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Old 07-25-2004, 10:05 AM   #1 (permalink)
Zyphria
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Teleporting is out of Everquest 2...

http://eq2.forums.thedruidsgrove.org...ead.php?t=7848

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The druid's most popular advantage in EQLive was the ability to teleport. What will allow druids to standout in EQ2 regarding a unique ability or a similar ability limited to 2 classes? (wizards and druids porting ability)

EJ: Point-to-point travel will not be available due to the spires and druid rings ceasing to function. Druids will stand out due to their specific mix of spell abilities, both role-related (such as their potent over-time healing) or non-role related (larger selection of damage spells). This does not include the druid subclasses' distinct spells that set them apart from each other as well as making them stand out further from other types of priests.
While in the beginning of Everquest I honestly did enjoy a good bit of exploring, one thing I did not like was having to run for an hour to meet up with friends. I'm not sure if they can balance this out to ensure it is still fun...

Last edited by Zyphria : 07-25-2004 at 10:21 AM.
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Old 07-25-2004, 10:29 AM   #2 (permalink)
Vekruul Shuth
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Probably be in the minority here..But I like the idea.

As long as they have some sort of mount/bard speed.
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Old 07-25-2004, 10:33 AM   #3 (permalink)
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old news. Here's more

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Moorgard wrote:
Certainly initially, traveling to some areas is simply going to take time. That is by design, as we want the world to be large and have significance. Even going from one city to the other is going to be a dangerous journey not taken lightly.

But of course by the time most people will have advanced further into the game, there may be means available to mitigate some of that travel time. While we don't want casual players to feel they spend all their time running from place to place, we're not willing to make our zones and content trivial by allowing instant access everywhere right off the bat.
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Trust me, an overabundance of teleportation is not going to be an issue. But I don't want to go any farther into it than that because the spires and druid rings are tied into the lore of the game, and we'll be revealing more of that in due time.

Boats are another area where people are thinking in EQ terms. Our implementation of boats is much different. There won't be 30-minute long trips where nothing happens, or arbitrary waits to get on board. We've designed boat rides to be a fun transition between places. There will be a variety of content that is experienced on ships, ranging from atmospheric flavor to very challenging encounters, depending on your destination.

I especially like their concept of them not willing to make their zones and content trivial by allowing instant access everywhere right off the bat. A concept many games missed the boat on by listening to whiners.
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Old 07-25-2004, 10:35 AM   #4 (permalink)
Ravensign
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The POP Portal's being so easy and ubiquitous crushed the immersion in EQ, just wiped it out of existence for me.

Field of Bone is not meant to be two zone outs from Halas for ever level one character.
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Old 07-25-2004, 10:36 AM   #5 (permalink)
Ritkhan
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Quote:
Originally posted by Vekruul Shuth
Probably be in the minority here..But I like the idea.

As long as they have some sort of mount/bard speed.
Of course they will. Even flying carpets. Being able to ride mounts through content at high speed, to me, is prefered over trivial crap like the PoK books. They might implement some level of porting later on but not as we knew it in EQ1
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Old 07-25-2004, 10:47 AM   #6 (permalink)
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The lack of porting makes me wonder how big the world will be... and if the world is small, it makes me wonder how much content there will be =(

But maybe the world is fucking huge and they just want you to run.
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Old 07-25-2004, 10:59 AM   #7 (permalink)
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Seems like they are designing the world to be based on the cities. They will, from what I can tell, be the center of your players existance. You meet back and travel foward.
While they mention portals and TP, they make no mention of gating, evacing or CotH type spells.

Anyway, if they design all the content to spiral outward from a center location, and including have content INSIDE the city itself (sewers, dungeons, city sections) then an awful lot of content can be built in a large area that takes less time to travel in than a linear type world. So while the progression difficulty and content wise may start from a center point and then move around it in progessively larger spiral path, the movement to the areas can be straight to the place you want to be.
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Old 07-25-2004, 11:19 AM   #8 (permalink)
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I bet druid teleport will be introduced with the first expansion "Jump to Lightspeed"...
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Old 07-25-2004, 11:23 AM   #9 (permalink)
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They said every character including pure melee will have a gate-type of spell/ability/power to get them back to their home, but it isn't ment to be used as an evac type of spell to get out of danger's way.
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Old 07-25-2004, 12:35 PM   #10 (permalink)
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Lack of teleportation is stupid. Those of you who want an immersion are simply idiots. This is just a game. The extent of which is a monitor and, if you bother, speakers. Nothing short of add ons that hit you when you get attacked, throw water on you when you swim, etc .. no computer game can really be immersive. If you want to look at the fantasy world and actually pretend you're in it, I feel sorry for you. It isn't real. If you have a choice between PITA and easy comfort, choose the latter. There obviously need to be challenges with content .. difficult mobs, encounters, etc. Perhaps even specific travel routes could be dangerous. But the fact it takes me 10 minutes to get to cobalt star outside of a port is retarded. That's 10 minutes without risk, without reward, without point. If I want to go farm wyvern hides in CS, I should be able to press a button and go there.

Making it take extra time does nothing but waste people's time and cause undue aggrivation. It's rather pointless.

The best implementation of course would be waypoints like from Diablo 2 (which might have come from earlier games). The first time I ran to unrest from felwithe was great. The 10th time was just a waste of 10 minutes I could be spent doing damn near anything else. Each time you enter a new zone, make it take 10 seconds to attune yourself to the new location, then from any central location (like a city) you can poof over to any pre-visited spot. The original Velious port fragment things fucking ruled. I felt on top of the world when I got my CS tooth, then a couple weeks later it was rendered useless.
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Old 07-25-2004, 12:38 PM   #11 (permalink)
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I like it.
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Old 07-25-2004, 12:43 PM   #12 (permalink)
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I think you are wrong to dis immersion in general, but your solutions are on the money.

The game should open up, with ports to places you have been or are trivial sort of following in your wake, but not at first.

I want to see a system that has that proverbial Freeport to Qeynos run for everyone at some point, to get a feel for the world, but by the time you are farming in CS as you put it, travel would be trivial.

In my above post, I specifically mentioned trivial travel for level one's.
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Old 07-25-2004, 01:35 PM   #13 (permalink)
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Ritkhan, how the fuck does allowing instant access to certain zones make it trivial?

Running through WK so I can go kill the necromancer for part of my bard epic DOES NOT make killing any fucking harder.

God, you really are stupid sometimes. You'll say anything to support EQ2. Are you a plant?
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Old 07-25-2004, 01:37 PM   #14 (permalink)
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I like the not having teleportation be common. IMO Velious had it correct in the beginning with the keys at the portals. Too bad so many folks whined about it. You should have to travel to an area first before you can 'port there.
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Old 07-25-2004, 01:50 PM   #15 (permalink)
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The Velious system was good indeed.

As a lvl60 melee, when PoP arrived, I welcomed the PoK books warmly. But it was certainly a move that deeply hurt the perception of the world for the new players. The PoK books were not inherently bad, they were not implemented in the best possible way.
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