Fast Travel


Pathfinder Online

51 to 87 of 87 << first < prev | 1 | 2 | next > last >>
Goblin Squad Member

KitNyx wrote:
I thought that was out of character.

It's nice to already know some of the people on these forums well enough to have a sense of what's out of character :)

Goblinworks Executive Founder

Consider a distance that initially took 20 minutes to travel on foot, but is entirely enclosed within secure (factional) borders and fully integrated into the fast travel system; a faction which controls two nearby cities and the land around them.

How long should it take to travel between those two cities? 2 minutes (10x speed?) 5 minutes (4x speed?) As quickly as the client can load the destination area (instantly?) Suppose I go out on a long scouting trip, and end up in a location two hours from the nearest place anyone else has ever been- should it be radically faster for me to get killed by a bear and sacrifice my inventory to get back to my home, or should I be able to get back rather quickly? Should I still be able to get back quickly if I have a load of rare hides, ores, and timber?

Goblin Squad Member

don't leave out 20 minutes (1x speed?) as an option...

Goblin Squad Member

Daniel Powell 318 wrote:
How long should it take to travel between those two cities? 2 minutes (10x speed?) 5 minutes (4x speed?) As quickly as the client can load the destination area (instantly?) Suppose I go out on a long scouting trip, and end up in a location two hours from the nearest place anyone else has ever been- should it be radically faster for me to get killed by a bear and sacrifice my inventory to get back to my home, or should I be able to get back rather quickly? Should I still be able to get back quickly if I have a load of rare hides, ores, and timber?

Here's my take on fast travel: True fast travel should only be possible in civilization. I'm thinking Guild Wars, but without the arbitrary restriction of "you have to have been there first to warp to it": If you're in a major city, you should be able to quickly travel to, if not instantly warp to, any other major city within some distance of hexes. If you're in a smaller city, you should be able to fast-travel to any other city. In a small town, fast-travel is still possible, maybe a bit slower.

Out in the wild... I don't think fast-travel shouldn't exist, just that it's more dangerous. Maybe you can fast-travel between corners of a hex, or from one hex to an adjacent one. Not much more than that. That would make the wilderness feel more wild; when you're out there with a small adventuring party, civilization is a ways away.

Goblin Squad Member

Zidash wrote:
The form of fast travel you mention is the basic movement of EVE due to the scale and simply the form of gameplay. I'd compare it to simply using a horse in Pathfinder.

No, that's not right.

To make a WoW analogy, you'd do the following:

Every source of content in a given region your character could visit would be reached by a flight path. Once you got to a place, you could start walking in any given direction and walk forever and you'd never find any more content. All the content would be centered on the landing point on the flight path.

You could fly between encounter areas within a region without having to go back to the starting point first.

Most of the time in most of the regions you would be immune to harassment while flying from point to point. But sometimes, in some regions, you might not be.

Some of those flight paths would be generated on the fly just for you. But someone could use a magical scrying device to find them once you visit them, and show up to harass you while you interacted with the PvE content.

From time to time, you'd take a boat to another region. While on the boat trip nobody could harass you, but once you debark, you might have to run a gantlet of bandits - but only in certain hazardous regions and even in those regions such a bandit camp would be rare.

There would be many such regions reachable by boat, but in order to get to them you'd have to follow specific routes - you can't get to any given region from any other region. These routes form a web of travel paths.

In play, you'd take a boat (or series of boats) to a region. Then you'd fly to various encounter areas, and fly back to the boat landing in between each encounter to drop off stuff you've harvested and to get healed up and repair your gear. From time to time you'd take a series of boat rides to get to different regions to access needed game features that are unequally distributed (like banks, auction houses, skill trainers, etc.)

There would be no role for mounts, except as a way to move around within an encounter area more quickly than running.

RyanD


Ah alright, good clarification Ryan ^^

This web of travel, formed of safe and unsafe paths - is this just for the sake of an analogy or is it how you envision fast travel?

Goblin Squad Member

Zidash wrote:
is it how you envision fast travel?

The fast travel system I envision is different than EVE's.

RyanD

Goblinworks Executive Founder

Clearly, the world will not be as sparse as EvE, if only because empty areas will become occupied by player content.

How long do you think it should take to travel to a bank from the most remote location? Minutes, hours, or days?

