View Full Version : New Travel System
FimisOrbe
04-24-2010, 09:36 AM
<p>Using the new traveling System sends you at some weird Points</p><p>Frostfang Sea to Butcherblock Mountain (using Griffon) --> You start at Docks, but then you fly to Nektulos Zone Line (1270, 59, 5)</p><p>Butcherblock Mountain to Kylong Plains (Bell) --> Zone Line from Qeynos or Freeport (737, 20, 517)</p><p>Others I've tested look fine.</p>
Josgar
04-24-2010, 11:45 PM
<p>Do the docks still have boats come up to them?</p>
Einadin
04-24-2010, 11:59 PM
<p><cite>Josgar@The Bazaar wrote:</cite></p><blockquote><p>Do the docks still have boats come up to them?</p></blockquote><p>Yep.</p>
Laylle
04-25-2010, 09:33 AM
<p>-- Stonebrunt</p><p>Quel'uel -> Moonfield - doesn't even do anything, just closes the window</p><p>Quel'uel -> Marred - Takes you to Moonfield!</p><p>-- in both SF overland zones</p><p>Temporal Pathfinder gives an old style travel dialog.</p><p>BTW, awesome on adding an option to port to Quel'uel from the wizard spires!!!!!</p>
ccarro
04-25-2010, 11:00 AM
<p>It doesn't make any sense that we can now port to a druid ring from a bell. Is this an error?</p><p>Butcher Block Docks bell to Moors Druid ring.</p>
Maroger
04-25-2010, 04:44 PM
<p>Are the boats, carpets, etc going away. I went Qeynos harbor and then carpet for the SS is still there? How about the Skyship - that going away too?</p>
TniEradani
04-26-2010, 01:49 AM
<p>while the idea of anywhere from anyplace sounds good, i have to say</p><p>1) big slap in the face for carpenters, whose brand new SF faction recipes were the items to port you to SBH, RV, and SFM. big slap in the face for their customers who paid so much and used a rare to get them.</p><p>2) the in-ur-face map sucks big time. see <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=477288" target="_blank">http://forums.station.sony.com/eq2/...topic_id=477288</a> for more about that.</p><p>3) more easy-street nerfs to the druid rings. can't possibly have anyone have to work for anything anymore.</p><p>4) the 3 choice transportation hub in paineel still exists. then you go to the launchpad where you get the same options as before except on a big map. and you still can't get to everywhere from anywhere.</p>
Bhagpuss
04-26-2010, 07:48 AM
<p>The whole travel revamp is neither one thing nor the other.</p><p>If it was supposed to resolve the issue of multiple systems being a barrier-to-entry for new players, it doesn't really help all that much. Yes, you have a pop-up map system, but it still relies on a number of conflicting legacy architectures, which are now even less visible to a new player than they used to be.</p><p>You still have different destinations available from two types of bells, spires and druid rings. You cannot go from any of these to any other, only to various subsets. You still have to transition from zone to zone just for the connection. New players will still have to learn these connections in the same way they always did.</p><p>Add to that the need to click on objects in some zones versus speaking to NPCs in others. And the dead ends and choke points. The new system might have fewer variables than the old one but it is still just as confused and chaotic.</p><p>If you really want to make things accessible for new players I would suggest using one simple interface with all destinations on it, accessed through the same process in all circumstances. You have already removed any requirement to visit anywhere once on foot to open it up for instant travel or in-zone mount travel. The logical corollary is to make all destinations immediately available from the character rather than from an in-game object.</p><p>In other words, if you want anyone to be able to go anywhere without confusion or restriction, just implement a one-click travel-map on the EQ2 button and stop fussing about.</p>
Alienor
04-26-2010, 09:04 AM
@Bhagpuss: Full ack. Additionally: What happens with the already existing guild hall amenities, will those be also combined into a single one? What about the costs, if someone decides to return all bells the day before the GU comes live?
Cyliena
04-26-2010, 09:47 AM
<p>@BHagpus: You must've played Free Realms before, eh?</p><p>--</p><p>I like it for the city/world bells. I don't like it for things like the CL griffon, which only had two destinations anyways.</p><p>There's also confusing travels.. for example, I went from NQ to Greater Faydark. It set me inside Kelethin, next to the SS carpet. There was no bell back, so I ended up returning via carpet hops.</p><p>Regardless.. how did I travel the waterways to Kelethin? Maybe I forgot about a body of water around there.</p>
Anestacia
04-26-2010, 12:23 PM
<p>Needs major work before release imo. Over all its a good idea but thier needs to be more logic to it.</p><p>1) The map is too big. Size it down to half so that your whole screen is not consumed by it. Or allow it to be resizable. </p><p>2) Consider making the map more detailed. As of now it seems dull in color and design.</p><p>3) Easier travel is all well and good but this system is one step away from instant travel to where ever you click your mouse. There should be lore and common sense involved when using the system. Bells should travel to other bells, griffons to griffons, etc. </p><p>4) This is more cosmetic than anything but concerning the Druid rings. I am ok with taking the bush requirment going away in order to port to them. With the wizard Spires set up the way they are now, it makes the most sense. But please, please, PLEASE place an NPC druid similar to the guild hall ones at each ring that offers teleportation to players. I know this is a fantasy game but clicking on a shrubbery to whsik me around places seems ridiculus and out of place. A druid NPC that actually ports you is much more realistic.</p><p>5) Please consider making the Ulteran Spire Amenity for guild halls not cost an amenity slot any more. I love the way it looks and decorated around it but now that there is a wizard NPC that ports you to TT, Baren Sky and Bonemire, its not worth having it otherwise. It is such a great model and hate for it to go to waste because of the need for another amenity.</p>
VikingGamer
04-26-2010, 12:48 PM
<p><cite>Anestacia wrote:</cite></p><blockquote>great ideas</blockquote><p>I second the motion on putting druids in the druid rings for choosing travel and have them open a portal for you just like the druid in the guild hall. Much more personal.</p><p>I also agree that bells should go to bells and griffons to griffons and carpets to carpets and so on. As far as getting to kelethin, perhaps the bells could go to BB docks and then a griffon could take you to to and from the green knoll outside of Kelethin. It is one extra hope but it would be considerably more logical and one extra connection is not that bad to retain the sense that Kelethin is very secluded.</p><p>So are the dock bells also going to be a single unified super bell at each dock that will take you anywhere?</p>
Cusashorn
04-26-2010, 12:58 PM
<p>Aside from the fact that there'd have to be some way to acknowledge when multiple instances of an overland zone is created, why not just have a permanent wizard and druid portal up at each location? That way you don't have to ask a druid to open a portal for you, and you can just move around as you want?</p><p>I'm only saying that if they're gonna make the game even more simpler than it is, then they might as well go all the way and remove the 2 seconds it takes to request an NPC to open a portal, and then the upwards to 30 seconds it takes for them to summon it, depending on the lag.</p>
Alima_Tunare
04-26-2010, 01:45 PM
