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They are most definately planned for the future. I will give you a few quotes about Fast Travel, that also refers to horses owned by players.
All quotes from Stephen Cheney.
I should have clarified what was meant by Fast Travel. We'll basically have two stages of Fast Travel.
Whenever we get the minimum implementation of the system online, you'll pick up a horse at a stable building that connects along roads to some other stable building. It'll work similarly to speeders in SW:TOR; you'll go fast along the ground (not sure how fast at this point). Unlike TOR, it will be possible to knock you off of your horse if someone can catch you (and then you have to walk the rest of the way); one way to do that will be with Blinds.
Eventually, when players have mounts they can drive precisely, there will still be various incentives for following roads as far as speed, so a Blind that knocks people off their personal horse will still be useful. Unlike stable-based travel, you'll probably be able to get back on a personal mount and resume fast movement once you're done with the bandit encounter.
Quote 2:
The early "talk to a stablemaster to get a horse to a specific point" fast travel will probably exclusively use roads to traverse those points. Once we have player-controllable mounts, you'll almost certainly be able to ride them anywhere at faster than you could walk, but they may achieve their best possible speed on roads.Quote 3:
We haven't discussed it in much detail, but 4-5x is probably WAY faster than we plan on. Right now, your standard "hustle" speed feels pretty fast if you're not encumbered, and 4-5x that would feel crazy fast. We're thinking right now about not more than double your fastest running speed for the fastest mounts, but we'll have to see how fast that feels once we get that far.But, with those numbers, probably not much less than a minute to cross a (current) hex even with the best fast travel options with an optimal route.
Next to this there will be a Caravan system for hauling large amount of goods, but those will be pretty slow. Think "Wagon and Mule-train". No specifics yet.
Transport is supposed to become a big thing in PFO, us hoofing it is just the very first iteration.

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I sort of think 5X speed would have you running off cliffs and slamming into ogres with gay abandon unless your secret super power was minimap perception range.
The idea was that it would be "driverless" - that is, you wouldn't have to control your movement, the system would automatically move you from point A to point B, probably along the roads.
I have no idea if that's still the idea.

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Neadenil Edam wrote:I sort of think 5X speed would have you running off cliffs and slamming into ogres with gay abandon unless your secret super power was minimap perception range.The idea was that it would be "driverless" - that is, you wouldn't have to control your movement, the system would automatically move you from point A to point B, probably along the roads.
I have no idea if that's still the idea.
That was more in reference to "when players have mounts they can drive precisely". :D

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I sort of think 5X speed would have you running off cliffs and slamming into ogres with gay abandon unless your secret super power was minimap perception range.
5x is a bit high considering a horse can gallop at 88 kph and the fastest human runs at 44 kph. There is a perception advantage on horse back due to height.

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Neadenil Edam wrote:I sort of think 5X speed would have you running off cliffs and slamming into ogres with gay abandon unless your secret super power was minimap perception range.5x is a bit high considering a horse can gallop at 88 kph and the fastest human runs at 44 kph. There is a perception advantage on horse back due to height.
yep and that 88 kmh is only for a Quarter Horse which is why the Quarter Horse gets used here for competitive jousting all the time.
Normal breeds are quite a bit slower.

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Pyronous Rath wrote:Neadenil Edam wrote:I sort of think 5X speed would have you running off cliffs and slamming into ogres with gay abandon unless your secret super power was minimap perception range.5x is a bit high considering a horse can gallop at 88 kph and the fastest human runs at 44 kph. There is a perception advantage on horse back due to height.yep and that 88 kmh is only for a Quarter Horse which is why the Quarter Horse gets used here for competitive jousting all the time.
Normal breeds are quite a bit slower.
As are normal humans ;-p

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Pyronous Rath wrote:Neadenil Edam wrote:I sort of think 5X speed would have you running off cliffs and slamming into ogres with gay abandon unless your secret super power was minimap perception range.5x is a bit high considering a horse can gallop at 88 kph and the fastest human runs at 44 kph. There is a perception advantage on horse back due to height.yep and that 88 kmh is only for a Quarter Horse which is why the Quarter Horse gets used here for competitive jousting all the time.
Normal breeds are quite a bit slower.
Please, don't remind me that it's never coming back. One of the weirdest reality competition shows ever, cut down too soon.
This one, too.

