Auto Ghost walk

D

Dracu

Guest
I would just have it be instant with some other cost. Even saying only capitals was a concession to make it more likely to get implemented.
I guess its easier to implement. Cant expect to much when it comes to mechanics sadly.
 

Bernfred

Well-known member
Sep 12, 2020
847
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i would like to see this:

portals in blue towns and you can only enter with 0 items.
the loading bar takes 1 minute to prevent transport snatching and you arrive as dead with all the reserve losses as penalty.
then remove the home- and nearest priest function because it breaks spiritism/ether world and dying is too softcore.
 

Tzone

Well-known member
May 16, 2021
2,468
1,447
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i would like to see this:

portals in blue towns and you can only enter with 0 items.
the loading bar takes 1 minute to prevent transport snatching and you arrive as dead with all the reserve losses as penalty.
then remove the home- and nearest priest function because it breaks spiritism/ether world and dying is too softcore.
could remove home, but nearest priest is what people use to get unstuck most of the time. Or if they are lost in the woods as especially a new player.
 

Bernfred

Well-known member
Sep 12, 2020
847
401
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could remove home, but nearest priest is what people use to get unstuck most of the time. Or if they are lost in the woods as especially a new player.
lets assume there are no bugs :)

OR you add a longer timer to the nearest priest so people stay dead for a while for the ether world stuff.
i think its better when you need to walk when you die (with portals). you still want a good death penalty or it gets boring like fast traveling in Skyrim.
 
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Tzone

Well-known member
May 16, 2021
2,468
1,447
113
lets assume there are no bugs :)

OR you add a longer timer to the nearest priest so people stay dead for a while for the ether world stuff.
Im trying to ask for things that make people not log out and never log back in.
 

Bernfred

Well-known member
Sep 12, 2020
847
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63
Im trying to ask for things that make people not log out and never log back in.
yes, i guess it wont work or you need "unstuck GMs" all over the place. so a longer timer for the nearest priest function would be the middle way.
 

Raknor

Well-known member
Sep 14, 2021
287
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Hyllspeia
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.
 

Backyard Employee

Active member
Oct 30, 2021
273
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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.
 

Bernfred

Well-known member
Sep 12, 2020
847
401
63
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.

the home priest function comes with some flaws, like you can switch the priest all the time in PvP, your home is kinda random depending on what you have set.
i think its better when you die that you go to the nearest blue town as penalty and from their you can port to every blue town which is also more immersive.
 

Raknor

Well-known member
Sep 14, 2021
287
284
63
Hyllspeia
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

You don't? Let me find someone that explained in simple terms

"but muh local economy. but muh local politics. but muh local XYZ."

Oh... turns out you do, you just don't care. Guess what... others care and they play the same game.
 

Backyard Employee

Active member
Oct 30, 2021
273
199
43
You don't? Let me find someone that explained in simple terms



Oh... turns out you do, you just don't care. Guess what... others care and they play the same game.

Then you're one of those people who'd prefer the game cater entirely to you, and what you want rather then what would be more beneficial for the game as a whole.

Hate to break it to you but people aren't going to enjoy traveling for hours on end, either alive or dead. It's honestly this way of thinking that scares me, especially considering if your an MO1 player going into MO2 thinking this way.
 
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Kynyante

New member
Nov 5, 2021
18
4
3
I don't understand the aversion to teleporting as a ghost. We already have convenient features like priest and home priest.
Why force someone to basically not play the game but semi AFK as they ghost from place to place.

Its just a time sink but one you have to be at the desk for to move your character around rocks and change direction as you auto walk.

Why not let people at least teleport to the capitals instead of forcing people to sit in front of a screen auto running as a ghost avoiding rocks.
If people want you to waster time and not instant teleport then have have a system that locks them out of the game for 30 mins so they at least dont have to babysit the ghost and can go be productive IRL.

Imagine instead of running all the way in ghost to MK or Tindrem you can press a button and then AFK doing dishes for 30 min. Then come back and you are in tindrem as a ghost. If you change you mind you can

If people say hey I want spiritist to hunt down people ghosting places then you wont have a lot of people playing your game. Most normal people will just log out and not log back in if they get bannished after running for half a hour to someplace.

Just allowing people to not sink real time into the game means people are more willing to keep playing.
I totally agree with this most the time when i ghost run anyways i click auto run and pull up youtube or twitch or a show and watch it very boring. Maybe SV could add a ghost vendor that allows you to teleport if you have a certain number of standing and have completed tasks for that town or something that way you have to work for teleportation? I dont see an issue with teleporting with nothing
 

Raknor

Well-known member
Sep 14, 2021
287
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Hyllspeia
Hate to break it to you but people aren't going to enjoy traveling for hours on end, either alive or dead. It's honestly this way of thinking that scares me, especially considering if your an MO1 player going into MO2 thinking this way.

