The direction the game will go in the future will have no effect on OP regardless.




Adding CRs back wouldn't remove content, it would reintroduce content that everybody but the noisy minority liked. Roads and CRs could co-exist, and people would use roads exactly as much as they do now, if that's what you mean by removing content.azrid wrote:Pretty sure they said they don't like removing content.
I dont get what was your point bringing up this picture when you have loads of other experienced people agreeing with me and you cant even bring up a single valid argument why crossroads should not be reimplemented when this was proven to be a good conceptazrid wrote:Pretty sure they said they don't like removing content. No matter your opinion on travel it most likely wont happen.
The direction the game will go in the future will have no effect on OP regardless.
It had its downside, but you can clearly see that the benefit is way stronger than the downsides to crs. The people that want to play an alive game would agree with me.Granger wrote:Crossroads were a bad mechanic as they allowed uninterruptible teleportation all over the map, effectively folding the dimensions of the world down to near zero for basically free. It's good that they're gone, it's sad that porticos and charter stones still allow the same (though at least at a higher initial cost and limited to within one shore of deep ocean).
I agree though that maintaining pavement on roads is unfun and de-vine'ing (and stomping natural biome to dirt) should be an automatic side effect of following/traveling roads - in the sense of characters stomping living nature into oblivion when passing over it repeatedly, which could well be a general mechanic.
I'm guessing you play as a hermit and don't travel around the map much. For people who like interacting with others, fast travel was a blessing. There's nothing fun about clicking on the ocean for hours just to get somewhere.Granger wrote:Crossroads were a bad mechanic as they allowed uninterruptible teleportation all over the map, effectively folding the dimensions of the world down to near zero for basically free. It's good that they're gone, it's sad that porticos and charter stones still allow the same (though at least at a higher initial cost and limited to within one shore of deep ocean).
I agree though that maintaining pavement on roads is unfun and de-vine'ing (and stomping natural biome to dirt) should be an automatic side effect of following/traveling roads - in the sense of characters stomping living nature into oblivion when passing over it repeatedly, which could well be a general mechanic.

Along you line of argumentative reasoning toward azrid: my account is older, thus I'm right and you are wrong.dafels wrote:It had its downside, but you can clearly see that the benefit is way stronger than the downsides to crs. The people that want to play an alive game would agree with me.
There's a difference between fast travel and teleportation. In case you experience the need to travel to the opposit side of the map on a regular basis... you should realize that you live in the wrong place.Ants wrote:For people who like interacting with others, fast travel was a blessing.
Should you need to click the ocean for hours to get where you want to go: maybe try to go in the right direction from the start?There's nothing fun about clicking on the ocean for hours just to get somewhere.
Sound like crossroads existed last world, but as they didn't...Last world, community fair held lots of fun public events. But how can that happen now that there's so few players and they're scattered all over the map? Many people wouldn't want to waste hours just to take part in a little frog race or a shoeball match.