<p>When I first read the patch notes I liked the idea...a little. Less clutter on the docks etc. I think most people enjoy easy travel when they want it but we also like having a feel for the world around us. I dont see a need to remove getting the shrub from the druid rings, its part of exploring new places, but I do like being able to travel from ring to ring. We still need a sense of good side vs evil, so breaking the bells down to just one bell is cutting that off. What about a bell on commonlands docks that gives you the choice of TS and Nek, then two bells at each of those docks....one bell would be the zones that connected to Nek and the other would be the TS bell which includes Antonica docks. The same for TS docks, one bell that offers its connecting zones and another bell for Nek that offers Commonland docks. Still easy travel but keeps the sense of the zones that are part of that end of the world. Really, this travel system is crying out for the Nexus, a central location to connect to the rest of the world, it offers more cohesiveness than what we see atm.</p><p>I loved the easy travel in EQ, click something and off you go to the other side of the world. But I felt a horrible loss at the same time. Old players will definitely remember that run from Halas to Freeport and while it was cumbersome and time consuming, we knew the world around us. We have so many mount types now, with incredible speed and nowhere really to go with them.</p>
Roslyn
04-26-2010, 01:57 PM
<p>I'm glad my 90 Carpenter got her three months of usefulness by crafting house > Moonfield orbs. It's more usefulness than she generally gets I guess... /sarcasm</p><p>I definitely agree that the travel system needs reworking, but as the above are saying, please have it make at least a little bit of sense and logic. I know, I know, it doesn't need logic because it's magic! But it does add to the game's polish over all when things just fit.</p><p>Having a Fury, I must say that it was extremely annoying to have the ability to open a ring but not access it *shakes fist at Steamfont* but at the same time, I like the idea of going to a place once on foot. It makes the world seem less compartmentalized - and I feel this game has a real issue with that already. So please, consider this idea, Norrath is a whole realm, not little chunks, if there's a way you can make it more unified it would be a big improvement to help sooth the disappointments.</p>
channel
04-26-2010, 02:29 PM
<p><cite>FimisOrbe wrote:</cite></p><blockquote><p>Frostfang Sea to Butcherblock Mountain (using Griffon) --> You start at Docks, but then you fly to Nektulos Zone Line (1270, 59, 5)</p></blockquote><p><strong>this</strong> - i went from FF to BBM, landed on BBM docks and immediately took off again - just to be dropped at the zone line in the sea of BBM</p><p>edit number 2 - seems like ANY travel to BBM from another zone is doing this. land at dock and immediately take off again just to end up in the water at zone line</p><p>swam back to the docks, took the griffon to timorous deep. walked around gorowyn for some disco xp , walked to the gorowyn beach station. The OPTION for Chrykori Village Station is NOT part of the Gorowyn beach station options</p><p>i also agree - if we use an NPC - why the extra need to click "i want to travel"... really? isn't that why we clicked on the NPC in the first place? and now that the map is where we choose the destination or CANCEL - removing the extra dialogue would make things more streamlined</p><p>edit: once at C Village station - Mok Rent and Gorowyn Beach is missing</p><p>haven't looked at other paths yet</p>
EndevorX
04-26-2010, 04:18 PM
<p><cite>Ghettoblaster@Nagafen wrote:</cite></p> <blockquote><p>As it was, you clicked on the dude and it brought up a list of places to go within that zone... for instance in Gfay, "Butcherblock" "Crushbone" etc etc... you clicked on your destination and you were off and running</p><p> With the new system, theres 2 extra steps...</p><p>You now have to click on the guy tell him "I would like to travel" or whatever it is,,,,</p><p>To me this should be fixed... first off take away the extra step of having to tell the guy you want to travel... just have him open up the map.... one extra step gone... another way is to just allow us to click where we want to go and have it take us there, like it used to, not have to hit "ok" after selecting it... the horse lists just came up and you clicked and you were off and running...</p><p>I know on PVE servers, it makes no difference, but on PVP servers an extra 2 steps when you have a raid force of opposing faction players beating on you means death or not...</p></blockquote> <p><cite>Seliri@Nagafen wrote:</cite></p> <blockquote><p><cite>Seliri@Nagafen wrote:</cite></p><blockquote><p><span style="color: #ff6600;">I agree with Nevissa/Kamimura that the new travel system seems a bit clunky.</span></p><p><span style="color: #ff6600;">For one, the map overview window has no window settings menu and can't be moved (this should be changed).</span></p><p><span style="color: #ff6600;">Secondly, there should be a toggle under "Options > User Interface > Map Window" called "Use dialogues for travel options over the world map"</span></p><p><span style="color: #ff6600;">I feel more Norrathian would be at home with an option for dialogues to travel where they want to go due to how it's what we've used with griffons and carpets for a long time now.</span></p><p><span style="color: #ff6600;">If dialogue bubbles won't be used, then the scrolling menu like what's currently used with druid portals, bells, and sorceror portals would be a preferable choice, as well.</span></p></blockquote><p><span style="color: #ff6600;">I also think that the travel system revamp needs further revamping.</span></p></blockquote> <p><cite>Eradani@Nagafen wrote:</cite></p><blockquote><p>i have to agree 100% about the time factor on pvp server with this new map popup.</p><p>aside from that, i find this popup map system to be totally obnoxious. i strongly dislike this in-ur-face kind of thing and hope soe will reconsider and, at the very least, make it optional.</p></blockquote><p><span style="color: #ff6600;">^ Consolidated from the other thread.</span></p>
Alrunes
04-26-2010, 04:37 PM
<p>The font size and lack of ability to zoom is my issue. I have the ability to adjust font size in many other areas to make things easier to read. This map offers neither, and shows lacks of planning for the future. As more and more expansions are added the map will have to continue to increase in size, forcing the font to smaller and smaller and smaller size, or as you see on the BB griffon, a list on the side of a map of areas not on the map.</p><p>Hmm a list of areas you could travel to from that bird/npc/clickie..sounds vaguely familiar, easy to use and read... if your that worried that newbies dont know where to go why not just add a tooltip with info that responds to the list, and give the experienced players the option to turn off that tooltip. Please.</p>
Kiwigirl
04-26-2010, 04:47 PM
<p>As a druid I dislike the fact that I can no longer port within the zone I am in. For example it can be quite useful to open up a druid port to travel to the druid rings, say in Antonica, when you are on the other side of the zone. Seems with the new style of travel this is no longer possible. There may be other options to get there but one of the advantages of being a druid was that you could do this for quickness and convenience.</p>
channel
04-26-2010, 05:33 PM
