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Removing the possibility to teleport with goods


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Simple.

 

Being able to get in your merchant ship and teleport it back to the capital with your goods in your hold is disruptive to commerce, favors a completly-safe approach to moving goods (just wait once every 4 hours to move your most precious cargo, if not all of it) and removes an interesting PvP element from the Open World. 

 

I'm all for the teleports to outposts but one shouldn't be able to teleport if one has goods in his hold. Period. 

Edited by Alejandro
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The flipside to this is, usually when I teleport it's because I've been in a battle for a while and just need to log off relatively quickly.  So, if I capture a vessel and have some goods as a drop, but need to get back to port to log off (last time I logged off in OW I ended up outside an enemy capitol when logging back on, so in port is a must at this point), then I just lose part of my combat reward.  While I understand and agree with your point, I think there could be some other consequences here that I'm not so keen on.

 

Also, are we now able to teleport with our ships to outposts again?  At least before the wipe we could only teleport to the capitol.  Since the capitol is currently extremely overstocked on just about everything, the prices are rediculous and I don't see any real money being made by teleporting goods to the capitol.  If teleportation can be done with a ship to an outpost again, then something does need to be done.  However, preventing the teleport with any goods might not be the best solution.

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In theory, yes, OP is right.

In practice, player traders that are not afk sailing are as safe as teleporters, sailing just takes more time.

They shouldn't be. I haven't been hunting traders enough to comment on the chase itself, though, but I'd imagine some ships to be faster on the OW.

 

That said, even if they somehow are, people shouldn't be allowed to simply transfer vast ammount of goods by teleporting every four hours. It completly removes one of the main aspect of a sandbox game (and, to me, the most interesting one, as PvP is definitely more interesting when there's something in play).

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In theory, yes, OP is right.

In practice, player traders that are not afk sailing are as safe as teleporters, sailing just takes more time.

wait how so, they can be intercepted all the way while sailing but teleporting is teleporting which prevent them from being intercepted along what would've been a risky trip, but OP is right perhaps cargo should be halved if you choose to teleport so you can't cheese the system I imagine long hauls are made outrageously easy and profitable cause it turns into a one way trip.

Edited by Lefort
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They shouldn't be. I haven't been hunting traders enough to comment on the chase itself, though, but I'd imagine some ships to be faster on the OW.

 

That said, even if they somehow are, people shouldn't be allowed to simply transfer vast ammount of goods by teleporting every four hours. It completly removes one of the main aspect of a sandbox game (and, to me, the most interesting one, as PvP is definitely more interesting when there's something in play).

i'm not sure if a Traders Snow qualifies for "huge amounts" especially if the Cargo Capacity will be brought back to 800 for a Snow once the new Trading Ships hit. I see this teleport a full Hauler more as a comfort Option so Ship Builders can Buy Ressources in far away places where it is (so rumours say) still possible to get Iron or Oak Wood. Take that away from them and Ship Prices will go up even higher. And i can see already the ppl who are complaining here then crying the loudest if the have to pay 400.000g for a golden Cerberus.

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i'm not sure if a Traders Snow qualifies for "huge amounts" especially if the Cargo Capacity will be brought back to 800 for a Snow once the new Trading Ships hit. I see this teleport a full Hauler more as a comfort Option so Ship Builders can Buy Ressources in far away places where it is (so rumours say) still possible to get Iron or Oak Wood. Take that away from them and Ship Prices will go up even higher. And i can see already the ppl who are complaining here then crying the loudest if the have to pay 400.000g for a golden Cerberus.

If what prevents hyperinflation to occur is the mere fact that we can "cheat" the risk by using teleporting merchant ships, then there might be a problem with traders to begin with.

 

Teleportation shouldn't be a fix for too-long distances or too much risk. Also, I'd expect the devs to introduce larger merchantmen in the future. I doubt a traders' snow is the largest we'll see. But even then, 800 units of something costly is nothing to scoff at, as profits go. 

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i'm not sure if a Traders Snow qualifies for "huge amounts" especially if the Cargo Capacity will be brought back to 800 for a Snow once the new Trading Ships hit. I see this teleport a full Hauler more as a comfort Option so Ship Builders can Buy Ressources in far away places where it is (so rumours say) still possible to get Iron or Oak Wood. Take that away from them and Ship Prices will go up even higher. And i can see already the ppl who are complaining here then crying the loudest if the have to pay 400.000g for a golden Cerberus.

First off, while I'm against the OP's proposition, I also have no problem with people paying 400,000 for a golden Cerberus.  It's freaking golden.  Additionally, it will thin out how many ship of the lines we have, or even frigates sailing around eventually.  It will make them precious and rare, as they should be (especially golden ones-green works quite well, and I'm usually happy with just a blue ship).  As for finding iron/oak/anything else that's in high demand, that can easily be fixed by adjusting how much of these materials are produced by various cities.  I don't mind making shipwrights work a bit for their crafting.  Then again, once guilds start gathering supplies for a few master shipwrights in their midst, the crafter's job will become a bit easier.

 

If what prevents hyperinflation to occur is the mere fact that we can "cheat" the risk by using teleporting merchant ships, then there might be a problem with traders to begin with.

 

Teleportation shouldn't be a fix for too-long distances or too much risk. Also, I'd expect the devs to introduce larger merchantmen in the future. I doubt a traders' snow is the largest we'll see. But even then, 800 units of something costly is nothing to scoff at, as profits go. 

For many of the costly items, they 'weigh' more than 1.  So, if it's live oak with a weight of 4, you're making a long haul with only 200 units.  As it takes 3 units to make one live oak frame, all of a sudden you're going to need a good number of trips just for one ship.  Heck, it takes 40 frames (120 oak logs) just for a Lynx.  That's not counting the many other materials needed.  Hopefully they will come out with larger traders eventually, or allow conversion of an old ship of the line to a lighter gunned and crewed Indiaman, but these ships will still be vulnerable to predators.  Once all the newer players figure out the good hunting grounds for enemy shipping, the traders will either need friends as escorts or have to go a much longer route (or just run blockades and hope for the best).  

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