First of all I hate traveling. This is why I don't travel - i just remain "semi-local", haven't crossed to the other side of Wolf Lake in weeks - you see, I adapt to the game instead of asking the game to adapt to me.

Second there is no "hours on end" of traveling unless you are running circles or leave you character on auto-walk for 2 hours and come back to see he got stuck in a tree 2 minutes after you left.

Third I completely understand that teleporting everywhere is great for "action". But there are a lot of people that prefer other types of gameplay than just "action". If a guild, for example, becomes aware that their enemy is getting overextended on a raid on the other side of the map and decides to start a logistics plan to lay siege on the enemy assets the fact they can all just go to the nearest bank and teleport home completely negates the logistical efforts of the first guild and whatever they had to do to acquire the information the guild was vulnerable in the first place. Ironically, as a consequence of the lack of penalty for overextension over a large map what you are likely to get is a mega zerg guild that controls the entire map and kill most "action" that you so much crave although I am sure you will find some other mechanic to blame it on when it happens.

EDIT a fourth to clarify: I am not in favor of everything that makes traveling slow - as I mentioned its not enjoyable for the sake of it. For example the fact that every horse is a turtle except desert horses right now is terrible. I am also not in favor of water slowing ghosts and I do believe that is a bug, not a feature. I would also not complain if ghost mode was a bit faster or give it a boost based on PSY (without nerfing the current baseline).

Then you're one of those people who'd prefer the game cater entirely to you, and what you want rather then what would be more beneficial for the game as a whole.

You sure that wasn't aimed at your mirror?
 
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Kynyante

New member
Nov 5, 2021
18
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3
i would like to see this:

portals in blue towns and you can only enter with 0 items.
the loading bar takes 1 minute to prevent transport snatching and you arrive as dead with all the reserve losses as penalty.
then remove the home- and nearest priest function because it breaks spiritism/ether world and dying is too softcore.
if they remove home or near priest function if you get stuck and have to suicide and no GM on your screwed
 

Kynyante

New member
Nov 5, 2021
18
4
3
First of all I hate traveling. This is why I don't travel - i just remain "semi-local", haven't crossed to the other side of Wolf Lake in weeks - you see, I adapt to the game instead of asking the game to adapt to me.

Second there is no "hours on end" of traveling unless you are running circles or leave you character on auto-walk for 2 hours and come back to see he got stuck in a tree 2 minutes after you left.

Third I completely understand that teleporting everywhere is great for "action". But there are a lot of people that prefer other types of gameplay than just "action". If a guild, for example, becomes aware that their enemy is getting overextended on a raid on the other side of the map and decides to start a logistics plan to lay siege on the enemy assets the fact they can all just go to the nearest bank and teleport home completely negates the logistical efforts of the first guild and whatever they had to do to acquire the information the guild was vulnerable in the first place. Ironically, as a consequence of the lack of penalty for overextension over a large map what you are likely to get is a mega zerg guild that controls the entire map and kill most "action" that you so much crave although I am sure you will find some other mechanic to blame it on when it happens.

EDIT a fourth to clarify: I am not in favor of everything that makes traveling slow - as I mentioned its not enjoyable for the sake of it. For example the fact that every horse is a turtle except desert horses right now is terrible. I am also not in favor of water slowing ghosts and I do believe that is a bug, not a feature. I would also not complain if ghost mode was a bit faster or give it a boost based on PSY (without nerfing the current baseline).



You sure that wasn't aimed at your mirror?
i dont think sieging is gonna play a role for faster teleporting cause if they wanted to they can just ghost over there -30 mins and do the same thing doesnt make any sense to say sieging is gonna be zerged or runied cause it will still happen so you save 30 mins with teleport to still get sieged XD big brain they still have to farm or buy all the materials for that town they teleported to not like their banks or mounts come with them
 

Bernfred

Well-known member
Sep 12, 2020
847
401
63
if they remove home or near priest function if you get stuck and have to suicide and no GM on your screwed
yes, i said after that that you would need endless unstuck GMs, so the best way would be to add a longer timer to the nearest priest function for spiritism and if you would have portals then you should remove the return to home priest function.
 

Raknor

Well-known member
Sep 14, 2021
287
284
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Hyllspeia
i dont think sieging is gonna play a role for faster teleporting cause if they wanted to they can just ghost over there -30 mins and do the same thing doesnt make any sense to say sieging is gonna be zerged or runied cause it will still happen so you save 30 mins with teleport to still get sieged XD big brain they still have to farm or buy all the materials for that town they teleported to not like their banks or mounts come with them

I disagree, maybe it does not impact the sieging mechanics as much as I think but IMO if you remove the travel cost from zergs then you get a global zerg instead of localized mini-zergs. It is just a matter of time.