I'm cool w/ making/harvesting mats and moving them around. I still gotta move them thru the map ALIVE, so what's the problem w/ porting in. It would change the game and it would have some downsides (having a bunch of dudes spawn in to zerg you,) but otoh, it might be kinda exciting. That + refresh timer so you can only do it like once every few hours or so.
I mentioned the problems. Players can port themselves into their stronghold, or to the nearest Prist when there is a siege and not only those which have made the Prist their home, in which they maybe stored many boulders and this ruin the mechanic to hold a specific spot on the map, that they would normally have to cross (like the cursed pass in the jungle) This is why bolders should not be able to placed in houses.
You have to be able to prevent entire armies from being moved easily through the world and therefore a moongate system would be much better as it makes restrictions easier.
Here is an example from MO1 on how important such choke points can be. During the Koto siege, we placed 5 earthquake mages under the Kranesh bridge, knowing that the guild AQ from the north would have to cross this bridge. They didn't expect that and half the group exploded before we killed the rest of their players on the bridge, even though our group guarding the bridge was smaller. We outplayed them with a
tactical maneuver, even if their palyers was more experianced in combat.
I am an absolute supporter of fast traveling, but there are a few things to consider to not ruin the core mechanics of the game.
Fast traveling makes it more easy for experianced players and griefers to follow players who want to find their peace in remote places. The players from the north could ambush the new players in the south more often. Therefore, a moongate system with restrictions is the better option.
These players already do this a lot, but one day there will be subscriptions, which should reduce this problem, unless the killers can port themselves everywhere without consequences for doing that. Hence the idea that Playerkillers wanting to use a moongate would have to bribe the guards at the moongate first, and that Murders using a moongate to hunt down Tamers in the Jungle would be prioritized in bounty contracts. So the PVP Players from the North chasing the less experianced players in the South make themselves the hunted by using a fast travel and get a debuff for some time. So that the bounty mechanic cannot be exploited, the bribery of the guards would have be higher than the reward for the bounty hunters.
Otherwise, a killer's friend might agree with him using a moongate as this will prioritize his bounty in order to get more bounty hunter coins. Of course, that wouldn't make sense if using such a moongate for a Murder would entail more expense than the bounty hunter's reward.
As a quick fix I would like if players could bind 2 Homeprists and choose between Nearest Prist, Homeprist 1 or Homeprist 2,
as not respecting game time is an even bigger problem. Eventually this mechanic could then be replaced by a more sophisticated system like my recommendation of a moon gate system with restrictions.
In Conan Exiles, using a moongate caused a debuff. The hitpoints and stamina bar have been reduced for a specific time.
Players who just want to quickly browse the marketplace in another city, would for excample not care at all, if their HP and Stam bar would be reduced for 15 min.