DDDsDD999 wrote:Ah, guess I only saw the destination part. The actual location of the individual whirlpools changing seems shitty. At least currently you can plan around building markets/villages around whirlpools and hoping they line up for each time chunk. Having to hope RNG spawns a whirlpool near you AND it goes to one of the destinations you want seems even shittier.
No one needs to have 4, 5, 6, 10 whirlpools on a single continent while another has zero, that is the truly shitty aspect of this mechanic. There can be a couple on each and they swap around the lakes on their continent as well as the destinations they go to occasionally.
Why is the prerequisite for a good market to be centered around a whirlpool though? What's the point of removing all easy forms of fast travel but then leaving in this one thing that puts some individuals at a marked disadvantage simply based on where you spawned and decided to build. It's an exclusionary mechanic, the markets that don't have them in their own areas appear significantly less desirable even with the use of charter stones because the players they are looking to attract likely don't have the stats capable of porting great distances in that manner.
Then you just get people saying things like this for example:
azrid wrote:Is there a vortex closeby?
azrid wrote:horrible location in that case
azrid wrote:Best places for a market are with high concentration of vortexes.
I know that the western continent has a place with double vortex real close to each other.