Doctordarkspawn wrote: »Would be interested in more of the views on why people don't think it should be removed. Obviously my view on the matter is one sided so if people have thoughts I might not have considered.
I simply don't have a problem with the present system. I'm not in any guilds and don't travel to anyone, and only very rarely need to pay a nominal cost to travel to a wayshrine. For example, if I've completed a delve and want to exit it quickly without catching all the respawns on the way out then I just travel to one of my houses, which are mostly chosen for convenience of location as well as the attraction of the houses themselves. Besides, time is never an issue for me, I don't hop up and down demanding QoL changes if something takes me an extra moment or two (or costs a few pieces of gold) !
I tend to be opposed to most QoL changes each of which can easily be justified but the cumulative effect of which is to dumb the game down. It's fine as it is.
Why is it I tend to find you arguing against damn near everything? If it's dumbing the game down it's rich that you should be the one spearheading that complaint section considering you are a self professed 'casual'.
Eitherway, I dont think this is dumbing the game down bud. That's your paranoia talking.
Eitherway, I will be brutally honest, the fee is so easily circumvented it may as well not -be- there. So why bother having it?
lordrichter wrote: »The whole purpose of fast travel is to make moving large distances more convenient. As with any convenience, there needs to be some sort of check in place that dulls the benefit, otherwise it gets overused. These are basically going to be a combination of gold and inconvenience.
Pretty much these. The cost of the first port is small, and the fee increase on subsequent ports makes me choose between running & porting. (And conveniently, it helps towns look lively because people are running around instead of constantly porting in place.)[...] I will admit that being *forced* to traverse the terrain is nicer when the terrain varies more widely and has more things to see/do as you travel across it
but regardless of that, my general feeling is that it should be necessary to travel terrain to reach your destination as the "default" - things like wayshrines are more convenient, and that convenience is "paid" for, either by the nominal (and slightly escalating) fee that currently exists, and/or by a "tax" in the form of having to travel at least a little bit
which I find perfectly reasonable
the fact that you can bypass the wayshrine requirements *almost* entirely using friends lists and/or contacting people in-game to give you a *lift* seems perfectly reasonable as well, making sure that the social-side of an MMO also has a minor benefit in effectively allowing free fast-travel
To be completely honest, it doesn't bother me at all... I have no opinion on the matter.
I do think that the people most affected by the cost is the new players... they aren't normally in any big guilds nor have (yet) friends list to use... specially casual ones that just want to reach a place where sell their loot (limited inventory ftw!) so, only for that I'd be for removing the costs.
Experienced players and people with lots of friends or in big guilds, *never* have to use them... you use travel to player and that's it. There's even an addon that lets you do that comfortably from your map.
Another thing I do think, is that porting to dungeons and trials should have NO cost... even if they are considered wayshrines by the game, they should be an exception to the cost system or at least to the *increase the cost after use* system.
I'd love for them to introduce a spell into the Soul Magic line that lets you port from whatever you are in the world to the nearest wayshrine... similar to divine intervention from Morrowind. Make it costs magicka and stamina, and don't allow it to be used while in combat and that would solve ~90% of cost issues, at the price of having to endure two loading screens
To be completely honest, it doesn't bother me at all... I have no opinion on the matter.
I do think that the people most affected by the cost is the new players... they aren't normally in any big guilds nor have (yet) friends list to use... specially casual ones that just want to reach a place where sell their loot (limited inventory ftw!) so, only for that I'd be for removing the costs.
Experienced players and people with lots of friends or in big guilds, *never* have to use them... you use travel to player and that's it. There's even an addon that lets you do that comfortably from your map.
Another thing I do think, is that porting to dungeons and trials should have NO cost... even if they are considered wayshrines by the game, they should be an exception to the cost system or at least to the *increase the cost after use* system.
I'd love for them to introduce a spell into the Soul Magic line that lets you port from whatever you are in the world to the nearest wayshrine... similar to divine intervention from Morrowind. Make it costs magicka and stamina, and don't allow it to be used while in combat and that would solve ~90% of cost issues, at the price of having to endure two loading screens
Whilst I don't disagree with your final proposal, I think your point about new players being the most inconvenienced at present is moot, simply because they don't really have any reason to port around in the first place. By the time they've taken the free trip to and from their starter island and completed their first main zone, they've got enough gold to pay a nominal amount to travel elsewhere if they wish to, but only to the initial zone if they're switching alliance content as fast travel to unexplored zones will otherwise be locked to them anyway as they won't have discovered the wayshrines. They certainly don't need to pay to reach a merchant.
To be completely honest, it doesn't bother me at all... I have no opinion on the matter.
I do think that the people most affected by the cost is the new players... they aren't normally in any big guilds nor have (yet) friends list to use... specially casual ones that just want to reach a place where sell their loot (limited inventory ftw!) so, only for that I'd be for removing the costs.
Experienced players and people with lots of friends or in big guilds, *never* have to use them... you use travel to player and that's it. There's even an addon that lets you do that comfortably from your map.
Another thing I do think, is that porting to dungeons and trials should have NO cost... even if they are considered wayshrines by the game, they should be an exception to the cost system or at least to the *increase the cost after use* system.
I'd love for them to introduce a spell into the Soul Magic line that lets you port from whatever you are in the world to the nearest wayshrine... similar to divine intervention from Morrowind. Make it costs magicka and stamina, and don't allow it to be used while in combat and that would solve ~90% of cost issues, at the price of having to endure two loading screens
Whilst I don't disagree with your final proposal, I think your point about new players being the most inconvenienced at present is moot, simply because they don't really have any reason to port around in the first place. By the time they've taken the free trip to and from their starter island and completed their first main zone, they've got enough gold to pay a nominal amount to travel elsewhere if they wish to, but only to the initial zone if they're switching alliance content as fast travel to unexplored zones will otherwise be locked to them anyway as they won't have discovered the wayshrines. They certainly don't need to pay to reach a merchant.
That's not exactly true... at least in my own experience. I used to watch streamers playing ESO for the first time, and mostly all of the ones I watched, if they were questing and following the quests lines, had to port at least two or three times per play session to dump their bags... unless they were lucky enough to find the travelling merchant while running around.
Most of them, they didn't even knew there were travelling merchants in the roads at first... because they never found them until later, or didn't realized that those NPCs walking the road were merchants ((unless someone in chat told them about them.))
So, at least for those people it was an inconvenience. You could argue that the inconvenience is the small starting inventory though, instead of the cost to travel, and that I'd agree.... but the inconvenience is there.
EDIT: added clarification
Wayshrines are dotted around zones and only takes a few minutes at worst to get to. And if it's a new zone, it promotes exploration.
I'm amazed at how many players say they love to explore, but getting to a wayshrine to skip the small fee is too tedious. And no, I don't travel to another guildmate. I didn't even know that was a thing.
If the fee for fast travel is too much of a gold sink for you, just get to another wayshrine. If it's important to just instantly travel from where you are, it should cost you.
In my opinion, it's fine just how it's set up.