<p>some more feedback - more about the point to point travelling than the UI stuffs... but anyway, i was kind of looking forward to the new "streamlined" travel system, but imho - it's all pretty borked....</p><hr /><p>true bugs (imho):</p><ol><li>Griffon to BBM - doesn't seem to be working correctly, immediate take off upon landing.... character should just LAND at correct place and not be dropped in the sea <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></li><li>SFP still has a old style bell to go to commonlands / ruins/ sunken city</li><li>commonlands still has an old style bell to Ruins/Sunken city</li><li>voyage through norrath bell has "moors of ykesha" ... but the "hover over" on the map only says DESTINATION instead of a level range and short description</li><li>the "freeport travel" bell should say "travel within freeport" which is what the qeynos bell states (i.e. states "travel within qeynos")</li><li>remove harbor masters that sell tickets, or at least remove the "buy ticket" option... it can be confusing to new players</li><li>there is still a Nek Dock bell in Neriak, RIGHT NEXT to the Norrath Travel new bell, and the Thundering Steppes bell still has a sparkling graphic on the dock - but NO bell</li><li>Frostfang sea description on the map says 10-20 range - it is really 1-20</li><li>NQ has a "voyage through norrath" bell, but no other FP zone has one except EFP?</li><li>NERIAK AND FP citizens can use ALL bells within FP (EFP/NFP/SFP,etc) - with no restrictions - this is AWESOME - qeynos should mimic this for all good aligned characters (see Travel Within Zones/Qeynos bell section below)</li></ol><hr /><p>This is how i THOUGHT streamlined travel would work... i put notes in where TEST SERVER differed from what i *thought* would happen</p><p>IN GENERAL - NO TRAVEL should be ONE WAY (i.e. - Voyage through Norrath bell to Kelethin, no bell BACK from kelthin - kelethin only has a carpet // voyage through norrath bell to Frostfang - NO BELL BACK)</p><p><span style="text-decoration: underline;"><strong>Zone to Zone Travel</strong></span></p><p>Griffons</p><ul><li> Frostfang: suggestion - travel to ALL OTHER zone2zone griffon sations should be enabled and not just BBM</li><li> Butcherblock</li><li> Timorous Deep: suggestion - travel to ALL OTHER zone2zone griffon stations should be enabled and not just BBM</li><li> Darklight woods: suggestion - travel to ALL OTHER zone2zone griffon stations should be enabled and not just BBM</li></ul><p>Ships (Air or Boat)</p><ul><li>Frostfang Sea - suggestion - either PLACE a norrath travel bell on the DOCK of FF or remove this as an option in the norrath voyage bell... currently - placing a character in the middle of the island at a respawn point when using norrath voyage is just illogical, especially since there is no way BACK OFF frostfang excep the griffon at the dock which is not really near where a character is dropped - personally - ADD A BELL ON THE DOCK, and when going TO / FROM frostfang via the bell - a character should land on the DOCK</li><li>Antonica</li><li>Thundering Steppes</li><li>Feerrott</li><li>Zek</li><li>Everfrost</li><li>Commonlands</li><li>Nektulos</li><li>Enchanted Lands</li><li>Lavastorm</li><li>Butcherblock</li><li>Isle of Mara</li><li>Kylong Plains</li><li>Moors - the bell is pretty well hidden... please place it somewhere else? like at the end of the dock like other zones?</li><li><span style="text-decoration: underline;">Suggestion:</span> ADD Neriak for ALL evil aligned characters despite citizenship - why is this NOT an option - there are currently bells there at a dock that any character can use IF they can make it to the dock without getting killed... add it for AT LEAST ALL evil aligned toons (yes - i know it is there for NERIAK citizens from any "norrath travel" new bell)</li><li><span style="text-decoration: underline;">Suggestion:</span> REMOVE SS Docks as an option! there was never a bell here - remove the bell - only travel by carpet</li><li><span style="text-decoration: underline;">Suggestion:</span> REMOVE Gfay - why is this an option? what boats/airships go to GFAY? - i think a bell was put in there? or a carpet? i forget, but i think this is an odd option for a ship bell station</li></ul><p> Spire Zones</p><ul><li>Everfrost</li><li>Stonebrunt</li><li>Sundered</li><li>Zek</li><li>Antonica</li><li>TS</li><li>Feerrott</li><li>Moors</li><li>Lavastorm</li><li>EL</li><li>Nek</li><li>CL</li><li>Gfay</li><li>Loping Plains</li><li>KP</li><li>Barrent Sky</li><li>Bonemire</li><li>Tenebrous Tangle</li></ul><p>Druid Ring Zones</p><ul><li>Sundered Frontier</li><li>Antonica</li><li>DLW</li><li>Commonlands</li><li>Moors</li><li>BBM</li><li>Gfay</li><li>Steamfont</li><li>KJ</li><li>KP</li></ul><p>Carpets</p><ul><li>ADD BACK IN - Carpet in Butcherblock near griffon</li><li>my suggestion:<ul><li>GOOD - carpets in SS Docks / Kelethin / BBM / Qeynos should all work interchangeably (i.e. kelethin to BBM via carpet, Qeynos Harbor to Kelethin via carpet, etc)</li><li>EVIL - carpets in SS Docks / DLW / BBM / EFP should all work interchangeably (i.e. DLW to EFP, EFP to BBM)</li><li>NEUTRAL (exiled) - SS DOCKS / Haven / BBM</li><li>GUILD HALLS <ul><li>good aligned characters can go to SS Docks, Kelethin, BBM, Qeynos harbor</li><li>evil aligned characters can go to SS Docks, EFP, BBM, DLW</li><li>exiled characters can go to SS Docks, Haven, BBM</li></ul></li></ul></li><li>remove Timorous Deep as a carpet location on SS Docks... good aligned get two options on SSDocs (SQ/kelethin) ... evil should get two options (DLW/EFP) - ALSO - there is NO WAY to get back to SS docks from Timorous Deep as there is NO carpet in TD - there should never be "one way" travel options in a streamlined system </li></ul><p><strong><span style="text-decoration: underline;">Travel WITHIN zones</span></strong></p><ul><li>Qeynos Bell - the map is too one-side... half the map is completely empty of travel points (i'm thinking this is a shadow of antonica?)... make all of qeynos centered in the middle of the map</li><li>NON Q citizens - once inside qeynos i can travel FROM qeynos harbor to ANYWHERE, but i can't travel BACK to qeynos harbor??? (or travel to SQ or NQ)</li><li>suggestion: add qeynos harbor / south qeynos / north qeynos as an option for ALL bells within qeynos for ANY good aligned character from qeynos/Kelethin/New Halas</li><li><hr /></li><li>Freeport bell - the map is too one sided - center the main city of Freeport in the middle of the map. <hr /></li><li>Timorous Deep Griffon - just let all griffons go to any other griffon with TD, no need to prevent someone at gorowyn beach station from going directly to chrykori village station</li><li><hr /></li><li>Neriak Portals - remove the portal quest, have all portals use-able by any evil aligned toon without quest - if you want to keep the quest - the reward should just be money or something for getting all the sigs, but the portals should be immediately accessible by any evil aligned toon within the walls of the city</li><li><hr /></li><li>lavastorm - didn't look at within zone travelling</li><li>feerrott - didn't look at within zone travelling</li><li>zek - didn't look at within zone travelling</li><li>other shattered lands within zone... didn't look at</li><li>ROK / TSO / SF - didn't look at within zone travelling</li></ul><hr /><p>Home Cities general comments:</p><p>Freeport</p><ul><li>can leave FP via NFP or SFP via Travel Within Freeport (Freeport Travel Bell) and go to commonlands</li><li>can leave EFP via the VOYAGE THROUGH NORRATH bell, Carpet, or Travel Within Freeport (Freeport Travel Bell) to CL</li><li><hr /></li><li>can enter EFP/NFP/SFP via CL docks if evil aligned</li><li>ADD - carpet to EFP from all other evil aligned carpets</li><li>ADD - VOYAGE THROUGH NORRATH to EFP if evil aligned</li><li>ADD - VOYAGE THROUGH NORRATH out of NFP (i.e. - like NQ)</li></ul><p>Qeynos</p><ul><li>can leave NQ or Qeynos Harbor via VOYAGE THROUGH NORRATH bell, or Travel Within Qeynos bell to Antonica</li><li>can leave Qeynos Harbor via Carpet</li><li><hr /></li><li>can enter QH/NQ/SQ from Antonica ONLY if Qeynos Citizen</li><li>ADD entry to QH/NQ/SQ from Antonica for all good aligned</li><li>ADD - carpet to QH from all other carpets if good aligned</li><li>ADD - VOYAGE THROUGH NORRATH to QH for good aligned</li></ul><p>Neriak</p><ul><li>can leave Neriak via VOYAGE THROUGH NORRATH bell</li><li>can leave DLW via Druid Ring, Carpet, or Griffon Station</li><li><hr /></li><li>can enter Neriak via DLW (can get to DLW via druid