bigdogchris_sl
shitlord
- 50
- 0
Brad, as a player who doesn't like the idea of every player just clicking stones to TP around the world, I'll try to answer this with an open mind. I have a few ideas, but first, a few comments.Hey guys, there's a design idea and issue that we're debating, and we'd really like your feedback.
Ok, so Pantheon is about a huge, interesting open world to explore. We don't want people teleporting all over the place, missing out on content and the grandeur of Terminus.
So far we've said that there will be some opportunities to teleport to some locations as long as you've travelled there before without teleporting. Kind of like the Velious teleports.
We've also said that if you're at the entrance to a dungeon, a group within that dungeon can teleport you to them (likely a spell shared by some classes).
But from a design and philosophical standpoint, huge open world to explore and teleports/quick travel seem mutually exclusive to many who are interested in Pantheon.
So what about an elaborate LFG system? A dungeon finder? Someway to quickly travel to adventure areas where other people have already gathered and are trying to form groups?
it's anti-exploration, but it's pro-grouping. And exploration and grouping are both two major components of what makes Pantheon the game we're so excited to be working on.
So how can we strike a balance here? How do we offer game mechanics that are focused on people finding groups, making friends, eventually guilds, etc., but not shrink the world by allowing people to port all over the place? Where do we draw a line in the sand? Is finding groups and making friends more important or less important than a vast open world to explore, where taking the time to travel to an exotic and distant location gives you a great sense of accomplishment?
Pantheon already has a strong Vision(TM) behind it. We are wrapping up the high level design documents. The team is ideologically on the same page and agree with our goals and tenets. With probably one exception, the one I'm bringing up here. We go back and forth on it. Heck, I can argue either side just as convincingly.
So what do you guys think? Where is the balance? What tenet takes priority over the other?
When I said the community would be more involved with Pantheon than any of the other games we've worked on, I meant it. I love doing interviews and chats and videos. I really enjoy answering future players' questions. But this issue is turning out to be a tough one and we could really use your help and feedback.
Thanks in advance!
#1: You can always add TP stones or whatever in post-launch, but it would be hard to take them away. But I don't think they'll be necessary.
#2: I think it's important for players to understand how the world is designed and how zones are laid out and connected, which does involve leg work. I didn't like grouping with players that didn't know how to get to you because they've always used click stones. I think knowing the world is healthy for players. I suppose where you and I differ is that I see teleporting as OK for higher level players, not lower level.How can you give someone the ability to port, then take it away after a few levels? Noobs are going to stick to the areas they know. As long as there are other low level players, they'll have plenty to do and just be learning the game slowly. High level players are going to be the ones that want to move around quickly.
#3: Classes can and should have TP abilities where it makes sense, i.e. magic classes. What doesn't make roleplaying sense is every single melee class getting a "port home" button they click that ports them around. Also, give the teleporting item or spell a reason to exist, ie from a quest reward.
#4: There was never a shortage of people in EQ who wanted to make money by offering ports or movement enhancing buffs. That only went away when click stones were added.
Travel:
So to start, I'll cover a couple basics that I'm sure you already have thought about. You can have certain classes have abilities to port players around or to help form groups. So, things like Wizard and Druid teleporting (Wizards through portals, Druids through the ground), Mages and Clerics having "summon hero" spells where they can pull players TO the group, or movement enhancing spells.
You could also do some form of quest restricted portal access. Have a few portals scattered around the continent, out in the wilderness away from the starting areas. It's almost like doing a fun keyed dungeon quest. Players can travel to and do quest specific to the lore of that area and gain a key. That key allows the player to travel back to the portal in that area. Have the portals restricted by level, so as players level up they eventually gain access to take the quest. This would encourage new players to explore around the game world with their own two legs, but eventually gain the ability to get around easier once they've learned the world.
When you're brand new to the game it's hard enough getting your bearings of your starting area, let alone the entire world (if you can easily travel around). Let players organically discover the world. Questing for access gives a reason in the storyline or lore for ports rather than just a LFG button you click to port to a group.
Groups & Dungeon Design:
LFG tools are great. What's not great is when you can just click a button and port wherever. I think for the most part, players are going to naturally gravitate towards the locations they want to group in and stay in that area. The idea that there's a big need to let people quickly move around the world is probably over-stated. You rarely need to travel from one side of the world to the other in quick succession. And if you could move around the entire world quickly, wouldn't that ruin your idea of items being rare in one area or another (players traveling to make a profit)?
Also, if you tiered your dungeons so that they are split into halfs or quarters, you could add TPs inside the dungeons where players could skip past content they've already completed to get closer to their group. They'll be in the area, do a short run to the dungeon, hit the first TP to skip stuff they've already done, and get to the 2nd, 3rd, 4th TP in the dungeon where their group is waiting.
Items:
Another way to add it is through items. Everyone liked The Overthere "hammer' quest where you could earn a hammer that ported you back. But again, it's an in-game reason for having the ability.
There could also be in-game scrolls/runes that are sold by NPC vendors (think about a plat sink) that have 1x charge of teleport to a certain location.
Philosophically Speaking:
I classify easy to get porting -say from NPC's or non-restricted click stones- as cheese. Just come up with a lore/quest/item/spell or any other reason for players to interact with eachother to get the port and I think most of us would be happy. I don't have a philosophical belief against porting, I like it where it makes roleplaying and lore sense. It's not about what you're doing in the game, it's how and why you're doing it. The quick, cheese solutions most MMOs have is what ruins it for me.