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Post by broham2 on Nov 7, 2008 13:05:11 GMT -5
I think perhaps if we just had alternate routes to different locations (more grid-like than linear) it may take some of the monotony of travel out. I think that random mob spawns (as opposed to each cell having one set mob) would also make the journey's back and forth a bit more entertaining.
I've been thinking about that a lot, and saw the chance to add in an alternate route by creating an underground 'shortcut' into the mix. I'm not a big fan of fast travel either, but a broader variety of spawns would make the walk a bit more interesting.
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Post by DM Sir Carnifex on Nov 7, 2008 13:06:58 GMT -5
I think the UD will be an alternative route when it's done as it will have more than one exit, I'm sure. Now THAT would make for an interesting way to get from Baldur's Gate to Beregost. ;D
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Post by broham2 on Nov 7, 2008 13:15:27 GMT -5
Lol, well YEAH, but I was thinking something more mid-level, not the deathtrap that is the UD!
A lower level of the hilltop ruins (in the wolves area) opening into an underground passage system that opened into the Orc Caves (in the Sharp teeth) and the Mines (in the Lizardmen) would also be a cool way of connecting the areas to alternate routes. You could even branch off of that into the UD when it's been completed so that the UD isnt popping right up onto the surface.
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Post by loudent2 on Nov 7, 2008 14:08:47 GMT -5
As a player I'm a big fan of fast travel (recall, town gate, Call of the Hero etc) but this is an RP server and such things would be out of place here.
My personal though on the best solution would be to leverage the overland Map system from SoZ. There can still be encounters, and there's still the actual walk but you can cover distance more quickly.
You can add a cost, requirement or every quest completion for access to the overland map (i.e. have to escort a wagon, or purchase a horse or a map. That sort of thing). It would also bring into play some of the lesser used skills and encourage more rounded characters.
Just my thoughts.
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Post by dyndrilliac on Nov 7, 2008 16:14:13 GMT -5
Like I said, there would have to be a system that insured everyone (not just arcane caster classes) felt the benefits if they both needed and deserved use of the transportation. Additionally, forcing people to party with a wiz/sorc to use the transportation is especially unfair. For example, my lock right now is level 13 and I have a hard time getting good XP in a group unless we go out and ambush frost giants (a group of us did that last night, as a matter of fact), or some equally high XP yet very dangerous enemy. Forcing me to group to use quick transportation would make me probably just elect to haste myself and run where I need to go, which again defeats the purpose of having such a system in the first place.
My problem with just fixing the corpse spawn issue is that sometimes I am soloing and I die with an army of mobs around my corpse. Why would I be stupid enough to choose to spawn there? And obviously, this discussion is not meant to be in effect for events, where DMs generally take care of what needs to be done.
I am all for more difficult alternate routes so long as they take much less time to traverse, otherwise theres no point, it isn't a shortcut why would I bother taking it?
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Post by broham2 on Nov 7, 2008 16:36:19 GMT -5
otherwise theres no point, it isn't a shortcut why would I bother taking it? I guess my thought is that it isn't really the time that can make travel a chore, but seeing the same thing every time. I don't really want to see shortcuts that cut entire areas out of the equation (I think that would promote grinding to a whole other level) so much as alternate routes that give you a little change of scenery every now and then. Even if the spawns were a bit more random, and no areas were added, I think travel would be less bothersome.
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Post by Zealote on Nov 7, 2008 19:47:19 GMT -5
Like I said, there would have to be a system that insured everyone (not just arcane caster classes) felt the benefits if they both needed and deserved use of the transportation. Additionally, forcing people to party with a wiz/sorc to use the transportation is especially unfair. For example, my lock right now is level 13 and I have a hard time getting good XP in a group unless we go out and ambush frost giants (a group of us did that last night, as a matter of fact), or some equally high XP yet very dangerous enemy. Forcing me to group to use quick transportation would make me probably just elect to haste myself and run where I need to go, which again defeats the purpose of having such a system in the first place. My problem with just fixing the corpse spawn issue is that sometimes I am soloing and I die with an army of mobs around my corpse. Why would I be stupid enough to choose to spawn there? And obviously, this discussion is not meant to be in effect for events, where DMs generally take care of what needs to be done. I am all for more difficult alternate routes so long as they take much less time to traverse, otherwise theres no point, it isn't a shortcut why would I bother taking it? Im sorry, i wasnt talking about a system. I was talking about a spell. I have a RPer mind, and doesnt sound a lot like RP if a fighter can travel great distances with a click. A mage on the other hand... I get your point, but i disagree with you because you're talking about portals for grinding faster, and solutions for soloing easier. Imo, DnD is not a solo game, like Diablo. So if you want to go solo, you should expect some danger and a hard time. Yeah, if you die alone in the wilderness you will get surrounded by mobs. But thats the risk you have to take for going alone. Isnt it? When the 'return to corpse' is fixed, it will be enough to get back to where you were. No need for fast travel and jump directly to mobs so you can lvl up faster. If you really want to grind for xp in DnD, i suggest you get a party to protect your body if you die. Also is way more funny to grind with someone else. Killing stuff alone is so boring.... Also, fast travel kills a big part of RP. Not just because you can skip encounters with other players. But also because you can run from a soldier (If you're a thief) or kill the DM while he sets something up for you in the next area and you just go and jump it all together.....Sometimes the DM will give you a warning about whats coming, but sometimes we like to surprise people as they walk by the Tradeway....Arent we cute? Please dont take my post as an offense man, its just my opinion. Thanks - Zeal