Goblin Squad Member

Minutes. Not more than a half-hour.

Goblinworks Executive Founder

So, is there is no reason to suspect that there will be local markets where market values vary from other local markets, or will there be some cost to using fast travel other than a trivial amount of time?

Goblin Squad Member

There are variances in market values in EVE, where it takes less than a half-hour to get anywhere.


Daniel Powell 318 wrote:
So, is there is no reason to suspect that there will be local markets where market values vary from other local markets, or will there be some cost to using fast travel other than a trivial amount of time?

Whether or not such a thing as local markets exists is now my main concern as well. Also unsure of what to think of fast travel but I imagine we'll be waiting a while for the full details. Hoping it's nothing that shrinks the world too much xD Nonetheless thank you Ryan for spending your time to discuss some of our concerns ^^

Edit : Didn't expect a post within seconds before mine - To be fair I haven't played EVE in over a year but I do recall plenty of autopilot sessions taking extensive amounts of time and that wasn't even for massive travel. Regardless, now that you've said the fast travel is different than EVEs, of what relevance is whether or not they have local markets?

Goblin Squad Member

Zidash wrote:
Daniel Powell 318 wrote:
So, is there is no reason to suspect that there will be local markets where market values vary from other local markets, or will there be some cost to using fast travel other than a trivial amount of time?
Regardless, now that you've said the fast travel is different than EVEs, of what relevance is whether or not they have local markets?

Daniel seems to erroneously think that travel times measured in tns of minutes across the map somehow preclude markets from developing with different prices. I just wanted to point out to him that was not the case in EVE, therefore it was unlikely to be the case in Pathfinder Online.

Lantern Lodge

Well this fast travel system just killed the game for me(not entirly but close enough) I love to explore places and try reaching places wiith no borders sometimes just scaling a mountain or something. But that was something I hated about eve, I couldn't just fly somewhere because I wanted to fly in that direction, I always had to go "somewhere" and never "nowhere", which defeats exploration as well as certain elements of strategic maneuvering. No scouting about to find a path that even the developers didn't intend on.

In other games I would not use fast travel except for finishing specific quests, because I would just explore on my way anywhere, blazing my own trail.


DarkLightHitomi wrote:
Well this fast travel system just killed the game for me(not entirly but close enough)

The fast travel system Pathfinder will be using wasn't actually disclosed. Just the information that it should never take longer than half an hour to get to a bank.

Goblin Squad Member

DarkLightHitomi wrote:
I love to explore places and try reaching places wiith no borders sometimes just scaling a mountain or something.

I think you will like what we're designing.

Lantern Lodge

Maybe but it does mean there is no point in being a boatcrafter( a mount for water)

Mr. Dancey, in the 12:32 post with the wow analogy, is that the travel system you're going with or were trying to say what eve travel would have been like? Cause to me it sounds exactly like eve just on ground instead of space which is just trappings.

Also will I be able to find just a spot in the wild with a terrain feature(like a gulley) I like and build around to have a camp away from everything?

How would underground then work?

Considering the penalties for death is just inventory, I can understand wanting to have such fast travel, but then travel through dangerous wilds is much less of a cost for those high-risk areas(I always saw part of the risk increase coming from a significant increase in chance to stumble into enemies which could be mitigated by being stealthy and going around if you don't want to fight them)

I wanted to be a boatcrafter or dungeoncrafter and the above will remove/retard one of those and likely the other.

Goblin Squad Member

DarkLightHitomi wrote:


Mr. Dancey, in the 12:32 post with the wow analogy, is that the travel system you're going with or were trying to say what eve travel would have been like?

I think if you read the rest of this thread you'll find this question has already been answered.

Goblinworks Executive Founder

Is it feasible in EvE to simply ship cargo between high-sec markets? Are major purchases typically made at the closest market, or is the value of an hour more than the difference in cost between markets? If it takes half an hour to get to any market, why would anyone sell at a market under the highest or buy at a market over the lowest?

Lantern Lodge

Being mildly autistic sometimes I miss implications of what someone has said.

Also will there still be mounts?like for combat? I have a merc group designed for my pnp game and they all ride dire tigers as combat mounts. It would be cool to create a member character on pfo.