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Stephen already corrected the "5x" times in the quotes I provided. I think when Ryan talked about 5x, he was maybe referring to simple run mode, not the sprints we are used to now (and that should start to use up our Endurance at somepoint in the future, I believe). That was also in an early blog so stuff had not really materialized yet.
So Stephen now talks about the fastest horse being no more then double your fastest run speed. If you think a player sprinting with maxed out Travel domain, maxed out Armor feature that adds speed and Energetic Field, that is indeed pretty fast already.
They mention "a minute to cross a Hex" though: I think that is still a bit slow for Fast Travel: would take you 70 minutes to go from the top of the (expanded) map to the bottom, on a fast horse, in a straight line, which it will not be, since the scripted Fast Travel will use roads initially.
Remember that you can be shot off your horse too, and that you have to take "hops". So you will not be going everywhere in a single ride, you may have to do stop-overs.

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I am not sure if their intention is to really have microclimates that are so far away from eachother that they will never have much to do with eachother, either politically (War) or economically(Trade). Could be.
But you are almost creating "servers" with that.
I think there should be the possibility that some settlement way up North can take War to a settlement way in the South. And though the Siege itself can take days, maybe even weeks, I am not sure if such a thing would be possible if the members of the acttacking settlement would need hours to just get there.
But you could be right. Maybe this is what Royal and other high level camps can facilitate: basically relocate a force from a settlement to a far off area and operate from there. They would still have to be able to set up supply routes with workable travel times, I think.
Though they can use diplomatic means to get support from nearby settlements for that.
It is this quote from Ryan that makes me think he would not want distances to be the cause that a player needs to invest whole afternoons to get something done.
In EVE, it takes a minute or two to travel from one star system to another. That's about the pace I like for Pathfinder Online. And like in EVE, the place you want to go is likely a lot more than one segment away from where you are. If it takes 10-15 minutes of travel on a regular basis, I think that sets a good pace and gives distance meaning without asking people to forgo an afternoon to get somewhere interesting.
15 minutes for travel on a regular basis. Obviously you could expect players to put in a little more time if they want to Siege a settlement at the other end of the map.
Still, maybe that is not the intention, and they would indeed like to see microcosms that do not interact much with eachother.
Btw, I also recall a very old quote that they want to avoid that when a settlement gets razed, that some kind of "No-mans" land will arise, where nobody has much business and where there is no activity. They said something to the extent that they want player and settlement-density on a level that causes constant activity (and strife).
This does not directly go against having microcosms, but still.
I think even with the current map, distances are already working.
Stuff that is happening near Brighthaven/Phaeros?Keepers is like reading the newspaper about troubles, far away. Never been there.
Longest trip I took was run a character from Kindleburn to Thornkeep.
But I agree that if horses have twice the speed, the trip will feel a lot quicker.

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I think there should be the possibility that some settlement way up North can take War to a settlement way in the South.
And that's the exact opposite of what I think. If everyone on the map can effectively make war with anyone else on the map, then our political dynamic will inevitably collapse into just 2 factions. That's boring and not fun.
Previous discussion here.

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You think 70 minutes end to end is "a bit slow"? That's way too fast for my taste. Political and social microclimates will never separate if everyone on the map is effectively neighbors.
Agreed! Moving from the top to the bottom of the current map , let alone the expanded one, should take more than an hour of real time if the world is to have the feel of being expansive.
In a non-high-tech setting, settlements separated by 70 kilomotres should have little to do with each other, other than those few people that enjoy travelling, like tinkers and traders.