ring/griffon/carpet)</li><li>can enter Neriak via VOYAGE THROUGH NORRATH if Neriak Citizen</li><li>ADD - enter neriak via VOYAGE THROUGH NORRATH if evil aligned</li><li>ADD - Griffon Station in DLW to be able to travel to all other zone2zone grifs</li><li>ADD - carpet in DLW be able to travel to all other evil aligned carpets</li></ul><p>Kelethin</p><ul><li>can leave Kelethin via Carpet</li><li>can leave GFAY via Spire or Druid Ring</li><li><hr /></li><li>can enter Kelethin via VOYAGE THROUGH NORRATH bell for any alignment</li><li>ADD - Carpet in Kelethin to be able to travel to all other good aligned carpets</li><li>ADD - VOYAGE THROUGH NORRATH bell out of Kelethin</li></ul><p>Timorous Deep</p><ul><li>can leave TD via Griffon or VOYAGE THROUGH NORRATH bell</li><li><hr /></li><li>can enter TD via Griffon</li><li>can enter TD via VOYAGE THROUGH NORRATH bell</li><li>ADD - Griffon in TD can travel to all other griffons</li></ul><p>New Halas</p><ul><li>can leave New Halas via Griffon</li><li><hr /></li><li>can enter New Halas via VOYAGE THROUGH NORRATH bell</li><li>can enter New Halas via Griffon</li><li>MOVE the entry point to the DOCK for VOYAGE THROUGH NORRATH</li><li>ADD - VOYAGE THROUGH NORRATH BELL to the New Halas DOCK</li><li>ADD - Griffon in New Halas can travel to all other griffons</li></ul>
VikingGamer
04-26-2010, 06:34 PM
<p><cite>channel wrote:</cite></p><blockquote>too much great stuff to quote</blockquote><p>I really agree with the GFey bell to carpet problem. It just doesn't make sense. Bells should only go to docks. Have a griffon take you from BB docks to GFey. Keeping kelethin secluded is good for lore. It would also allow a neutral path into GFey that would match the griffon that goes to DLW</p><p>The carpets should be a completely separate system from the bells. Bells shouldn't be able to land you at carpets. Either BB or SS could be used to connect a carpet network to the bell network and BB is better since it also has a node of the griffon network.</p>
Valdaglerion
04-26-2010, 07:10 PM
<p>I am all for easier, better travel. That said, I have always been a proponent of earning it first via access, traveling there at least once, mastering a zone etc. This new system with removal of all requirements seems too much. People will be lost, dazed and confused for longer than they are now because they wont know the zones.</p><p>Where you want faster, easier travel is once you have gone there and done it. The point where it is a useless timesink. Many of the quests are designed to help you learn your way around the zones and which connect, etc. </p><p>Perhaps an account wide flag would have been more appropriate than complete removal of those requirements for usage.</p>
Looker1010
04-26-2010, 08:44 PM
<p>All my gals live in Nettleville which, like all the other Qeynos villages, had two bells, one for within Qeynos and one for outside Qeynos. The outside bell had The Caves, Oakmyst Forest and Antonica on it. GU56 gave the villages one bell and The Caves and Oakmyst Forest were added to the list of local villages one could travel to. Antonica went away. Currently there is no way to go directly from a village to Antonica. You must first go to either North or South Qeynos.</p><p>Is this really what was intended or is this a glaring oversight?</p><p>Overall I'm less than impressed with the new system. We got rid of no forms of transportation and, frankly, this new method is even more confusing for new players than the old one was. Great idea. Dreadful implementation.</p>
EndevorX
04-26-2010, 11:22 PM
<p><cite>channel wrote:</cite></p><blockquote><p>some more feedback - more about the point to point travelling than the UI stuffs... but anyway, i was kind of looking forward to the new "streamlined" travel system, but imho - it's all pretty borked....</p><hr /><p>true bugs (imho):</p><ol><li>Griffon to BBM - doesn't seem to be working correctly, immediate take off upon landing.... character should just LAND at correct place and not be dropped in the sea <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></li><li>SFP still has a old style bell to go to commonlands / ruins/ sunken city</li><li>commonlands still has an old style bell to Ruins/Sunken city</li><li>voyage through norrath bell has "moors of ykesha" ... but the "hover over" on the map only says DESTINATION instead of a level range and short description</li><li>the "freeport travel" bell should say "travel within freeport" which is what the qeynos bell states (i.e. states "travel within qeynos")</li><li>remove harbor masters that sell tickets, or at least remove the "buy ticket" option... it can be confusing to new players</li><li>there is still a Nek Dock bell in Neriak, RIGHT NEXT to the Norrath Travel new bell, and the Thundering Steppes bell still has a sparkling graphic on the dock - but NO bell</li><li>Frostfang sea description on the map says 10-20 range - it is really 1-20</li><li>NQ has a "voyage through norrath" bell, but no other FP zone has one except EFP?</li><li>NERIAK AND FP citizens can use ALL bells within FP (EFP/NFP/SFP,etc) - with no restrictions - this is AWESOME - qeynos should mimic this for all good aligned characters (see Travel Within Zones/Qeynos bell section below)</li></ol><hr /><p>This is how i THOUGHT streamlined travel would work... i put notes in where TEST SERVER differed from what i *thought* would happen</p><p>IN GENERAL - NO TRAVEL should be ONE WAY (i.e. - Voyage through Norrath bell to Kelethin, no bell BACK from kelthin - kelethin only has a carpet // voyage through norrath bell to Frostfang - NO BELL BACK)</p><p><span style="text-decoration: underline;"><strong>Zone to Zone Travel</strong></span></p><p>Griffons</p><ul><li> Frostfang: suggestion - travel to ALL OTHER zone2zone griffon sations should be enabled and not just BBM</li><li> Butcherblock</li><li> Timorous Deep: suggestion - travel to ALL OTHER zone2zone griffon stations should be enabled and not just BBM</li><li> Darklight woods: suggestion - travel to ALL OTHER zone2zone griffon stations should be enabled and not just BBM</li></ul><p>Ships (Air or Boat)</p><ul><li>Frostfang Sea - suggestion - either PLACE a norrath travel bell on the DOCK of FF or remove this as an option in the norrath voyage bell... currently - placing a character in the middle of the island at a respawn point when using norrath voyage is just illogical, especially since there is no way BACK OFF frostfang excep the griffon at the dock which is not really near where a character is dropped - personally - ADD A BELL ON THE DOCK, and when going TO / FROM frostfang via the bell - a character should land on the DOCK</li><li>Antonica</li><li>Thundering Steppes</li><li>Feerrott</li><li>Zek</li><li>Everfrost</li><li>Commonlands</li><li>Nektulos</li><li>Enchanted Lands</li><li>Lavastorm</li><li>Butcherblock</li><li>Isle of Mara</li><li>Kylong Plains</li><li>Moors - the bell is pretty well hidden... please place it somewhere else? like at the end of the dock like other zones?