Goblin Squad Member

@Daniel - yes, it's not only feasible, it's a constant part of the game. Fortunes are made and lost on arbitrage of a few percent. Moving the right kind of goods to the right system at the right time to capture business based on what a corp or a fleet are doing in a specific place can be a very profitable venture.

Many players can't be bothered to track the best price/location for a good. They can't be bothered to travel between systems. They pay higher than minimum price for the same reason people do in real life - convenience.

It may make no sense to you, but most people who play these games are focused on things other than getting th best deal.

RyanD

Goblin Squad Member

@DarkLightHitomi - yes there will be mounts.


The greatest adventure I ever had (in an computer game) was my on my second day playing SWG, right at release, before vehicles, before player cities, before everything went wrong. But this isn't a story about those things, this is a story about traveling.

I had just gotten ripped off again, not surprising seeing as this was Mos Eisley. Two days in and all I had to my name was a duster, some useless armor made from what I can only imagine as some sort of improbably large insect, that I apparently paid way too much for. One kind soul left me his old blaster, but I'll be damned if I can figure out half the settings, but it's better than nothing and have been getting better with it rather quickly.

A large, highly armed group just arrived on planet. I was expecting them to queue up with the rest of us at the the local mission terminal, the only source of jobs to be found in this dusty spaceport town. There never seems to a lack of whomprats that need clearing from the edges of town.

Instead they bee-lined to the planetary shuttle. By the time I finished up my business they had already lifted off to parts unknown. I pulled up to the ticket terminal, it would take my very last credits just to buy a one way to places unknown, well unknown to me. I shoved my cred stick back into my pocket, I didn't know where they were headed anyway, spending a days wage just to end up stranded up a Bantha podo creek without a paddle wasn't my idea of a good time.

Turning around I smashed my face right into the smelliest Wookie I had the pleasure of running into that day. After politely threatening my arms off, I managed to figure out thought his growls and gestures that he was part of the same group meeting up in Anchorhead. Apparently there was work for some anti-government group. Not that I cared anything but popping whomprats for another day sounded good to me.

(Shuttles are fast travel from town to town, they are instant.)

Stepping out I am reminded of the basting heat of this planet. It's relentless. Jubilant sounds coming from the only cantina in town are my only clue so I follow my ears. While not the people I was looking for there is a job. Well lots of jobs, as far as can tell some great beast called a Kryat Dragon need exterminating, on the far side of the planet. Begging for air fair off we went, numbering this time over two dozen.

What were were not told though was these dragons roost is far off the shuttle network, first we had to walk from Mos Eisley to some outer nowhere settlement known as Mos Taike. Lucky for us we only lost a couple men fighting off tusken raiders, and one more when he decided to open up on some random beast, angering it. Nobody seemed to care much as we kept togging thought the soft silty sand.

Mos Taike was underwhelming. We took a few minutes to get our affairs in order, those that could afford it bought new clones, just in case they said. Mine was purchased by one of the leaders of this expedition the Wookie I told you about before. I had learned quite a bit by then, hours and hours of walking gives you time to get to know each other and get tips on fighting these great dragon beasts were were trekking out to hunt.

Off again, into the wastes. This time I remembered to bring my camping equipment, I knew I was going to be less than useless with my blaster but I was getting rather decent at bivouacking.

We only lost two more in the walk to the Kryat territory. Predators were more common here and larger, much larger. Com signals were reaching back to Mos Taike, our two lost men shaking off the cloning processes, were advised to stay put without an escort trying to make the trip was suicide.

I pitched a camp, our warriors were preparing their equipment, medics were handing out drugs, even a dancer was providing some much needed levity. We could hear the dragons calling to us.

It was a slaughter, by the time we pulled down two of the gargantuan beasts half our number was waking up in bacta tanks back in Mos Taike. Over the com they organized and started the long march back to base camp, minus half their number.

Cough gag. Great just what I get for not watching my back. I can see the second group just on the horizon, com ahead and run like mad to catch up. This time I manage to eek out some more advice from our "guide". Cannon fodder is what he called us. Not even the best hunters could pull down a dragon reliably without us though. Pay was good though so I was still in. We didn't loose any more on the second trip, those that were left were being much more careful.

