by Robben_DuMarsch » Thu Apr 24, 2025 9:50 pm
I agree with Shaki.
Let's talk sense here: With fast travel, as soon as travel weariness stops being a limiting factor every fight is mostly predetermined because the factions know who is on their side before a fight even begins. Since sides are mostly known, the outcome can be accurately predicted. Shaki and Ozzy needed to create their own alliance to counter the Sheep/Felix/Snail alliance.
Presumably, Shaki would like smaller PvP groups to be viable on the faction competitive scene again, which is hard when one alliance can instantly project numbers across the entire map at no cost past the very early-game.
Although lack of fast travel is extremely cumbersome and stops trade, its omnipresence without penalty also means that geographic distances between PvP groups stops mattering and nut cup mega alliances become the norm. This world was the latest meteor we've ever gotten, and it was also the first world where the first meteor went entirely uncontested. The moot was the deadest this world *ever* - Go back and look at World 9, prior to thingwalls, when PVP still had perma-death guaranteed.
Shaki is right. It's a problem, but he didn't propose the answer. I will:
There's a solution to this that doesn't penalize trade (sorry Maze), but also makes teleporting around for PvP less attractive but still possible. Make travel weariness give a debuff to character movespeed that scales from 0-20% reduction scaling from 0-100% travel weariness. That would clearly make it difficult for huge groups to instantly teleport around and take every fight - They still *could*, but the frequency with which they do this and the numbers that they teleport will be unsustainable at a certain point.
That would imply that teleporting in to fights would still be possible, but you'd need a ton of leaves to instantly drop the travel weariness. Or alternatively, you'd be temporarily vulnerable until you smoked it off.
It'd strike a reasonable balance between having fast travel available for non-PvP reasons, but greatly limit the viability for constant power projection. Leaves should also come with timers on them, like brimstone, and the alchemy cure for pipe wheeze should be slower. This would make teleportation of *large groups* quite expensive in the early->mid game, but keep it cheap when leaves become plentiful in the late world when arguably teleportation is the only thing that might make PvPers ever see each other because population runs so low.
tl;dr Keep teleportation as is. Give small speed debuff that scales based on how high your travel weariness is. Nerf pipe wheeze alchemy cure speed, and make leaves have time limits. This balances the competing interests between trade, PvP, small groups, and large groups, in that it doesn't penalize non-PVP use of fast travel, and allows PvP use of fast travel with some economic (or time) cost associated with it.