</li><li><span style="text-decoration: underline;">Suggestion:</span> ADD Neriak for ALL evil aligned characters despite citizenship - why is this NOT an option - there are currently bells there at a dock that any character can use IF they can make it to the dock without getting killed... add it for AT LEAST ALL evil aligned toons (yes - i know it is there for NERIAK citizens from any "norrath travel" new bell)</li><li><span style="text-decoration: underline;">Suggestion:</span> REMOVE SS Docks as an option! there was never a bell here - remove the bell - only travel by carpet</li><li><span style="text-decoration: underline;">Suggestion:</span> REMOVE Gfay - why is this an option? what boats/airships go to GFAY? - i think a bell was put in there? or a carpet? i forget, but i think this is an odd option for a ship bell station</li></ul><p> Spire Zones</p><ul><li>Everfrost</li><li>Stonebrunt</li><li>Sundered</li><li>Zek</li><li>Antonica</li><li>TS</li><li>Feerrott</li><li>Moors</li><li>Lavastorm</li><li>EL</li><li>Nek</li><li>CL</li><li>Gfay</li><li>Loping Plains</li><li>KP</li><li>Barrent Sky</li><li>Bonemire</li><li>Tenebrous Tangle</li></ul><p>Druid Ring Zones</p><ul><li>Sundered Frontier</li><li>Antonica</li><li>DLW</li><li>Commonlands</li><li>Moors</li><li>BBM</li><li>Gfay</li><li>Steamfont</li><li>KJ</li><li>KP</li></ul><p>Carpets</p><ul><li>ADD BACK IN - Carpet in Butcherblock near griffon</li><li>my suggestion:<ul><li>GOOD - carpets in SS Docks / Kelethin / BBM / Qeynos should all work interchangeably (i.e. kelethin to BBM via carpet, Qeynos Harbor to Kelethin via carpet, etc)</li><li>EVIL - carpets in SS Docks / DLW / BBM / EFP should all work interchangeably (i.e. DLW to EFP, EFP to BBM)</li><li>NEUTRAL (exiled) - SS DOCKS / Haven / BBM</li><li>GUILD HALLS <ul><li>good aligned characters can go to SS Docks, Kelethin, BBM, Qeynos harbor</li><li>evil aligned characters can go to SS Docks, EFP, BBM, DLW</li><li>exiled characters can go to SS Docks, Haven, BBM</li></ul></li></ul></li><li>remove Timorous Deep as a carpet location on SS Docks... good aligned get two options on SSDocs (SQ/kelethin) ... evil should get two options (DLW/EFP) - ALSO - there is NO WAY to get back to SS docks from Timorous Deep as there is NO carpet in TD - there should never be "one way" travel options in a streamlined system </li></ul><p><strong><span style="text-decoration: underline;">Travel WITHIN zones</span></strong></p><ul><li>Qeynos Bell - the map is too one-side... half the map is completely empty of travel points (i'm thinking this is a shadow of antonica?)... make all of qeynos centered in the middle of the map</li><li>NON Q citizens - once inside qeynos i can travel FROM qeynos harbor to ANYWHERE, but i can't travel BACK to qeynos harbor??? (or travel to SQ or NQ)</li><li>suggestion: add qeynos harbor / south qeynos / north qeynos as an option for ALL bells within qeynos for ANY good aligned character from qeynos/Kelethin/New Halas</li><li><hr /></li><li>Freeport bell - the map is too one sided - center the main city of Freeport in the middle of the map. <hr /></li><li>Timorous Deep Griffon - just let all griffons go to any other griffon with TD, no need to prevent someone at gorowyn beach station from going directly to chrykori village station</li><li><hr /></li><li>Neriak Portals - remove the portal quest, have all portals use-able by any evil aligned toon without quest - if you want to keep the quest - the reward should just be money or something for getting all the sigs, but the portals should be immediately accessible by any evil aligned toon within the walls of the city</li><li><hr /></li><li>lavastorm - didn't look at within zone travelling</li><li>feerrott - didn't look at within zone travelling</li><li>zek - didn't look at within zone travelling</li><li>other shattered lands within zone... didn't look at</li><li>ROK / TSO / SF - didn't look at within zone travelling</li></ul><hr /><p>Home Cities general comments:</p><p>Freeport</p><ul><li>can leave FP via NFP or SFP via Travel Within Freeport (Freeport Travel Bell) and go to commonlands</li><li>can leave EFP via the VOYAGE THROUGH NORRATH bell, Carpet, or Travel Within Freeport (Freeport Travel Bell) to CL</li><li><hr /></li><li>can enter EFP/NFP/SFP via CL docks if evil aligned</li><li>ADD - carpet to EFP from all other evil aligned carpets</li><li>ADD - VOYAGE THROUGH NORRATH to EFP if evil aligned</li><li>ADD - VOYAGE THROUGH NORRATH out of NFP (i.e. - like NQ)</li></ul><p>Qeynos</p><ul><li>can leave NQ or Qeynos Harbor via VOYAGE THROUGH NORRATH bell, or Travel Within Qeynos bell to Antonica</li><li>can leave Qeynos Harbor via Carpet</li><li><hr /></li><li>can enter QH/NQ/SQ from Antonica ONLY if Qeynos Citizen</li><li>ADD entry to QH/NQ/SQ from Antonica for all good aligned</li><li>ADD - carpet to QH from all other carpets if good aligned</li><li>ADD - VOYAGE THROUGH NORRATH to QH for good aligned</li></ul><p>Neriak</p><ul><li>can leave Neriak via VOYAGE THROUGH NORRATH bell</li><li>can leave DLW via Druid Ring, Carpet, or Griffon Station</li><li><hr /></li><li>can enter Neriak via DLW (can get to DLW via druid ring/griffon/carpet)</li><li>can enter Neriak via VOYAGE THROUGH NORRATH if Neriak Citizen</li><li>ADD - enter neriak via VOYAGE THROUGH NORRATH if evil aligned</li><li>ADD - Griffon Station in DLW to be able to travel to all other zone2zone grifs</li><li>ADD - carpet in DLW be able to travel to all other evil aligned carpets</li></ul><p>Kelethin</p><ul><li>can leave Kelethin via Carpet</li><li>can leave GFAY via Spire or Druid Ring</li><li><hr /></li><li>can enter Kelethin via VOYAGE THROUGH NORRATH bell for any alignment</li><li>ADD - Carpet in Kelethin to be able to travel to all other good aligned carpets</li><li>ADD - VOYAGE THROUGH NORRATH bell out of Kelethin</li></ul><p>Timorous Deep</p><ul><li>can leave TD via Griffon or VOYAGE THROUGH NORRATH bell</li><li><hr /></li><li>can enter TD via Griffon</li><li>can enter TD via VOYAGE THROUGH NORRATH bell</li><li>ADD - Griffon in TD can travel to all other griffons</li></ul><p>New Halas</p><ul><li>can leave New Halas via Griffon</li><li><hr /></li><li>can enter New Halas via VOYAGE THROUGH NORRATH bell</li><li>can enter New Halas via Griffon</li><li>MOVE the entry point to the DOCK for VOYAGE THROUGH NORRATH</li><li>ADD - VOYAGE THROUGH NORRATH BELL to the New Halas DOCK</li><li>ADD - Griffon in New Halas can travel to all other griffons</li></ul></blockquote><p><cite>VikingGamer wrote:</cite></p><blockquote><p><cite>channel wrote:</cite></p><blockquote>too much great stuff to quote</blockquote><p>I really agree with the GFey bell to carpet problem. It just doesn't make sense. Bells should only go to docks. Have a griffon take you from BB docks to GFey. Keeping kelethin secluded is good for lore. It would also allow a neutral path into GFey that would match the griffon that goes to DLW</p><p>The carpets should be a completely separate system from the bells. Bells shouldn't be able to land you at carpets. Either BB or SS could be used to connect a carpet network to the bell network and BB is better since it also has a node of the griffon network.</p></blockquote><p><span style="color: #ff6600;">QFE. Feel free to keep the quote train comin', cause they say they'll change things based on feedback and I think channel is spot on with their concerns.</span></p>
Zabjade
04-26-2010, 11:55 PM
<p><span style="color: #00cc00;">One thing I would prefer is that the Travel map didn't cover the whole screen. A smaller map would make look better, maybe slightly larger then the default map.</span></p>
channel
04-27-2010, 07:53 AM
more point to point feedback: griffons within BBM do not work atm... 1) go from DOCK to Highland Outpost 2) go from Highland Outpost to Lesser Faydark Lesser Faydark Griffon Tamer shows the MAP, but double clicking on Highland Outpost does nothing, single clicking on Highland Outpost and then hitting (OK) does nothing - in essence - lfay map does not work 1) run BACK to highland outpost (cause map above not working) 2) go from highland Outpost to Gfay station get to Gfay station - and that map does not work either!!!! plus - this Gfay map gives the option of the DOCK and HIGHLAND, whereas the LFAY map only have HIGHLAND as an option - sooo......in general - same feedback as griffons with Timorous Deep... stop this one step, two step, red fish, blue fish thing! All travel points WITHIN the same zone should be linked to all other travel points... i mean - i can now GET TO THE ZONE in one single zone option, but once IN the zone - i have to travel three times just to get across the zone? that is sooooo illogical!!!! BBM dock griffon should go to Highland outpost / Lesser Faydark / Greater Faydark Greater Faydark griffon shold go to BBM griffon / Lfay grif / highland outpost etc....
