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(QOTW 06292009) Teleportation
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Topic: (QOTW 06292009) Teleportation (Read 8605 times)
Moll
Community Manager
Administrator
Posts: 1216
(QOTW 06292009) Teleportation
«
on:
June 28, 2009, 11:32:15 PM »
Greetings!
One of the interesting questions that came to my mind after last week's QOTW was that of transportation, so I enlisted the help of the developer team to help explain teleporters a bit more. We know that getting you (and your goods) where you want to be is an important part of playing in the world, so without further ado, here is what they had to say:
This week we transport in as fast as we could to cover the subject of instant transportation - teleportation, that is. How is teleportation handled in Earthrise, where would teleports be located, who could have access to them. Are they guild based or individual based?
Enterra is a huge island - even with a moderate vehicle at your disposal, it takes
quite some time
to walk (or run) across the island especially when in a hurry. With teleportation available, many players will choose to instead instantly transport, even with associated fees. There are two types of teleports - small, short-distance teleports, meant to transport players from one location to another within a single zone (a must for larger zones) and large, long-distance teleports that allow players to cross the whole island. All teleports interconnect in a complex network, with each interconnection costing depending on the distance covered, so a trip around the island may cost a considerable sum. Teleporters are not for grabs - they are heavily guarded and Factions make them available for both their faction and neutral players, with only teleporters to their own faction city being forbidden for players of the opposite faction.
Guilds also have the ability to build teleporters in their own territories. Once built these teleporters become interconnected with the global teleport network and allow Guild members to teleport to the closest major teleportation point, and vice versa - they may return to their base from a distance. These teleports give those Guilds huge advantages, but also cost more to build, maintain and use. Guilds with their own teleports can skip all the drama of failed resource escort to the nearest city, and can quickly return their members to a siege fray after they have been resurrected on a distant cloning facility.
Come talk about transportation and teleportation below.
~ m.
Other topics you may find related to this:
http://forums.play-earthrise.com/index.php?topic=1785.0
(geography x2)
http://forums.play-earthrise.com/index.php?topic=891.0
(the environment)
http://forums.play-earthrise.com/index.php?topic=1037.0
(resources, transportation)
Discussion/speculation:
http://forums.play-earthrise.com/index.php?topic=2312.0
(vehicles)
http://forums.play-earthrise.com/index.php?topic=1918.0
(multiplayer vehicles)
http://forums.play-earthrise.com/index.php?topic=2479.0
(includes discussion of run speed and mobs)
http://forums.play-earthrise.com/index.php?topic=2317.0
(exploration)
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Kole
Hero of Sal Vitas
Posts: 3854
Beware my raincloud of reality!
Re: (QOTW 06292009) Teleportation
«
Reply #1 on:
June 28, 2009, 11:50:24 PM »
Why create a massive world and then allow everyone to not experience it? Vehicles are the way to go, not teleporters.
Both will cost money
Both need to be built to allow quicker travel around the game world and to the guild bases
But only vehicles keep players
in
the game world, interacting with each other, and experience all the effort put into world design.
Considering my experience with other teleporation heavy games, I'm not expecting the game world to be fairly empty in terms of both players and content except for around hub areas.
Also Moll, when you mention zones I cringe on the inside - it sounds like you are talking about seperate instances not a seemless game world. You mean areas or regions don't you?
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Zoream
Honorary Citizen
Posts: 461
Re: (QOTW 06292009) Teleportation
«
Reply #2 on:
June 28, 2009, 11:59:59 PM »
Epmty zones empty world no interaction no pvp, there goes my interest in the game finally,
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Joker
Hero of Sal Vitas
Posts: 946
Patients is a virtue.
Re: (QOTW 06292009) Teleportation
«
Reply #3 on:
June 29, 2009, 12:19:42 AM »
woah woah woah guys... It is not the end and does not mean empty no interaction or no pvp. Just because there is teleports does not mean you will be forced to use and it also cost some money. Think it as a car vs walking. If you can walk and not have to use a car. You walk. If you have to use the car to get to the place faster and have the extra money then you use the car.