We arrived just in time for the second hunt. No less than six of the beasts breathed their last breath that day. On the other hand the cloning service was making quite a few credits that day. Eventually we were down to six of us and myself. Nobody was willing to make the slogging trip yet again just to be chewed to death. That's when we saw him, enormous even for their kind. Apparently these things make pearls when they get big enough, something worth the danger of attacking one with such low numbers.

It didn't go well. Here I am sitting in a hole trying my best to look like a bush or rock or something anything uneatable. When my com cracks to life my companions are toweling off the clone goo. I whisper into the microphone "hey guys it's hurt, hurt bad".

"Your still alive!" they cry in almost unison.

I spent the next several hours tracking the great dragon, carefully staying out of its sight as well as avoiding the others that had lumbered in to see what all the excitement was about. I needed this payday, I had to get off this dry dusty deadly planet, i had had enough.

It was another hour before the great wounded beast strayed off enough to finish it off. It was only my second day with a blaster I couldn't even use correctly, but here I was pulling down one of the legendary beasts in the galaxy. We drew straws and I even got the pearl, something worth enough to buy my own starship. It was a long walk back but the beer was cold and the company good. We got in one hell of a fistfight in the canina. It even spilled into the street.

Several more hours walking back to a shuttle and some semblance of civilization, or what can be called civilization on this planet, I found myself, paid, with a new job (joined a guild), friends, and stories to tell. I had set out that morning looking for the adventures life. I learned that day adventuring is suffering and death, life is found in the journey.

So if your game was like that, it would be cool.

As a side note hours in the story were more like minutes. But it really was almost a half hour just to get to the dragons one way.

Goblinworks Executive Founder

Ryan Dancey wrote:

@Daniel - yes, it's not only feasible, it's a constant part of the game. Fortunes are made and lost on arbitrage of a few percent. Moving the right kind of goods to the right system at the right time to capture business based on what a corp or a fleet are doing in a specific place can be a very profitable venture.

Many players can't be bothered to track the best price/location for a good. They can't be bothered to travel between systems. They pay higher than minimum price for the same reason people do in real life - convenience.

It may make no sense to you, but most people who play these games are focused on things other than getting th best deal.

RyanD

So, the difference in cost (in numeric resources) is indeed less than the cost in time to find the deals. I hadn't considered the effects of surge demand on costs, especially if surge demand coincides with increased demand for player time to do something besides get resources.

'A few percent' is roughly the transaction cost of moving the resources; if it takes 48 player-hours of mining to fill a freighter and half an hour to transport it from the station convenient to the mining to a station where it is needed, then 4% of the delivered price is transportation; or from 8-16% if that freighter needs an escort that the miners don't. (1 hour freighter time: half an hour each way; up to two hours for an escort: half an hour to meet the freighter, half an hour each way on the transport trip, and half an hour to return to normal duty station) Escorts required for the miners increase the labor required to mine, but if the miners need escorts, surely the freighters need more escorts? Capital costs for the ships also need to be amortized in there somewhere, but I can't begin to guess the relative capital costs or depreciation/expected life of the system.

Goblin Squad Member

It would be extremely unusual in EVE to spend a half hour moving a load of minerals, especially the lowest margin minerals. Common ore is usually harvested close to where it is needed for production. And it is also unlikely that you'd pay for a guard for the limited time you'd be moving the minerals - the space you'd be traversing is usually perfectly safe. (You're more likely to need guards while you harvest).

Profit in mining is in huge huge quantities of commodity ore produced by organized mining corporations or mining high risk/high reward ore deep in dangerous space by solo or small team crews that work fast and run at the first sign of trouble. You can eke it out solo on low value ore but thats not much fun. Its more of an initial bootstrap option.

It's much more common for solo traders to be moving finished goods rather than ore. Trade in intermediate components and finished goods is where most traders make thier profits. And that scales into high risk/high reward options too.

From the buy side, it's very common to drop in at a pilots's home station and buy ships, ship modules, and ammo at whatever the local traders are selling for, almost without reference to any other price. If the traders get too greedy, they're likely to attract competition that will undercut them, so there's a lot of art to pricing goods for sale.