channel
04-27-2010, 08:37 AM
<p>btw - now that the shrubbery transports players to other druid rings (which i think is just totally ridiculous - place an NPC at each druid ring like the one in the guild hall imho)...</p><p>but anyhow - now that the shrubbery is a teleportation device - all of the "Discovering the Druid Rings" ACHIEVEMENTS under Exploration in the journal are borked...</p><p>currently - there is NO WAY to get those achievements on test for a character who doesn't already have them because the bush no longer "counts" toward discovering that druid ring</p><p>suggestion: make clicking on the bush STILL count towards the achievement</p><p>Suggestion: make an NPC at each ring open the map</p>
channel
04-27-2010, 09:44 AM
<p>MOORS - Voyage Through Norrath TO moors drops the character in the middle of the druid ring.</p><p>character should be dropped on the dropship landing dock....</p>
Cyliena
04-27-2010, 10:23 AM
<p>Guild Hall travel amenities.</p><p>I didn't see whether or not someone had discussed these yet.</p><p>Basically, all four "bell" type amenities I checked out travel to the same places. There seems to be a few quirks with that though.</p><p>The Kunark amenity does not have Enchanted Lands as an option.</p><p>The Isle of Mara amenity does not have The Fanged Sea as an option (only affects those with the access quest, which I happened to have in my journal).</p><p>The Faydwer and Shattered Lands bells had all the options afaik.</p><p>The KoS spire only travels to KoS spires still, whereas the wizard hireling travels to all wizardly locales. I would suggest opening up the KoS port to offer all as well, since you did it for the bells.</p><p>My biggest issue with these changes is that so many amenities are being obsoleted. Are people going to get a full refund on these? I see that they were renamed on the amenity list for their appearance, but hovering over them still states details such as "Travel to Kunark", etc.</p><p>If anyone wants to see a breakdown of the new options, they are listed in full detail <a href="http://eq2.zam.com/wiki/GU56_Travel_Amenities" target="_blank">here</a>.</p>
ysslik
04-27-2010, 10:42 AM
Big map in the face not good on a pvp server.Im sure many otheres including me will want the old system back on pvp
Todathus
04-27-2010, 11:43 AM
<p><cite>Artemiz@The Bazaar wrote:</cite></p><blockquote><p>I am all for easier, better travel. That said, I have always been a proponent of earning it first via access, traveling there at least once, mastering a zone etc. This new system with removal of all requirements seems too much. People will be lost, dazed and confused for longer than they are now because they wont know the zones.</p><p>Where you want faster, easier travel is once you have gone there and done it. The point where it is a useless timesink. Many of the quests are designed to help you learn your way around the zones and which connect, etc. </p><p>Perhaps an account wide flag would have been more appropriate than complete removal of those requirements for usage.</p></blockquote><p>I couldn't agree more. In a game where you are always trying to dangle a sense of accomplishment in front of the player, exploration and discovery are too important to throw away like this. In every game I'm always excited to finally get to that next point, and unlock the travel means. If the goal is to make the game more accessible to newer players, then I would favor giving them better directions on where to go next and how to get there.</p>
channel
04-27-2010, 12:56 PM
<p><cite>Looker1010 wrote:</cite></p><blockquote><p>All my gals live in Nettleville which, like all the other Qeynos villages, had two bells, one for within Qeynos and one for outside Qeynos. The outside bell had The Caves, Oakmyst Forest and Antonica on it. GU56 gave the villages one bell and The Caves and Oakmyst Forest were added to the list of local villages one could travel to. Antonica went away. Currently there is no way to go directly from a village to Antonica. You must first go to either North or South Qeynos.</p><p>Is this really what was intended or is this a glaring oversight?</p></blockquote><p>i think this is an oversight...</p><p>in FP right now as a FP citizen, Commonlands is an option on ALL the "Freeport Travel (travel within freeport)" bells in all of the boroughs and not just the major port of call EFP</p><p>so i hope it stays this way for FP AND i hope that they add the Antonica option to all the "Travel within Qeynos" bells for all the towns</p>
Matia
04-27-2010, 01:41 PM
<p>I have to say, just reading this (haven't had a chance to get back on and see it myself), the description alone is almost enough to put me off of it.</p><p>I will agree with those saying that there should at least be some accomplishment in the insta-ports/bells/etc. Make travel there first a requirement before you can just click and go. Require taking the boat across the sea and travelling deep into the mountains before you can just go ding a bell and *poof* there.</p><p>I'll save other feedback for when I've had a chance to see it better.</p>
Catria
04-27-2010, 02:22 PM
<p>I haven't had a chance to play with the new system yet (still patching) but in reading the above I do have a few opinions:</p><p>1 - Ability to port into Quel'ule effectively makes the carpenter SF faction recipe item drastically less desireable/marketable. Considering that at higher levels the Quel'ule item was the only one really worth having other than for decor, this is a major slap to carpenters. I usually don't complain about tradeskill stuff like this, but considering the amount of work involved in getting the recipes it does bother me quite a bit. </p><p>2 - Am I to understand that you are changing the way druid port spells work? WHY? I can see no reason to do this and it's very upsetting to me, considering that the ability to port myself around is about the only really good thing my poor fury has going for her anymore. </p><p>3 - I also STRONGLY agree that there needs to be some work involved before being able to pop around Norrath freely. There's a great sense of accomplishment in managing to get a character around to unlock the various travel systems and it's really important (IMHO) that players have some knowledge of the game world they are playing in rather than just popping in and out of areas. Someone above mentioned changing it to an account wide flag where all characters on a given account have access after one has completed it, and this would be an okay compromise, I guess. I would still much rather the requirement of traveling to each area be left in place, though.</p><p>4 - I would like to see a bell put somewhere in West Freeport please. It's really annoying not to be able to use a bell to travel to that section of Freeport when there is access by bell to all other areas, and there is no area of Qeynos left out of the bell system. From a reality standpoint I can see that there is no real waterway in WFP but this could be fixed somehow, I'm sure. (Although given that it sounds like various travel options are being smashed together into one big network, reality has gone out the window anyway.)</p><p>.... more after I get a chance to play around with the new system.</p>
Cyliena
04-27-2010, 02:26 PM
<p><cite>Lyssia@The Bazaar wrote:</cite></p><blockquote><p>4 - I would like to see a bell put somewhere in West Freeport please. It's really annoying not to be able to use a bell to travel to that section of Freeport when there is access by bell to all other areas, and there is no area of Qeynos left out of the bell system. From a reality standpoint I can see that there is no real waterway in WFP but this could be fixed somehow, I'm sure. (Although given that it sounds like various travel options are being smashed together into one big network, reality has gone out the window anyway.)</p><p>.... more after I get a chance to play around with the new system.</p></blockquote><p>You cannot travel to Elddar Grove via the bell system. I concur though.. add both WFP and Elddar Grove! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
channel
04-27-2010, 03:00 PM