If it was not teleportation, than it might have been some other way of getting from one location to an other location fast (flight, train, etc...). It is a common game feature in every MMO and I have yet to find a game that instant travel ruins the game. It is also smart and gives defenders a chance to actually defend their zone.
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melkathi
Honorary Citizen
Posts: 314
Earthrise Teddy Bear
Re: (QOTW 06292009) Teleportation
«
Reply #4 on:
June 29, 2009, 12:36:33 AM »
I'm with Joker.
Also, I don't see how a teleportation network will cause the world to be empty. You still have to walk from the teleportation hub to the point of interest. On the contrary for PvP, teleportation nodes will make it easier to search for targets, while walking will possibly allow for a slower but safer travel experience.
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kayeffem
Hero of Sal Vitas
Posts: 776
Re: (QOTW 06292009) Teleportation
«
Reply #5 on:
June 29, 2009, 12:50:20 AM »
It just says that guilds can make them to goto their regions to transport to the city only. If you're raiding or need to defend an allied region you're going to need to run. It also sounds like there's going to be upkeep costs to make it more expensive for the guild to have. Guilds with regions close to the cities will probly just run goods to town and skip the teleport costs if it's expensive.
They still havnt answered if other guilds/alliances can use your teleporter or if you can make it open to the public. If neither of these are true then there will be walking to get places.
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TravelingGnome
Model Citizen
Posts: 105
Give me coffee and no one gets hurt!
Re: (QOTW 06292009) Teleportation
«
Reply #6 on:
June 29, 2009, 01:19:31 AM »
Yei. Less people are clogging my resources. Less people = More Bandwith for me
I believe teleports are in the game for sole purpose of resource transportation. As Moll noted, they are pricey. They are probably scattered in horrible locations as well.
Now going back to the mechas QOTW, you can recall that you get speed "debuff" when you carry a lot of stuff on yourself. This is a great time to use a teleport pad.
Besides... do you really expect to have your personal means of transportation (hoverbike) from the beginning of the game?
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We are an elder race: old as rock, born in a time before time...
We are wise and cunning... we stole man's fire and tried to hide it in our pockets... That was dumb and painful, so we became even MORE cunning.
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Kole
Hero of Sal Vitas
Posts: 3854
Beware my raincloud of reality!
Re: (QOTW 06292009) Teleportation
«
Reply #7 on:
June 29, 2009, 02:06:26 AM »
I can't agree with the teleporting proponents. Sure there is a cost associated to teleporting but once a player can afford it, teleporting becomes an invaluable tool:
It drastically cuts down on travel time allows one to "get more done" in a play session.
It drastically reduces risk because the player is spending more time in hub centers and only exposing themselves to short runs to POI's that don't have teleporters
But it comes with severe negatives:
How are territorial battles going to play out? Defenders will be able to keep supplying their bases with defenders as long as they have the money to port from the cloning facility to the guild base? Attackers don't have that option - they'll have to run. [maybe this explains the whole "only neighboring territories can attack" limitation - its a balancing attempt by making sure that the attackers' respawn run time is minimized]
It makes ports the key place to pvp. MS are aware that they are going to be massive camping spots - they're going to make them heavily guarded. But all that does is move the camp to someplace between the port and the nearest POI. Its obvious that you'll want to camp as close to the ports as possible - that where the players with money will be
The whole neutral faction standing feature is just going to lead to faction farming, similar to Darkfall's alignment farming. But neutrals have the added benefit of alternating between conti and noir space to farm both sides. MS's system is literally allowing predators in amongst the sheep. "Well, we just bagged a conti, lets head over to noir hq.
Quote from: TravelingGnome on June 29, 2009, 01:19:31 AM
I believe teleports are in the game for sole purpose of resource transportation. As Moll noted, they are pricey. They are probably scattered in horrible locations as well.