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Post by dyndrilliac on Nov 8, 2008 0:36:46 GMT -5
You guys are corrupting my original intent - I don't know how many ways I can say it, but this was not intended to be used to get to areas specifically for quicker grinding. For example, I do most of my shopping in Candlekeep, as I imagine most mid-teens and on level players do (especially for the wide selection of quality scrolls and accessories). I'm just saying it would be nice to have a way to get from BG to Candlekeep fairly quickly, and vice versa. And when/if it becomes helpful, a way to jump from one district of BG to another district of BG. I'm not talking about picking a grinding spot and teleporting there. I don't know where you guys got the idea that I wanna turn your lovely world into a WoW/GW/D2 clone. Bear in mind, I conceded that if this alternate route between Candlekeep and BG is not magical, I would have no problem with it being a tunnel full of blood thirsty beasts, so long as it is quicker than the roads. I just hate spending 20 minutes running to and from BG and Candlekeep. However, the entire reason I suggested a magical method of transportation is so that it could be easily explained in RP. It makes sense for casters to be able to use magic to hasten travel. And, I have been the subject of many DM shenanigans along the roads It's a great thing, and people who want to take part in things like that will still take the roads. Those that don't will take the alternate route. As for partying, I find few people who want to RP party up with a Warlock of Malar or a drunken Favored Soul/Stormlord of Talos...
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tlantl
Active Member
Posts: 198
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Post by tlantl on Nov 8, 2008 13:32:44 GMT -5
I agree with zealot on this one I would like the chance to teleport to pre-determined areas by use of a spell, but the spell level might be lowered since the actual teleport spell is a 5th level sor/wiz spell.
Perhaps the player might have to actually travel to a location at least one time before they are allowed to teleport back to it.
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Post by dyndrilliac on Nov 9, 2008 7:24:33 GMT -5
My only problem with that is, only sorcerers/wizards or people partying with them feel the benefits. Perhaps if it was implemented an Epic level spell (like Epic Gate or Hellball) with a high spellcraft requirement that any caster class can choose, that would be a bigger step in the right direction, but then everyone else is left out.
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Raist
Senior Member
Official BG:SCC Birthday Greeter Player name: King Baldur
Posts: 279
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Post by Raist on Nov 9, 2008 9:12:34 GMT -5
The Way i see it, there are following solutions to this "problem" Teleport spells for caster classes, this is RP and for gods sake we cant just change that teleport is an arcane spel exclusively. Wagons going from city to city, you buy a ticket from beregost to bg or candlekeep. Boat rides, like wagon rides, but only from and to destinations connected by rivers or the sea (duh.. ) Incorporation of the world map, with random encounter areas added. If everything abov would be implented, that would be very awesome, i agree that implenting the arcane teleportation spells only, woul add an unfair advantage to allready powerfull arcane casters. But, if they where to be added with alternative ways of transportation, it would just give a little more edge to the ways you can transport when beeing or partying with an arcane caster. just my 2 cents
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Post by blametherogue on Nov 9, 2008 11:15:45 GMT -5
^ | | | that's what i'm talking about
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Post by wildelf on Nov 9, 2008 15:12:14 GMT -5
I have been toying with setups for "fast" travel. I have scripted a usable set of rocks that block an Underdark tunnel shortcut. If you are small or intelligent enough to figure out a way through, you can use the one-way shortcut to cut a few minutes of travel out of your route.
Also possible are cliff-climbing, rope swinging, swimming, ect. It's all about how far you can stretch the imagination really. The scripts are quite versatile.
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Post by DM Sir Carnifex on Nov 9, 2008 17:05:30 GMT -5
I have been toying with setups for "fast" travel. I have scripted a usable set of rocks that block an Underdark tunnel shortcut. If you are small or intelligent enough to figure out a way through, you can use the one-way shortcut to cut a few minutes of travel out of your route. Also possible are cliff-climbing, rope swinging, swimming, ect. It's all about how far you can stretch the imagination really. The scripts are quite versatile. Now those ideas I like. It'd be fun to climb up cliffs on a rope (or fall down because you're not good enough ).
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Post by dyndrilliac on Nov 9, 2008 19:18:20 GMT -5
One thing that was brought up in an event last night, any spellcaster that can transform into a winged creature (ex, Horned Devil) should be able to fly in that form. Of course, I wouldn't expect you to to create flying animations and all that stuff, just have a dialogue for selecting a location the character has already been to (or a list based on level). That is totally RP-centric, and goes with the lore. Also, for the sake of continuity and fairness, I think creatures that are flying should be subject to random encounters ala worldmap and to simplify things they can land in which ever area the encounter takes place in for the fight instead of trying to fight in mid-air (although that would be cool I don't expect it to be taken that far ).
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