring out my evil plan. Ill get you next time lol. Sigh.

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Theres no point in me arguing with you because the devs have said the teleport to port option for ships is leaving and a port reset will happen by launch. That means you will either hve to sail to ports fr 7 hours every day for each ship you want to use and keep doing it when ports change or you will have to stomp your feet and quit.

 

 

Yea I read that one, and it wouldn't bother me so much if I also had not read the post (I wish I could find it now, just spent half an hour looking for it), where Admin also said they thought that because AI ships are slower, that nobody would use the feature of setting orders and letting them loose on the OW, so they are not wasting time on it. 

 

Shame, because a fleet of 60% slower trade ships that you had to escort in the OW to keep safe, rather than the current attempt at fleet mechanics where the "fleet" is only one ship on the OW, would probably have been a fun thing to do.  I could see you trying to scout ahead for hostiles, intercept enemy ships on the horizon, planning with a group trying to escort a large group of trader AI, that sort of thing.  

 

Seems like that would be fun.

 

If I quit because a high percentage of the fun is hidden behind what I consider time wasting work of trying to manually sail ships from front line to front line, it won't be with stomping feet. It will be a sad sort of a sad sigh and I'll move on.

 

Hopefully Crowfall is a bit further along by the time that happens.

 

Then I'll go back to checking in once in a while to see how much interest there actually is in this kind of a game.

Edited by KrakkenSmacken
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It's impossible due to the number of players - because they will never arrive then.

Bots sail slower, under crewed bots will be easy targets. No point to even do this because it will be a fake feature. 

We believe that captured ships should be brought back to port by the player. Even Sid Meier's Pirates had this. 

 

 

Regarding less PvP comments:

if done right we believe that there will be more PvP because of increased traffic bringing valuable ships back home. 

 

 

Yup, that was it, many thanks.

 

I don't even mind if you can't auto send captures back to port, but have to sail a weaker captured ship back.  What really bothers me, especially as a pirate that operates deep in hostile territory, is that I may have to kludge the hell out of managing to keep playing that way.

 

See even without TP, the work around currently is rather simple, if a bit of a pain.

 

Build a ship yard in the port you wish to operate out of.

 

Ship resources from your other holdings until piracy gives you enough supply.

 

Smuggle the rest from local hostile ports.

 

Build the ships you want in the area, and hunt.

 

No hours and hours of endless sailing. The only real change it would make, is I would probably never really return to the capital, and it would cost a bit more to simply transport wealth in the form of sold ships/parts with the magical "delivery" system in place now.

 

Ironic, but not having AI player controlled ships/fleets makes the game less realistic and not more, in that goods can be "delivered" without any risk whatsoever.

Edited by KrakkenSmacken
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