View Full Version : Taking Map Travel one step further.
Akirai Annuvil
25-05-2008, 14:14
In GW2 I (1) want Map Travel to still exist.
(2) want to be able to add my friends to my party even if they're in Ascalon and I'm in Divinity Reach.
(3) want to be able to teleport to my friend immediately if I'm in his party. I don't care where he is, I want to be able to teleport to him, whether in an outpost, a dungeon or simply outside AFKing.
Simple enough requests no?
raspberry jam
25-05-2008, 15:01
I guess you mean that (3) should only be possible if you have been to that location before?
(If not, you'd have an "instant run anywhere" system...)
In GW2 I (1) want Map Travel to still exist.
Would be surprised if they removed it:
Guild Wars isn't a hassle to play. Fundamentally, we made a choice to not build a game around time-sinks and inconvenience. Our streaming updates, instant map travel, character templates, account-wide storage, easily removed death penalty, and myriad of core features are all based on this principle. Although some details would need to change, we wanted the sequel to stay true to this tradition.
As for the other requests you made, the 3rd looks pretty useful, but the 2nd one would probably complicate things a bit too much. After all, if you can map-travel instantly to where a friend of yours is, should be pretty simple to enter the party afterwards :smiley:
Arkhan The Black
25-05-2008, 17:48
Well it has been hinted that map travel will be removed in GW2.
Tru Reptile
25-05-2008, 23:59
/signed for the OP's suggestions.
Well it has been hinted that map travel will be removed in GW2.
Source?
Akirai Annuvil
26-05-2008, 01:27
I guess you mean that (3) should only be possible if you have been to that location before?
(If not, you'd have an "instant run anywhere" system...)
I don't really see why. If you're teleporting to an area which is too high a level for you, you die, if you teleport to an area which isn't, then you just circumvented a boring walk, good for you.
I wouldn't mind the limitation I just find it useless.
Well it has been hinted that map travel will be removed in GW2.
I highly, highly, doubt it and without a source I find the information unreliable. Especially in light of the post above yours.
After all, if you can map-travel instantly to where a friend of yours is, should be pretty simple to enter the party afterwards
True. Ok, just teleport to wherever your friend is.
(3) want to be able to teleport to my friend immediately if I'm in his party. I don't care where he is, I want to be able to teleport to him, whether in an outpost, a dungeon or simply outside AFKing.
um...no
this is non WOW where there are 40man parties. if you are allowed to teleport to your friend and his party, then that will give u an unlimited number of people in each area. if not, then are u suggesting that people should enter dungeons with a 7/8 man team just incase a friend logs in and wants to join??
I don't really see why. If you're teleporting to an area which is too high a level for you, you die, if you teleport to an area which isn't, then you just circumvented a boring walk, good for you.
I wouldn't mind the limitation I just find it useless.
different areas should not be open to all players. you should not be getting max armor at level 3 (although people do that in kamadan).
If you like to get runs to some places fine. but i like to play the game (otherwise i wouldnt have bought it). The "walk" is part of the game. with the teleporting to outposts, you never have to go very far...I mean common! you have to be in the outpost to start a mission.
raspberry jam
26-05-2008, 02:42
I don't really see why. If you're teleporting to an area which is too high a level for you, you die, if you teleport to an area which isn't, then you just circumvented a boring walk, good for you.
I wouldn't mind the limitation I just find it useless.I meant that, using the current GW world as example, you make a new character, join the party of your friend who is in Droknar's Forge, and teleport there. People would certainly charge money for this service (other than teleporting friends that is).
Considering ANet's policy in Factions/NF with locked gates etc., this would only be allowed if there was no reason to get to Droknar's Forge except for playing there (max armor, powerleveling etc.), which in my mind is yet another reason to have a level-free game (since your idea is very good, and I'd like to see it implemented).
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this is non WOW where there are 40man parties. if you are allowed to teleport to your friend and his party, then that will give u an unlimited number of people in each area. if not, then are u suggesting that people should enter dungeons with a 7/8 man team just incase a friend logs in and wants to join??No, but it's a great option to have: if you go into a dungeon with an 8 man party and one guy leaves, you can ask your friend to take his place. Or if you are soloing somewhere and your friend logs on and you want to play with him, he can just teleport in to your location.
Dark Wolf
26-05-2008, 03:08
We can guess there will still be some teleportation in GW2 but I doubt it will work the same way as in GW. GW is fully instanced so mapping from one outpost to another is possible. GW2 won't be instanced though. I am guessing there will be teleporters aka asura portals to get us from one place to another. I've seen two MMOs with teleportals, Saga of Ryzom and Tabula Rasa, but I'm guessing it will be closer to Tabula Rasa how it will work. In SoR, teleportation is costly, there are not many places to teleport to and you can get to higher areas even if you're much lower. In TB though, teleportation is free, there are more teleportals but you cannot teleport anywhere you want, you have to find a teleporter first to add it to your pad, like in GW where you have to reach outposts first before teleporting there.
