home priest function paired with portals wouldnt work well together.
Honestly, home priest function doesn't work very well with the "this is a big world and ghost teleport makes it smaller" argument - this was precisely why we didn't have it in MO1.
I'm not even sure what you two are saying, if I'm being honest.
I don't see a problem with teleporting to a home priest, nor' do I see a problem with portals located -outside- of the cities that take you to other parts of the world -outside- of cities (and no, I don't mean directly outside of cities).
I don't really see an issue if these exists and people use them to go from Point A to Point B.
"but muh local economy. but muh local politics. but muh local XYZ."
The game is six times larger then MO1. SIX TIMES. People used to roam MO1 on foot no problem because they knew there was population in the game. Then people resorted to mounted roams because it was faster & easier due to the fact population was incredibly low.
Making the world bigger was honestly just a bad idea IMO. If it was to compensate for the idea that people wouldn't have to "share land" as much or that "content could be no longer blocked" this way, I feel this was a band-aid solution.
I know there is some people out there who want to ride in-game for two hours to reach their destination, and go "wow that was really fun and hardcore." even though you essentially are traveling through a bigger world with even less people then MO1.
MO1 could actually sustain a "healthy" population at around about 300 people on the game at once. That's not a lot of people, but it sufficed. But it usually had more around 100 to 150 in the past few years with slight peaks due to massive guild wars.
So if we have a map six times the size of MO1, we'd ideally need about 1800 people for a healthy population to really fill out areas - and about 600 to 900 players MINIMUM to have a SUSTAINABLE population for the game to function.
I don't think the stress tests are an accurate representation of 'potential' population given the product was free, entirely (both purchasing the game and a subscription fee) but once you introduce the price tags, along with people being aware (or unaware) of the fact that the game only has a single server in the EU, if you want additional characters you have to purchase ANOTHER account + pay another subscription fee.
I'm getting off topic but my point is if we're really going to let Star Vault just continually keep this idea that you're forced to travel for hours at a time to reach somewhere simply for the sake of creating "competitive" markets and immersion - then people are going to hard pass on MO2 so quickly. Especially knowing some towns / cities wont have as big / active of a population and do to the sheer size of the world and distance between each settlement - will more than likely dishearten players from playing.
Why play when you can't even play where you want?
I actually liked Darkfall's system better.