Zampfeo wrote:
I have considered it, and limiting fast travel for the sake of limiting fast travel is a horrible game design goal that lowers player interaction. Factions should be encouraged to travel across the map in their knarrs to fight other factions. Players should be encouraged to use thingwalls and charter stones to engage in trade. TW exists, in my mind at least, just so these features don't get abused - not to stop it entirely. I don't consider what would essentially be a 60m cooldown on long-distance travel to be "constant" - just enough to give hermits dealing with frequent snekkja raids some room to breath.
fair enough. but this is where oure views start to devert . i find limiting fasttravel is great gamedesigne. i wish haven was in an state where we could get rid of most means of fasttravel. yes making big fights happen shouldbe rewarding, and trade should be possible, but that dosnt mean that it should be easy and take 2 minutes, as it is distance is practiaclly as real in this game as is elevation. it takes 1 trip from one corner to the other, and from then one you can hop over from the north too the southborder 3 times a day if you want, might it be for raiding, trading, or just to spit out scout/recourcealts.
great distances and rare recources also could have been an great incerntive for trade, in an way it still is,if you have ever lived on an no hedghoges or moles continent you know that. but that dosnt matter. cause recources dont get claimed by the people living close , but by the biggest guy in the world that hasnt found better yet. cause they run knars with 30 acounts around the world once, and then ftl teleport wherever they want whenever they want. with nothing hindering you.
also , most means of transport are ignored simply because they get outshined by thingwalls, sneks and whirlpools- when have you last used an wagon for travel? and not just for hunting, or packrags,saddlebags,caravaneering animals, or rafts? . its an horse and an cart,teleporting, or knars for big loads.