A few games that have teleportation but no teleportals are CoX and LOTRO. In CoX, if you get teleportation as travel, not only you can teleport yourself around, but you can teleport your teammates to where you are, which makes grouping easier. In LOTRO, a few classes have teleport skills: captains can teleport teammates where they are, hunters can teleport themselves and their team to a few places, guardians have a horn that they can pass around that can be used to teleport them to wherever the person who used the horn is.
What would be great in GW2 would be to mix these two: to get the same teleporters like in TB with the asura portals and teleportation skills as well to make grouping easier.
Ace Bear
26-05-2008, 06:05
Source?
People have hypothesized that since the world will be mostly persistent that map travel will not be as easy as the original GW. And most(at least after the announcement of the persistent world) think it will be removed and we will walk around like the other pw worlds.
Unfortunately people don't remember that Asuran Gates are like everywhere now. Map travel is still easy, I doubt it will be-m-point-click, but definitely if you are within a certain area you can go to other areas around the world instead of walking. Might even have an initial "'you have to walk there first" to get the "flight plan"/"warp plan"/"travel card" thing like in past MMOs.
So as an answer, no I don't remember any mention of no teleportation around the map.
raspberry jam
26-05-2008, 07:36
I doubt it will be-m-point-clickIf it's not I won't buy it.
Akirai Annuvil
26-05-2008, 12:47
um...no
this is non WOW where there are 40man parties. if you are allowed to teleport to your friend and his party, then that will give u an unlimited number of people in each area. if not, then are u suggesting that people should enter dungeons with a 7/8 man team just incase a friend logs in and wants to join??
You're saying people never disconnect?
PuGgies never leave?
Maybe you added a hero which you can now kick and replace with a real life mate?
I know, I know, looking at something from multiple perspectives is a moderately difficult endeavour. Please attempt the journey though, the results are normally worth it.
different areas should not be open to all players. you should not be getting max armor at level 3 (although people do that in kamadan).
I know that ANet agrees with you but I don't see why not, merely because I don't see a reason in low AL armor.
The only problem I can see with being allowed to teleport to your teammate at any point in a mission/dungeon would be allowing you to gain rewards you haven't actually fought to earn. I'm pretty sure there's a way to circumvent this though.
GW is fully instanced so mapping from one outpost to another is possible. GW2 won't be instanced though.
Which is in no way a problem as far as programming goes. Plenty of games which do not feature instances allow you to teleport all over the map.
As far as lore goes, there is no objection either. Excluding the Asuran gateways and the Desert portals there is no teleportation in the game. According to lore, map travel is just that - travel. They just don't show your character walking to the location you're travelling too. The same lore explanation can be used for teleporting to a friend or any in-game outpost or spot - it's just travel which we decided not to show for gameplay convenience.
No, but it's a great option to have: if you go into a dungeon with an 8 man party and one guy leaves, you can ask your friend to take his place. Or if you are soloing somewhere and your friend logs on and you want to play with him, he can just teleport in to your location.
Hmm that's a nice option but would then create a series of loot problems.. e.g. you go in a dungeon with 2runners then just before opening the final chest you invite 6other people who can now share the loot(okay dungeons and chest may not exist, but think you got what I mean :wink:) without the need to play till there.
We can guess there will still be some teleportation in GW2 but I doubt it will work the same way as in GW. GW is fully instanced so mapping from one outpost to another is possible. GW2 won't be instanced though.
Hmm who said that? Look here:
Allow players to encounter each other in common, persistent areas. The instancing of Guild Wars gave us a ton of story-telling and gameplay advantages over our competitors, but instanced areas and persistent areas each have their strengths and weaknesses. We want to give players the best of both worlds.
:smiley:
No map travel would be a disaster IMO. It would be more like other MMOs and nobody wants taht right? right?
raspberry jam
26-05-2008, 19:58
Hmm that's a nice option but would then create a series of loot problems.. e.g. you go in a dungeon with 2runners then just before opening the final chest you invite 6other people who can now share the loot(okay dungeons and chest may not exist, but think you got what I mean :wink:) without the need to play till there.I see how that would be all different from the current for example CoF run where you have 2 runners and 6 people who go AFK.
No wait, I don't. :tongue:
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Which is in no way a problem as far as programming goes. Plenty of games which do not feature instances allow you to teleport all over the map.Even WoW have map travel, but only for GMs. (meaning, it is certainly not a programming issue)
Rastapopolous
27-05-2008, 00:02
The absense (sp?) of map travel in subscription fee based games is a simple and effective tool used to spread the content thin.
