Travel Options
Old 07-24-2008, 10:41 AM   #1
Daerthalus
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Currently getting around in Nodiatis is a huge pain in the butt. Your journey from one town to the other is plagued by useless encounter that eat up your RT. I understand the reasoning for this is to prevent people from earning massive amount of Adventuring Experience by walking between T1 and T2, but I have a simple suggestion that takes that into account.

We should have a "Travel" option that can only be enabled in town to avoid all encounters below your level but earn no Adventuring Exp.

This would allow us to move around and killing monsters we need or want without using rest exp on those monster that are not worth our time. Since it can only be disabled in town you cannot earn any adventuring exp by walking between two towns with this enabled.

What do you think?

P.S I don't know if this was mentioned before but I've checked around and many people seem to be concerned about losing rest exp on useless encounters.
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Old 07-24-2008, 02:40 PM   #2
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This should be done but Jeff would probably implement it only if there was a catch:

Traveling from one town to another close town, ie. T1-T2 costs 10 minutes of rested time.
Traveling from a town to a more distant one add 5 minutes per town, ie T1-T3 = 15 minutes.
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Old 07-24-2008, 04:36 PM   #3
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I fail to see a reason why a catch would be necessary. The underlying claim is that allowing you to avoid low level monster while traveling would enable people to farm massive amounts of adventuring experience.

I have not read nor heard Jeff mention his intention was for us to waste our RT on encounters that give nothing. My suggestion fixes the issue with adventure exp farming since you CANNOT get adventure experience until you toggle "travel" mode off, which you can only do in town. So if you started in T1 and turned "travel mode" on, you'd get no adventure experience for getting to T2. And at T2 you could turn travel mode off and walk to T3, encountering monster as usual and earning adventure experience for going from T2 to T3.

I cannot see why the game designer would want to force people to burn RT walking around doing nothing. This also allows high level characters to walk through lowbie zones to get to higher level zones without losing RT. Such a change would be beneficial for everyone playing since if you need to buy something from T1 you could just walk there without wasting your time (or RT).

As it stand moving from one spot to another is usually done when you have no RT left, so in essence having to waste RT to get places is avoidable as it stands, why force us to jump through hoops to do it efficiently.
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Old 07-24-2008, 04:54 PM   #4
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There is more of a reason than adventuring exp exploits, an economic reason. Jeff wants each area to have its own local economy, so that certain things may be cheaper in Castille than, say, Atlimus. If you want to get something at the best price you will have to travel for it.
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Old 07-24-2008, 05:11 PM   #5
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I suppose that makes sense.

BUT my issue is not with the having to travel there it's with the having to waste RT to get there. As it stands you can always walk to T1 when you've exhausted your RT to buy w/e you like. Heck you can buy items from other cities on the AH while you're in the field, so it's not like you need to be in Castille to buy items from Castille's AH, buy em and pick em up when you have no more RT.

RT is the #1 limited resource in this game, since there is no way to get more other than to wait. As it stands you get more EXP for fighting with RT, you get more loot for killing things when you have RT, but you don't get anything extra for walking around with RT than you do for walking around with no RT.

This is a huge pain in the butt and should be avoidable.

I'd be okay if this option were only available to Premium subscribers to encourage more Premium memberships.

Or if RT consumption could be suspended temporarily...IE go to town, disable RT consumption and only get Regular Adventure EXP for going to a new town. So I'm wasting my real life time walking around fighting worthless monsters, but I wouldn't be wasting my RT. This should only be toggleable in town as with my suggested "Travel Mode"
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Old 07-24-2008, 05:14 PM   #6
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Quote:
Originally Posted by Ehlmaris!
There is more of a reason than adventuring exp exploits, an economic reason. Jeff wants each area to have its own local economy, so that certain things may be cheaper in Castille than, say, Atlimus. If you want to get something at the best price you will have to travel for it.
Also, whenever you hit a higher level, getting between two towns such as T1 to T2, it will only take a couple minutes of RT, as your exploration skill gets higher and you get to kill the grey mobs in one hit.

If you have acceleration turned on with Rollover Time (67% more chance of avoiding grey mobs) you barely encounter any enemies between towns.
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Old 07-24-2008, 07:06 PM   #7
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well it certainly sounds like an interesting idea
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Old 07-24-2008, 07:19 PM   #8
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It is an interesting idea, but I would not like to see it implemented, as a good bit of these limitations were put into the game for balance and good management of Rested/Rollover Time; you can get a leg up on that by being a paid user, through either Standard/Premium account, or by buying the Acceleration Upgrade.
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Old 07-25-2008, 08:54 AM   #9
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I agree if there is a Rested Time cost to this somewhat as mentioned above.

Like - earning no Adventuring Exp, spending 10 RT min per travel.

Here's an idea:

What if each and every square of the map, awarded experience once? (According to the difficulty of the monsters in that area)?

And maybe getting a bonus if all squares of a certain area were "discovered"
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Old 07-25-2008, 04:45 PM   #10
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Quote:
Originally Posted by Nurvus
Here's an idea:

What if each and every square of the map, awarded experience once? (According to the difficulty of the monsters in that area)?

And maybe getting a bonus if all squares of a certain area were "discovered"
Not a bad idea Nurvus, but in my opinion the current system is balanced, and there was a lot of thought put into implementing it. And as I said before, a good part of the game is RT management.
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Old 07-25-2008, 06:16 PM   #11
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well for now i dont see the trouble with the current travelling system as it works pretty well as you basically dont really do a lot of travelling yet and mostly you do it when your out of RT
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