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Faster, Cheaper Method of Transportation


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#1 Kurdock

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Posted 26 October 2016 - 06:29 AM

Travelling around Alyria is probably one of the most troublesome parts of MM. Yeah, we have ferries and Iron Worms and hot-air balloons and spells like warp and nexus, but all these are either limited to specific cities or very costly in reagents.

So can we please have a faster mode of transportation? Something simple like a divine pegasus which you can summon and then pay a set amount to send you to a specific coordinates. This shouldn't be too hard to implement. To balance it up, just put a 15-minute cooldown on the divine pegasuses so you can't keep summoning?

At least this way, while waiting for the cooldown to end, we can quest or grind, and not have to constantly keep an ear out for the arrival of a ferry. We can also reach isolated places more easily and get out of such places just as easily.

Imagine blind players, when they wait for ferries, do they really have to idle at ferry piers doing nothing, just listening in case a ferry arrives? The current system makes idling inevitable for a newbie VI player and I've seen some blind players complain about this several times.

I think a new method of transportation would benefit a lot of players, new and old, so please consider it.

#2 Kurdock

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Posted 27 October 2016 - 08:28 PM

Also, it would be great if quest timers were removed because it encourages players to log off while waiting for quest items/mobs to reappear, rather than doing something more beneficial. A limit of running two or three quests at a time would be better.

The current quest system is easily exploitable and makes quests a bit more stressful, which is bad for casual players who just prefer some light questing and grinding instead of having to keep browsing maps and questing against time.

#3 Runt

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Posted 28 October 2016 - 10:43 AM

Also, it would be great if quest timers were removed because it encourages players to log off while waiting for quest items/mobs to reappear, rather than doing something more beneficial. A limit of running two or three quests at a time would be better.

The current quest system is easily exploitable and makes quests a bit more stressful, which is bad for casual players who just prefer some light questing and grinding instead of having to keep browsing maps and questing against time.

Given this I'm going to go ahead and guess you weren't here when we got to do 5 quest per 4 RL hours.. the current method in which quests are behind handled is completely fine.

The quest time between quest is modest, 14ish minutes in alyrian time. which means roughly 3 1/2 minutes RL time.. so how is this too long?



#4 Kurdock

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Posted 28 October 2016 - 10:22 PM

Given this I'm going to go ahead and guess you weren't here when we got to do 5 quest per 4 RL hours.. the current method in which quests are behind handled is completely fine.

The quest time between quest is modest, 14ish minutes in alyrian time. which means roughly 3 1/2 minutes RL time.. so how is this too long?


I meant the time limit on quests where you fail if you aren't able to complete the quest in time.

#5 Shinde

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Posted 29 October 2016 - 12:12 AM

Transport is incredibly easy if you invest a little bit and just work out what methods are best for specific trips.  Between the numerous spell options (blink, teleport, plane travel, gate travel, warp, word of recall, etc), flying items (brooms, rocking horses, flying carpets), ferries, player owned ships, hot-air balloons, the airship, ogre toss, orc portal, iron worm, world gates, warpstones, transport items (sabots, ring of sirchade,  Atlas of Sir Adroit and Cunning [which does almost exactly what you propose], agrippa puzzle, etc), gohall, recalling to a home, speedwalks (admittedly a client feature), and road-following mounts, you can travel across the world very quickly.

 

Some spells cost an astral, which are not that hard to obtain (check annwn and you can probably find at least 4 locations you could check to find some with some regularity.  If all else fails, crystal guild hunts can supply you with timered ones), but others like blink are cheap to cast.

 

Remote and isolated areas are intended to require some effort to get to: that is why they are so out of the way.  The wilds would just not exist if getting to every location was meant to be just a matter of entering a command.  

 

Questing times are fine, there are some very short ones, but that is part of the challenge of that quest and reflected in the rewards.  Expect to fail at least some quests until you learn areas, where mobs are and items can be found.  Between the MUSH bundle handing you a magic map and annwn's db players now have a huge crutch when it comes to learning the world.  Sitting down with some graph paper and making your own map is a very good way to dedicate a zone's layout to memory.  Doing crystal guilds using vmap images and not the finder script even helps you get very familiar with the vmap.  After 50-75 or so you probably will be able to find crystals without even consulting outside sources.

 

As for questing, if you find yourself travelling a lot for a specific item, maybe stock up on them and keep extras for when you get the quest and save a trip that's on the clock.



#6 Katran

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Posted 05 November 2016 - 01:47 PM

Echo everything Shinde said.

 

Transportation is fine. The world is big. It's not supposed to be easy to get everywhere you need to go for your quest. And things will get easier as your character gains levels, of course.


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#7 Eledar

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Posted 20 November 2016 - 08:46 AM

Yup. Nothing wrong with the quest and travel systems. You stated you know there are travel methods: Don't forget word of recall, even if you have to stock up on the scrolls, grimaldi sells them in rune, and you can also kill the guards in the museum for them.