<p><cite>Lyssia@The Bazaar wrote:</cite></p><blockquote><p>....Am I to understand that you are changing the way druid port spells work? WHY? I can see no reason to do this and it's very upsetting to me, considering that the ability to port myself around is about the only really good thing my poor fury has going for her anymore. </p></blockquote><p>furies still get their own Circle of Growth and you would cast the spell the same way, but now - after the portal is summoned, clicking on it brings up the map system instead of a pop-up box with a list of choices</p><p><cite><a href="mailto:Lyssia@The">Lyssia@The</a> Bazaar wrote:</cite></p><blockquote><p>3 - ... I would still much rather the requirement of traveling to each area be left in place, though.</p></blockquote><p>while i kind of get that there is an immersion factor in having to go and "harvest" the blessed shrubbery... no other current in live, or future in test, travel system requires any sort of "going and getting it" factor when talking about zone to zone transportation...</p><p>and i guess the other argument here is... they removed the "group" restriction from sorceror teleportation and now just allow them open a portal for anyone, with no requirements for the portal user to ever go and "get" access to the spires....so SOE might as well make druid portals work in a similar fashion </p><p>personally - i don't mind the removal of the "harvesting shrubbery" limitation on the druid rings because there really are soooo many other options for travel (even on live).... i'd rather see some sort of "world traveller" achievement or quest implemented in which the quest/quest chain guides the character through all of the travel systems and allows each player to seek out immersion or ignore it (as their playstyle dictates).....</p><p><cite><a href="mailto:Lyssia@The">Lyssia@The</a> Bazaar wrote:</cite></p><blockquote><p> (Although given that it sounds like various travel options are being smashed together into one big network, reality has gone out the window anyway.)</p></blockquote><p>as for the "smashing everything into one system"... that's not exactly how i'm experiencing it... there are DEFINITELY some bugs in test, and some crossed wires... but there really are 5 distinct zone to zone travel systems (they just all happen to use a "map" interface)</p><ol><li>Griffons: BBM / Frostfang[New Halas dock] / Timorous Deep / Dark Light Woods</li><li>Carpets:<ol><li>Good - SS Docks / Kelethin / Qeynos Harbor</li><li>Evil - SS Docks / DLW / TD / EFP</li></ol></li><li>Voyage Through Norrath Bell</li><li>Druid Rings</li><li>Teleportation Spires</li></ol><p>I definitely have strong feelings on just HOW the wires are crossed right now (especially in regards to the ONE WAY issues), and have made suggestions in other posts as to how they can be un-crosssed... but in general... those are the 5 zone to zone systems... some zones have multiple TO/FROM options, other zones only have one TO/FROM option...</p><p><cite><a href="mailto:Lyssia@The">Lyssia@The</a> Bazaar wrote:</cite></p><blockquote><p>4 - I would like to see a bell put somewhere in West Freeport please. </p></blockquote><p>i love the WFP suggestion, and even elddar grove! personally - i'd LOVE to see maybe griffon stations in both locations instead of a bell....</p><p>ALSO - if there is ANYONE AT ALL ON Test_Copy who has a guild with a guild hall that is willing to let me join the guild and become a leader (in TEST_COPY server only) so that i can play around with travel amenities and such and test that out, i would SOOOO appreciate it. PM me....</p>
Catria
04-27-2010, 03:33 PM
<p>I've just gotten finished playing around a bit on Test (I did the Halas lead-in quest). I see that my fury still can use her druid port spell, but really don't like that I can't port to the zone I'm in. I would like this ability put back, please. It's one of the few perks of being a fury right now.</p><p>After using it a bit, I'm not a fan of the map system. It's big, it's blah, and I really liked having the available destinations listed in alphabetical order for easy selection. If you MUST put in the map system, please make it possible for us to choose the old style transport window via UI options as well. (This will also appease the PvP players who don't want a big map in their face in contested areas.)</p><p>I'm still not big on removing the requirements for the druid rings, etc. If anything, I would advocate ADDING a requirement to visit the various wizard spires before being able to port there, with the exception of those zones that can't be reached any other way. Removing the requirement of having a sokokar to travel in Kunark is okay, but I think we should still be required to visit each post.</p><p>I'm actually happy with having all the bells linked - that makes sense to me. It's along the lines of taking a nonstop flight rather than having a layover and changing flights. </p><p>I did notice that the NPC selling travel tickets is still up in Qeynos Harbor, and I assume the one in Freeport is there too. I was surprised they hadn't been removed.</p><p>I agree with whoever mentioned above that clicking a bush to travel seems odd. Please add an NPC at each ring or put up a permanent portal like the spires instead. </p><p>I also agree that the "I would like to travel" dialogue is unnecessary and annoying. If you have clicked the NPC because you want to travel, thats obviously why you are there. If you don't know what the NPC does, having a list of destinations or map pop up is self-explanatory and there is a cancel button right on that window.</p><p>I did forget about Elddar Grove in my post above (I don't go there very often) and would very much like to see it linked into the Qeynos travel system, and West Freeport linked into the Freeport system. </p>
Catria
04-27-2010, 04:10 PM
<p>Now on Test_Copy playing with the guildhall amenities I have noticed a couple of things...</p><p>I have purchased all four "bells". I do like the various appearance options, especially the new look for what used to be the Mara bell.</p><p>While all four amenities have been renamed in the amenities list at the guildhall door, and they all give the correct new name when examined, mouseover still says the following:</p><p>Explorer's Globe of Norrath - "Travel to the Island of Mara"Ole' Salt's Mariner Bell - "Travel to the Shattered Lands"Navigator's Globe of Norrath - "Travel to Faydwer"Pirate Captain's Helmsman - "Travel to Kunark"</p><p>When right-clicking each one, the options listed are Examine, Move, and Voyage Through Norrath. I suspect the mouseover message should also be "Voyage Through Norrath".</p><p>There is also a discrepancy between the Explorer's globe (Mara} and the other three. In every list except the Mara one, I see options to travel to The Prize of Prexus and The Maid for the Mist. Both of these are specific to quests which are no longer required to travel to specific zones. In addition, for some reason The Prize of Prexus is listed three times. I'd like to see the options for these zones (and any others like them) removed from the main bell system. Because they are actually quest instances, I believe they should only be accessible from the zone the quest originated in. </p><p>The carpet has now been renamed "Magic Carpet to Norrath" (as a side note, I think OF would be better than TO, or even just "Magic Carpet", but that's just my opinion). It also has the mouseover problem where it shows up as "Magic Carpet to Sinking Sands" rather than the new name. It has the same three options on right-click, and also shows The Prize of Prexus (3 times!) and The Maid for the Mist in the destination list.</p><p>Using the bell system to Sinking Sands drops me at the usual spot at the docks, but there is no connection to the bell network from the carpet there. I would suggest changing this to giving the bell network options on a single left click, and keep the right-click travel menu in place as well OR just add all the carpet travel menu options into the bell network options in one big list for these. (I always hated having this carpet go to Maj'Dul with a left click. Can't begin to count how many times I've accidentally started to go to Maj'Dul when trying to travel elsewhere, LOL!) Then again, you could simply leave this one as is (although again I would love to see the entire list on a left click rather than default to Maj'Dul) and just add a bell next to the carpet.</p><p>*edited to add carpet info*</p>
Armironhead
04-27-2010, 10:44 PM
<p>once again pvp is an after thought in the changes that soe makes. First the added time taken to click through to the travel windows to move about makes travel points death traps. Second any system that removes choke points from travel on the pvp servers just makes it possible for more people to avoid pvp. Travel is already too easy on the pvp servers. You can travel from your guild hall to an instance in the blink of an eye and avoid pvp the entire time. The pvp servers do not need easier travel, we need harder travel. If there is to be any wild open world pvp, people have to be in the overland zones. That means they either have to be questing or traveling through the zones to other places. Questing however is a deadend since people finish their quests and never go back. Thus travel through the zones is the only viable option for repeatative pvp play. Hopefully soe will allow the pvp servers to opt out.</p>
TniEradani
04-28-2010, 03:29 AM
<p><cite>Kiwigirl wrote:</cite></p><blockquote><p>As a druid I dislike the fact that I can no longer port within the zone I am in. For example it can be quite useful to open up a druid port to travel to the druid rings, say in Antonica, when you are on the other side of the zone. Seems with the new style of travel this is no longer possible. There may be other options to get there but one of the advantages of being a druid was that you could do this for quickness and convenience.</p></blockquote><p>tell me this isn't true! we can't just open up a druid portal whereever we are?? i hope i'm misunderstanding what you're saying.</p>
