It was quite simple actually....
The only things you need is a teleport stone and a teleport spell from your desired location which you can learn from the priest of said settlement. After that just activate the spell and voila
The only things you need is a teleport stone and a teleport spell from your desired location which you can learn from the priest of said settlement. After that just activate the spell and voila
After all, fast travelling would be an option if you would add more realism to it, e.g.:
- travelling from a caravansary
- renting a horse or even a carriage
- travelling together with other people
Just clicking on the desired location is lame.
I liked the way it was solved with Drakensang. you had fast travelling, you could imagine what's going on and from time to time there were events on the road (a pack a wolves, a gang of robbers etc.)
And if you do not want to bother yourself with that, teleporting is a good compromise.
- travelling from a caravansary
- renting a horse or even a carriage
- travelling together with other people
Just clicking on the desired location is lame.
I liked the way it was solved with Drakensang. you had fast travelling, you could imagine what's going on and from time to time there were events on the road (a pack a wolves, a gang of robbers etc.)
And if you do not want to bother yourself with that, teleporting is a good compromise.
I agree. Just clicking on a location is a really cheap option to get away. Skyrim had carriages but you didn't need them as fast travel was still in the game. Fast travel also breaks away the mystery of the game world as you can go anywhere whenever you want instead of exploring the game world gradually.
Another suggestion for the team: I really enjoyed the quest In the Underworld. It was a really special experience for me and probably for others players too. I felt like the main characters from The Fellowship of the Ring who were traveling for days long through Moria with no end in sight. All those abandoned quarters where the Dwarved used to live really made you desperate for combat because you were supposed to talk to them but all you see is ancient ruins, it was really surreal. Something similar should definitely be present in Project 5.
Another suggestion for the team: I really enjoyed the quest In the Underworld. It was a really special experience for me and probably for others players too. I felt like the main characters from The Fellowship of the Ring who were traveling for days long through Moria with no end in sight. All those abandoned quarters where the Dwarved used to live really made you desperate for combat because you were supposed to talk to them but all you see is ancient ruins, it was really surreal. Something similar should definitely be present in Project 5.
Not sure if I mentioned this in my last post but I really like the way The Lost Spires added depth to Oblivion without making it a you have to save the world kinda thing. They had massive dungeons as well and they were nice. So if you could talk with them and maybe do some things together for Project 5 it would be a match made in heaven I would say.
Topken wrote:They had massive dungeons as well and they were nice.
btw. don't miss the expiration of the countdown on our homepage today!
Hazzmat wrote:I agree. Just clicking on a location is a really cheap option to get away. Skyrim had carriages but you didn't need them as fast travel was still in the game. Fast travel also breaks away the mystery of the game world as you can go anywhere whenever you want instead of exploring the game world gradually.
Even with Fast Travel enabled, I explored every corner of the game which is how I found most Easter eggs before I knew they were Easter eggs.
Disabling fast Travel should be for those who want deep immersion, who want to ride a horse or carriage to travel city to city, but I never got used to riding horses, the controls are funny and for me as long as time passes when I fast travel, that doesn't break immersion.
Fast Travel is a clever mechanic used in games so people don't quit because of repetitive game-play. Who wants to stop to kill weak low level monsters and beasts over and over again? Crabs? No way unless they can level you up! I know walking along the roads in Nehrim are almost always safe, aside from scripted events so you'll be going along the road to avoid weak creatures that will annoy you
You can go with creating portal areas all over the world as in Nehrim, but they'll need no stones or magical spell. That would be easier for me. I'm talking about Divine Divinity. They did something interesting. The portal areas can't be used without a password, which is an ancient scroll you need to find for every race as each number of portals belong to a certain race, like the Human portals are enabled only with the human scroll, Elven Portals near them are enabled through getting the Elven scroll etc, etc. Btw, So that way only you're allowed to use them and say those portal area are ancient and forgotten, so you're the only one to take advantage of them. I loved that game, I'm replaying it right now. DD has so much story-telling and is quite a challenge too!
Also adding Portal stones like in DD would be really neat. I know you guys are better at making your own ideas, so just keep doing what you're doing!
Peace~
I don't object to the way that portal travel worked in Nehrim (to buy the teleport spell or find the rune for each portal). What bothered me is that there weren't more portal locations, especially to areas where I traveled often such as Treomar and Stonefield, and only one in all of Southrealm until the Seagate portal was added.
Well, you definitely got a point there - If the world is interesting enough, the players will explore it by themselves. Still, I think, alot of players miss out on a lot of content because they use fast travel on every occasion.
We will definitely include more portals. This is something a lot of players criticized and we will change that.
We will definitely include more portals. This is something a lot of players criticized and we will change that.
Thank you so much, Latiro! To me, that' the main problem of the young gamer generation today: They are afraid of "missing something in an area", they don't want to explore because it might be worth exploring. It's all about quests, points and eastereggs. Face it: Some games are not designed to farm quests, items, gold, achievements or whatsoever alone but have an emphasizing on game design and game play (that's what Oblivion/Nehrim/Skyim is after all: a role-play game).
Therefore, I think including some more portals is a good thing as long as it supports the storyline. The rest of the world should be left to be explored by the gamer.
Therefore, I think including some more portals is a good thing as long as it supports the storyline. The rest of the world should be left to be explored by the gamer.
Xagul wrote:Thank you so much, Latiro! To me, that' the main problem of the young gamer generation today: They are afraid of "missing something in an area", they don't want to explore because it might be worth exploring. It's all about quests, points and eastereggs. Face it: Some games are not designed to farm quests, items, gold, achievements or whatsoever alone but have an emphasizing on game design and game play (that's what Oblivion/Nehrim/Skyim is after all: a role-play game).
Therefore, I think including some more portals is a good thing as long as it supports the storyline. The rest of the world should be left to be explored by the gamer.