Goblin Squad Member

Ryan Dancey wrote:

It would be extremely unusual in EVE to spend a half hour moving a load of minerals, especially the lowest margin minerals. Common ore is usually harvested close to where it is needed for production. And it is also unlikely that you'd pay for a guard for the limited time you'd be moving the minerals - the space you'd be traversing is usually perfectly safe. (You're more likely to need guards while you harvest).

...

It's much more common for solo traders to be moving finished goods rather than ore. Trade in intermediate components and finished goods is where most traders make thier profits. And that scales into high risk/high reward options too.

...

actually, tritanium (which is cheapest mineral) is rarely harvested locally in null-sec. it's cheaper to buy it Jita and transport it where one needs it. anomallous? maybe, but true. mining veldspar/tritanium simply does not pay off. it's more viable to do... just about anything else, and then buy trit.

and when trit is transported, it's compressed in a product, for example, large gun turrets (which happen to have much less volume then minerals they are made of). these are recycled at/near destination back into trit.

as for how long trips take: two closest major trade hubs, Jita and Amarr, are 9 systems apart (high-sec); freighter needs 3 min per system with live pilot; that's easily half hour (9 jumps plus warp to station). other two important hubs are Dodixie at 15 jumps (~45 min) from Jita and Rens at 25 (~75 min). that's for one-way trip.

a smaller ship can do it faster, but carries considerably less cargo.

Goblin Squad Member

Trying to figure out what Ryan Dancey's 'WoW analogy' thread actually says. Shared here for anyone that cares to read.

Ryan, feel free (nay, encouraged) to correct or confirm!

Ryan Dancey wrote:

Once you got to a place, you could start walking in any given direction and walk forever and you'd never find any more content. All the content would be centered on the landing point on the flight path.

Reading this I realize we need to understand how the world is built. Based on the above I started thinking it will -not- be a single seamless map but rather separate regions (hexes?) with limited ways -ie fast travel- to get from one to the other.

My mental image was Neverwinter nights with entry/exit points (effectively teleporter gates), so for this post I will assume each player has a Map of fast-travel locations (some known at start, others discovered/learned in game).

Quote:


You could fly between encounter areas within a region without having to go back to the starting point first.

This states severeal 'encounter areas' per region and implies that fast travel within regions may be different to fast travel between regions. This ties in with the comment (below) that every region isn't reachable from every other region.

Quote:


Some of those flight paths would be generated on the fly just for you.

..interesting.. this implies one-way travel triggered by non-geographic elements (such as mission completion? or maybe "you've reached the edge of the current map, do you want to watch random terrain or should we transport you back to the action").

Technically it could also mean the _destination_ is generated on the fly, but that would surprise me greatly.

Quote:


There would be many such regions reachable by boat, but in order to get to them you'd have to follow specific routes - you can't get to any given region from any other region. These routes form a web of travel paths.

This simply says that some regions are trickier to get to. (My imagination tells me there will be some travel hubs with lots of pvp activity, but that is just me).

Quote:


...you'd fly to various encounter areas, and fly back to the boat landing in between each encounter to drop off stuff you've harvested and to get healed up and repair your gear. From time to time you'd take a series of boat rides to get to different regions to access needed game features that are unequally distributed (like banks, auction houses, skill trainers, etc.)

This again states that content will be spread in 'encounter areas' reached by fast travel from the 'region hub'.

To sum up, my expectation is now that "the world map" is a (large number of) encounter area maps linked together (directly or via fast travel only) in regions, and that said regions are linked together via the mentioned web of travel paths. (which makes sense from adding new content and other technical perspectives)

Goblin Squad Member

Ryan, you mentioned that one could spend months traveling in Eve and never get anywhere. Will there be a similar vastness to PFO, where you can fast-travel along roads or something, but if you just head off into the plains or the forest, you could spend vast amounts of time wandering around?

Goblin Squad Member

randomwalker wrote:
Trying to figure out what Ryan Dancey's 'WoW analogy' thread actually says.

It explains what WoW would look like if it used the EVE system. It doesn't say anything about Pathfinder Online.

RyanD

Goblin Squad Member

Nihimon wrote:
Will there be a similar vastness to PFO, where you can fast-travel along roads or something, but if you just head off into the plains or the forest, you could spend vast amounts of time wandering around?

No,I don't think so. The game space will be defined as opposed to EVE where it's just a series of grids.

