dafels wrote:99% of the fast travel use cases was not about ganking someone or killing someone and generally the easy access of fast travel was making the game way more fun for everyone in the game.
Okay, but what do you think about fast travel is making it more fun? If it's because it makes it easier to avoid conflict and players generally feel safer that is certainly a good thing, but from the perspective of a pvp oriented player is that what you would want? Safer travel methods and less chance for conflict?
Everyone had equal access to the fast travel tools.
I'm not so sure about that.
I am not associated with any faction anymore or anything like that and I still see a way more positive impact on the playerbase if the game has easy fast travel access rather than a limited one like it is currently than just being denied common resources or whatever just because you have to travel for hours or just by simply don't have access to an area. I don't get why you have to limit the acessability of fast travel by the rare use case of ganking or killing. You also have to take in consideration that people actually get KOed now instead of instant death on KO and siege is shitload of effort. I still don't get the stance of "locality" that the devs have taken... Sure it sounds cool of larp from their point of view when they don't play the game actively, but the players that have to do the travel for hours oftenly willl say otherwise, so why don't just remove the unfun mechanics and I am not talking just only about the travel mechanics???
Fast travel isn't limited for only the pvp related reasons, but I do think it does help in creating conflict when you're looking at it from the perspective of a player that wants to go out and fight others. What do you think is better, a Charterstone inside a place that you will probably never have access to for the entire length of time that a world lasts, or the current ThingWall mechanic in which not only are they static points of fast travel that cannot be blocked in but also act as challenge points for realms.
Locality promotes local trade, and one of the major contributing factors that someone might have that causes them to travel hours to trade for anything decent would be if there's only one or two major markets in the world which in the past has indeed been the case. Small, local markets get shut out almost entirely from competing when you have few main locations that everyone travels to and sells/buys at.
Ya, siege is a shitload of effort, as it should be. I know I am re-hashing an old and overused argument here but wiping out months or more of someone's effort had better be difficult.
One thing I did very much enjoy about Charterstones however was creating public areas such as this one:
SnuggleSnail wrote:I feel like this is one of those things where a hermit could compete against and beat multiple big villages in resource gathering. They just don't because generally hermit == person who hasn't played enough to make friends == probably incompetent.
It still takes a lot of time and resources, and some risk, which I don't think many casual players are willing to put in for that. Or by the time they reach a point where they feel confident in trying to do so, most of the good resources are already locked down or walled off. But a single, determined player can accomplish quite a lot should they put the work in.