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?
Listen, I get your more then likely the typical PvE guy who dabbled in PvP and therefore just assumed to know all there is to the game.
To get different resources now, you must travel. It might not be you doing it - but someone has to. Sure, you had to travel in MO1 but compared to now it's hilarious. The bigger picture is the game has now made something that was already taking enough time as is, and only multiplied it by six times.
Please do not try and take some weird stance on how you adapt, so others who don't are just failing at the game. You're not adapting - you just accept shitty game design, and that's not a good thing. It's having that type of thinking that has made games in general have such sloppy practices and bad development. Not traveling somewhere isn't adapting, that only strengthens my point that players will more than likely do less / not play.
Yes there is. I've road everywhere on the map, and it takes hours to get to places. Walking? Have fun spending your day walking the entire way.
No, this has nothing to do with getting action or more PvP. The massive world is just such a flawed designed with the few means of traveling it. You're saying stuff that you don't even know that would happen - you just assume it would, but let me beat you to the point. People in MO1 already did this, and we didn't have a TP function. There has been plenty of sieges I've seen and been apart of where we plan everything in advance and the sieges don't last very long - to the point those defending can't do anything.
I don't approve of your scenario as its worded to strengthen your opinion, but it has a lot of holes in it such as players just not being near their own stuff when its attacked. Are you telling me an entire guild is displaced when they are under siege? Also - wouldn't they all just teleport back anyway? That's what a smart guild would do - and you can do that in MO2. If you think their current gear is going to be worth more then their assets you're crazy.
I think horses being different is a good thing.
The ghost-water thing is probably a bug, yeah.
Yes, ghost mode should be much, much faster.
My point is we've seen other games do this and do fine with such systems. The whole idea that players are going to launch a siege when an enemy guild is out-and-about and win because of it - on the fact alone that they aren't at their base, is just absurd really. They'll just suicide and teleport back via home priest and defend there stuff, but who knows - Henrik stated no walls so it depends on the guild I suppose. Just have to see.
TL;DR
Game already wastes enough of your time, why is traveling both alive / dead slow with a bigger map.