MooCow wrote:Adding a system of fast travel, whatever it may be, isn't about enabling the big boys or keeping people safe. It is about increasing player-player interaction. Ultimately, an ideal system of fast travel doesn't keep people safe or help factions significantly more than noobs. Roads before travel weariness actually did a pretty good job of this.
I think a lot of people, myself included, simply looked at the loss of player-wilderness interaction and concluded that fast travel is intrinsically bad.
Traveling quickly doesn't reduce the amount of time people play the game, it just reduces the amount of time traveling.
I would love to be able to just build my base next to CF, or make a living trading for profit, but that isn't the current reality of this game.
There is no evidence to support that implementation of cross continent travel would improve player to player interaction. First, you need to be a player capable of porting those distances. Right in this thread we have a player that is supposed to be part of a powerful faction complaining that the two vortexes basically right next to CF are still not close enough to be convenient for him. Does that sort of mentality not start raising any alarms in your head when you’ve got these extremely capable players telling us how we should be playing the game but they don’t even want to bother to boat an hour when they are going to ruin the game for another player by killing or raiding them?
You shouldn’t be so quick to dismiss your own perspectives on these matters, because the fact is that fast travel has had both positive and negative connotations associated with it ever since I started playing. Just as there are good reasons why crossroad travel should be re-impemented, there are plenty of better reasons why it got removed in the first place.