Now going back to the mechas QOTW, you can recall that you get speed "debuff" when you carry a lot of stuff on yourself. This is a great time to use a teleport pad.
I don't understand what you mean by horible location, they will be in hub centers. They are not going to be in the middle of no where.
Quote from: TravelingGnome on June 29, 2009, 01:19:31 AM
Besides... do you really expect to have your personal means of transportation (hoverbike) from the beginning of the game?
Yes, thats what the intent of the bikes were for, to provide fast travel across a giant world.
P.S. Moll what happened to your avatar - You've gone "Default"
«
Last Edit: June 29, 2009, 02:14:34 AM by Kole
»
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postman
Honorary Citizen
Posts: 452
Personal Text
Re: (QOTW 06292009) Teleportation
«
Reply #8 on:
June 29, 2009, 02:08:47 AM »
Quote from: melkathi on June 29, 2009, 12:36:33 AM
I'm with Joker.
Also, I don't see how a teleportation network will cause the world to be empty.
It wont, this is this just the "hardcore" pvpers getting all bent out of shape because they cant zerg gank random solos running around the game. i don't see any issues with fast transport, its worked in many other pvp oriented games. if anything its going to add to pvp, especially mass pvp when you CAN go and wander out for exploration or pvp, but get back quickly in the event of guild territory siege or something like that. in a full loot pvp game a lack of mass transportation will deter people from exploring the world. everyone needs to understand the average gamers doesnt want to get zerg rushed and looted every time he leaves a safe zone, and its the average gamer that pays the devs bills, they are the majority. those of us in the blood thirsty ffa pvp community are the minority and there are 11 million people that attest to that. so you can have your hardcore gankfest with no mass transport and suffer the same fate as darkfall or you can curb your bloodlust for camping newbie zones and enjoy a healthy game. imo
so let me ask you this? should EVE not have the ability to warp between systems? does it deter from pvp? no its doesnt, and its the same premise. go play darkfall and hop on a mount and cross the map. thats a boring 2 hours of travel and if you lose a pvp fight, back to the beginning to start over and that is NOT fun. These are the reasons why fast transport is needed in large game worlds.
«
Last Edit: June 29, 2009, 02:15:01 AM by postman
»
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Moll
Community Manager
Administrator
Posts: 1216
Re: (QOTW 06292009) Teleportation
«
Reply #9 on:
June 29, 2009, 02:10:55 AM »
Quote from: Kole on June 28, 2009, 11:50:24 PM
Also Moll, when you mention zones I cringe on the inside - it sounds like you are talking about seperate instances not a seemless game world. You mean areas or regions don't you?
Yes, the developers mean areas and regions. Like: “The Nest” “The Old Town” “Sal Vitas” and so on.
Quote
so let me ask you this? should EVE not have the ability to warp between systems? does it deter from pvp?
Let's talk about that in Off Topic, please. Not here.
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Kole
Hero of Sal Vitas
Posts: 3854
Beware my raincloud of reality!
Re: (QOTW 06292009) Teleportation
«
Reply #10 on:
June 29, 2009, 02:26:13 AM »
Quote from: postman on June 29, 2009, 02:08:47 AM
It wont, this is this just the "hardcore" pvpers getting all bent out of shape because they cant zerg gank random solos running around the game. i don't see any issues with fast transport, its worked in many other pvp oriented games.
I'm not a "hardcore" pvper. Its what I enjoy doing but I'm not anything more than mediocre at it. However, what I want to see is people coming across each other and making the concious decision to fight, run, and act friendly.
What a porting system creates is camping of ports. I hate that as a PvPer. Sure ER will have guards near the ports, but the camps will just set themselves up outside the aggro range of the guards.
Quote from: postman on June 29, 2009, 02:08:47 AM
if anything its going to add to pvp, especially mass pvp when you CAN go and wander out for exploration or pvp, but get back quickly in the event of guild territory siege or something like that. in a full loot pvp game a lack of mass transportation will deter people from exploring the world.