I don't know how we'll handle getting to the edge of the map. The easy solution (and the thing we'll probably implement) is just a hard barrier - the game won't let you keep moving forward past the edge of the map. Sucks a bit for immersion but there's a tradeoff in development time & resources to deal with this case vs. content for everyone.

Goblin Squad Member

Ryan Dancey wrote:
The easy solution (and the thing we'll probably implement) is just a hard barrier - the game won't let you keep moving forward past the edge of the map. Sucks a bit for immersion...

As long as you eventually come back and fill in more of the map :)

Speaking of maps and immersion-breaking... Will rivers actually flow in a direction? I've been trying to figure out the Sellen river for a while now. I understand you're already committed to that map, but it would be nice if you could force the artists to actually create geologically reasonable features.

Goblin Squad Member

Since the discussion is about the map specifically now..

I currently beta test a game called Linkrealms. In it, the game world is divided basically into squares called "realms". You leave one realm, have a small load time, and you're in another realm. Each realm represents a piece of the game world. Fundamentally, there are two types of realms. Developer made realms usually have things such as important dungeons, towns, and newbie zones. Player made realms are realms that players discover and lay a claim stake on to claim as their own. They can use the realm to place a house or make their own dungeon or just simply use it as farmland and a place to craft. It becomes a persistent part of the game world that other people may walk through to get to their destination.

Will hexes in this game be similar, or are the hexes mentioned in the Crusader Road blog just a way of presenting the scale of the world to us?

I'm guessing this game is on a bigger scale though, since in Linkrealms you only really have enough space to place a house or make a small dungeon. Each realm is intended to be owned by one person in that game.

Goblin Squad Member

Nihimon wrote:
I've been trying to figure out the Sellen river for a while now. I understand you're already committed to that map, but it would be nice if you could force the artists to actually create geologically reasonable features.

I'm assuming it flows from north to south. I don't know if there's a topographical map of the Inner Sea region but by default I always assume rivers flow to the ocean.

Goblin Squad Member

Ryan Dancey wrote:
Nihimon wrote:
I've been trying to figure out the Sellen river for a while now. I understand you're already committed to that map, but it would be nice if you could force the artists to actually create geologically reasonable features.
I'm assuming it flows from north to south. I don't know if there's a topographical map of the Inner Sea region but by default I always assume rivers flow to the ocean.

I think they should always flow downhill...

It's not a big deal, just something that has come up a couple of times when discussing the game with friends and family. It's far less important than many other things. And I don't mean to be a nuisance...

Goblin Squad Member

Ryan Dancey wrote:
Nihimon wrote:
I've been trying to figure out the Sellen river for a while now. I understand you're already committed to that map, but it would be nice if you could force the artists to actually create geologically reasonable features.
I'm assuming it flows from north to south. I don't know if there's a topographical map of the Inner Sea region but by default I always assume rivers flow to the ocean.

And remember that the poster map is only a very rough guide to what is in an area. When they get down to creating the actual region for the game they will have plenty of room to embellish details. The only rivers on the poster map are going to be major ones, like the Mississippi and its major tributaries.

Goblin Squad Member

I probably shouldn't have even brought it up; it's just one of those things that jump out at me when I look at an artist-drawn map. The sharp corners of the mountain ranges surrounding Mordor always looked really wrong to me, too.

Goblin Squad Member

Ryan Dancey wrote:
Nihimon wrote:
Will there be a similar vastness to PFO, where you can fast-travel along roads or something, but if you just head off into the plains or the forest, you could spend vast amounts of time wandering around?

No,I don't think so. The game space will be defined as opposed to EVE where it's just a series of grids.

I don't know how we'll handle getting to the edge of the map. The easy solution (and the thing we'll probably implement) is just a hard barrier - the game won't let you keep moving forward past the edge of the map. Sucks a bit for immersion but there's a tradeoff in development time & resources to deal with this case vs. content for everyone.

Well, shouldn't people just fall off the edge of the earth...like in real life?

51 to 87 of 87 << first < prev | 1 | 2 | next > last >>
Community / Forums / Paizo / Licensed Products / Digital Games / Pathfinder Online / Fast Travel All Messageboards

Want to post a reply? Sign in.
Recent threads in Pathfinder Online