One of the reasons (among other things) WoW has been, and continues to be (for the time beeing) that succesful is for the fact that they came up with a good formula for the boredom/excitement balance.
I can only shake my head in disbelief at all those people that regard tiresome gryphon flights to the next Fed Ex quest giver (and back) as a feature, and not the giant metal ball chained to their ankles that it is.
Being able, but not having to walk (or fly for that matter) every square inch of explorable landmass is the way Guild Wars (1) handled things, and it sure is the way Guild Wars 2 will handle things.
Or my head will explode...
Balan Makki
27-05-2008, 15:21
I'd like to see a bit more RPish insta-travel, such as Asura gates: walk into a gate and your standing in the void between Mists and Tyria with mist covered topo map dotted with starlit points representing towns and other gates.
I'd also like an option to land/air travel, being that the persistent world will likely be the place where most quests are given, the place where server events will occur, boss events will unfold. I'd also guess that many of these elements will occur randomly. Those who opt to insta-map travel may miss out on what will likely be the best way to experience content.
Oh, and if Arena Net is doing what I hope they're doing with the Mists, Land/Air travel will allow you to scout for PvP events as well.
Arkhan The Black
27-05-2008, 16:39
People have hypothesized that since the world will be mostly persistent that map travel will not be as easy as the original GW. And most(at least after the announcement of the persistent world) think it will be removed and we will walk around like the other pw worlds.
Unfortunately people don't remember that Asuran Gates are like everywhere now. Map travel is still easy, I doubt it will be-m-point-click, but definitely if you are within a certain area you can go to other areas around the world instead of walking. Might even have an initial "'you have to walk there first" to get the "flight plan"/"warp plan"/"travel card" thing like in past MMOs.
So as an answer, no I don't remember any mention of no teleportation around the map.
Well there was also some mentioning about if a Dragon was allowed to trash a bridge players would have to take the long way around. Although if you already had that outpost for map travel rampaging Dragons simply become a minor annoyance instead of a threat that players need to work together to drive off. I wouldn't be surprised if Asura gates would be the only fast travel.
Although personally I rather like the map travel system in GW1 best myself.
Keep map travel. People love that feature.
Have fewer outposts, but from each you can access more areas directly. Fewer outposts makes it easier to group up. The vast majority of areas should be directly accessible from an outpost.
Add optional quests that can't be completed using map travel. For example, you might have fedex quests to carry magical items that get destroyed during map travel / asura gate travel. So you have to actually walk to your destination. That should give something to do to ppl who like to walk to places.
Ravious Pretagata
27-05-2008, 19:53
The misconceptions here are, I believe, due to the fact that people are thinking of seamless persistent zones, when I don't expect that at all. I expect zones as big as Ellwyn Forest (WoW) or Bree-Lands (LotRO), being bounded on sides and within (Sardelac Sanitarium) the zones by Towns and Outposts.
So, I am expecting a system nearly identical to Tabula Rasa's, where it only takes a few minutes to group up with your buddies, but you just can't usually warp into a fight.
Gmr Leon
28-05-2008, 00:52
Have fewer outposts, but from each you can access more areas directly. Fewer outposts makes it easier to group up. The vast majority of areas should be directly accessible from an outpost.
I'll make a deal with you, keep the fewer outposts, but increase the number of towns outside of these outposts. It's what makes me visit places like Tears of the Fallen and the Talmark Wilderness so often. Those small villages make a large difference. Oh, last part of the deal, give the places names and actual NPCs to interact with. It felt really odd to pass what looked to be a village and not see any NPCs roaming about.
raspberry jam
28-05-2008, 01:16
Have fewer outposts, but from each you can access more areas directly. Fewer outposts makes it easier to group up.Wait what
In a persistent world you can group up outside the outpost too. And hopefully there will be a proper LFG system where you can search for a group "worldwide", not just in the place you happen to be at the moment.
Ravious Pretagata
28-05-2008, 01:47
I'll make a deal with you, keep the fewer outposts, but increase the number of towns outside of these outposts. It's what makes me visit places like Tears of the Fallen and the Talmark Wilderness so often. Those small villages make a large difference. Oh, last part of the deal, give the places names and actual NPCs to interact with. It felt really odd to pass what looked to be a village and not see any NPCs roaming about.
Well given the events found awhile ago in the gw.dat, it seems that there will indeed be town-like areas that exist in the explorable area. I am thinking probably one of their design points will be something akin to Tabula Rasa's control points... at least from the pittance of events we have seen.
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