Won't work that way because you have to get to a port to teleport to the base. If a guild seige timer is immenent, no one is going to be out in the game world. Without a teleporting system, they'd be in the guild base and attackers would have a chance to gauge the defenders numbers (only fair since the attackers have to commit themselves to the field). With a teleporting sytem, members could be near any teleporter doing their own thing and port in if their guild mates send out a call for help.
Quote from: postman on June 29, 2009, 02:08:47 AM
everyone needs to understand the average gamers doesnt want to get zerg rushed and looted every time he leaves a safe zone, and its the average gamer that pays the devs bills, they are the majority.
Instead they are going to be zerg rushed when they leave the safe zone near a port.
Quote from: postman on June 29, 2009, 02:08:47 AM
those of us in the blood thirsty ffa pvp community are the minority and there are 11 million people that attest to that. so you can have your hardcore gankfest with no mass transport and suffer the same fate as darkfall or you can curb your bloodlust for camping newbie zones and enjoy a healthy game. imo
Wasn't this game developed for the minority? I never heard of ER spoken in anything other than in the terms of a niche game.
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TravelingGnome
Model Citizen
Posts: 105
Give me coffee and no one gets hurt!
Re: (QOTW 06292009) Teleportation
«
Reply #11 on:
June 29, 2009, 02:29:34 AM »
Quote from: Kole on June 29, 2009, 02:06:26 AM
I don't understand what you mean by horible location, they will be in hub centers. They are not going to be in the middle of no where.
Sorry, mate. Just getting my coffee to kick in now.
What I meant was that these probably won't be stationed every 20 feet. Instead I would expect them be scattered far away from each other... Still if you take one, you have to travel by foot or your means of transportation. The point of these, if I caught on correctly, if to shorten your time of travel. You might have all the time in the world to travel 30 minute by hoverbike to the other end of the map, or sit in wait to gank someone traveling 30 minutes by hoverbike to the other end of the map... but for you and everyone who can do that, there are 20 players that can't.
I'd like to spend my game time on playing the game, not watching terrain whizz by.
If you really don't like teleporters so much, you don't have to use them.
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We are an elder race: old as rock, born in a time before time...
We are wise and cunning... we stole man's fire and tried to hide it in our pockets... That was dumb and painful, so we became even MORE cunning.
http://www.youtube.com/watch?v=mSKER2Lej7g
Kole
Hero of Sal Vitas
Posts: 3854
Beware my raincloud of reality!
Re: (QOTW 06292009) Teleportation
«
Reply #12 on:
June 29, 2009, 02:32:35 AM »
Quote from: Moll on June 29, 2009, 02:10:55 AM
Let's talk about that in Off Topic, please. Not here.
Already got a thread setup. See:
http://forums.play-earthrise.com/index.php?topic=4727.0
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Torshin
Citizen
Posts: 60
Re: (QOTW 06292009) Teleportation
«
Reply #13 on:
June 29, 2009, 02:45:35 AM »
I also feel that this is a bad idea, things like this give to large an advantage to a defending guild and skew things in favor of defensive wars. It also allows large guilds to hold even larger areas just because they can spend more money on teleporting everywhere. It should be hard to defend massive areas not as simple as instant teleportation
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Harabeck
Hero of Sal Vitas
Posts: 1737
Do, or do not. There is no 'try.'
Re: (QOTW 06292009) Teleportation
«
Reply #14 on:
June 29, 2009, 03:17:38 AM »
I think quick travel is a necessary feature. But I'm not sure the transport mechs should be able to use it. Or perhaps only part of it. Let's say the big area-to-area ports are only two-way and located a considerable distance apart. A player on foot can take the local teleports to reach the larger ones, but the mechs have to make the run through part of the zone.
As for ganking around the ports, I wonder if we aren't taking the factional system seriously enough. What if Continoma vs Noir is important enough that in the non-guild controlled areas, factions will largely work together? Since the teleports themselves are faction controlled, you won't get ganked because there will be others of your faction nearby to help out.
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