Catria
04-28-2010, 03:36 AM
<p><cite>Eradani@Nagafen wrote:</cite></p><blockquote><p><cite>Kiwigirl wrote:</cite></p><blockquote><p>As a druid I dislike the fact that I can no longer port within the zone I am in. For example it can be quite useful to open up a druid port to travel to the druid rings, say in Antonica, when you are on the other side of the zone. Seems with the new style of travel this is no longer possible. There may be other options to get there but one of the advantages of being a druid was that you could do this for quickness and convenience.</p></blockquote><p>tell me this isn't true! we can't just open up a druid portal whereever we are?? i hope i'm misunderstanding what you're saying.</p></blockquote><p>We can open up a portal wherever we are. The problem is that we no longer have the ability to port within the zone we are in. For example, if I'm near the docks in Antonica, I can't port myself to the druid ring in Antonica. </p>
Kiwigirl
04-28-2010, 04:44 AM
<p>Yep, that's exactly the point I was trying to make. I really hope this can be changed.</p>
TniEradani
04-28-2010, 06:28 AM
<p>i have been playing on test for the last few hours and all i got to say is</p><p>GET THIS STUPID MAP OUT OF MY FACE !!!!</p>
TheSpin
04-28-2010, 07:11 AM
<p>1. Leave Druid rings alone, except add a druid in each one to open a portal.2. Leave wizzy porting alone, except removing of a component is good.3. Leave travel within zones alone for the most part.4. Travel Within cities should be kept seperate from travel abroad. (see # 8 )5. Don't Cater to Pvpers aside from allowing them to revive close enough to travel out of a zone after they face their impending doom. If you're gonna make it make sense, then make it make sense. Someone being chased by a band of angry mobs shouldn't just be able to magically disappear into thin air and reappear on an island on the other side of norrath.</p><p><span style="color: #00ff00;"><strong>*6*</strong>. Remove all Bells Carpets and Griffons for traveling long distances, but Create Travel HUBS throughouth Norrath. Add an NPC, a travel broker, with which to book passage (maybe give him his own building to operate in). Add an option (into the game preferences) to show either a map or just a list of locations to travel.</span></p><p> Also, from a new player experience standpoint, either the broker or the map itself could help suggest level appropriate locations for a player to visit.</p><p>7. Instead of (or in addition to) a loading screen when using a Travel Hub, show a cut-scene of your character boarding a boat that is leaving the zone you are departing from. Perhaps in Kelethin or other locations without boats they character could be seen flying off on a zone appropriate mount (with the assumption that after they finish their ride they may board a boat later, or take whatever other means of transportation that has been arranged with the travel broker). </p><p>I think the cutscenes would be doable without any heavy programming changes. Selecting a travel location would teleport the player to a specific location on the dock and break into a cutscene, that player alone would see his boat arrive, him board it, and then depart again. Other players would perhaps see the character appear at the end of the docks, and possibly board the invisible boat, but it wouldn't be disruptive or take away from their own business at the docks. I know there are mechanics built into the game already that would allow a character to see objects only if certain conditions are met. If the loading screen can't be replaced by this cut scene, make the cutscene optional so people can skip watching the animation to save time.</p><p>If this whole idea of cutscenes is just too much, leave a boat at the end of the docks for players to click on to start the loading sequence.</p><p>8. Travel within cities (FP and Qeynos) keep the bell, and show a cutscene of your character boarding a smaller boat, perhaps a rowboat.</p><p>*note* just remove the wanderlust fair as a travel location and move the travel options to Neriak. Leave the druid ring and add a port to the spire, and that's enough travel options to get to a zone such as darklight.</p><p>I imagine this could be too much work, but this is how to do it RIGHT. Something that hasn't been happening enough recently.</p>
psisto
04-28-2010, 07:21 AM
<p><cite>Matia wrote:</cite></p><blockquote><p>I have to say, just reading this (haven't had a chance to get back on and see it myself), the description alone is almost enough to put me off of it.</p><p>I will agree with those saying that there should at least be some accomplishment in the insta-ports/bells/etc. Make travel there first a requirement before you can just click and go. Require taking the boat across the sea and travelling deep into the mountains before you can just go ding a bell and *poof* there.</p><p>I'll save other feedback for when I've had a chance to see it better.</p></blockquote><p>Agreed on that. What Id love to see would be soloable zone access quests. Maybe straighten them out a bit, but Id love the idea of being able to /earn/ the option to travel everywhere in an instant. While I really love the option to go from any bell to any other finally rather than zoning in, only to zone right out again, this sense of accomplishment would add to the game. So overall youd end up with not only a better, more logical travel system, but also a true sense of exploration as you go along and unlock new places.</p>
MrWolfie
04-28-2010, 07:30 AM
<ul><li>Hate the map.</li><li>Hate speaking to NPCs (who still have their response choices swivel around, even though my settings have it detached from their heads).</li><li>Hate right-clicking.</li><li>Hate multiple bells in same location.</li></ul><p>Here are my suggestions:</p><ul><li>Make the map default, but optional - allow the player to choose to see a map or toggle to a simple pop-up window that has a list of the zones that can be accessed from this particular NPC/bell/druid ring/spire/griffon/whatever.</li><li>Remove options from NPCs. Have the map (or simple travel window, if toggled) pop up on left clicking the NPC.</li><li>All travel items, be they bushes, NPCs, teleports, spires, animals...etc should be activated by a single left-click (or double left-click if that's your settings preference).</li><li>One bell in one location. Goes to ALL other bells, that the character can access, including inner-cities. </li></ul>
katalmach
04-28-2010, 07:57 AM
<p>The idea of the map is cute, but I can't stand it in practice. Okay, so I want to go to Bonemire. The map opens up and now I have to find Bonemire.. my eyes scan around... and around... and around.. oh, there it is! With an alphabetical list, the way it currently is on live, my eyes simply follow the list down to 'B' - much simpler, quicker and easier on the eyes. Basically, an alphabetical list only requires that the player knows the alphabet for quick access, whereas the map asks you to be familiar with Norrathian geography..</p><p>Also, sometimes the map takes a while (two, three seconds) to load for me. I hate that - when I click on a bell to go somewhere, I want my options to pop up instantly.</p>
knightofround
04-28-2010, 12:19 PM
<div></div> <p>I'm going to go against the tide here and say that I think the new travel system is great. Obviously there's a few things that need to be ironed out, if any SOE staff is reading this thread I would highly recommend reading <span ><a href="../user/profile.m?user_id=321134"><strong><span style="color: #3366ff;">channel</span></strong></a></span>'s post on page 2.</p><p>My suggestions:</p><p>1. Top priority is that the map needs to be resizable and reskinnable. It needs to open up in the zone you're currently in, and it needs to be easy to drill both up and down. Give the players the tools to make their own map system within the UI, so people can make it minimalist or fleshed out as they want.</p><p>2. Once you pick a zone it needs to list all connecting options -- so if you click down to, say Antonica, it gives you the options for wizard spires, druid spires, and all 3 griffon posts within the map window. It would be great if each node was put into its location on the zone map, but simple text to choose from would be fine. The fact that bells only travel to bells and carpets only travel to carpets was a highly confusing system, and largely un-necessary. Getting rid of them is wonderful!</p><p>3. Eliminate the good/evil access gates of Qeynos and Freeport. It is incredibly annoying not being able to travel to North Freeport as a Qeynos citizen, when all you're really doing is going to someone's house to buy something. There's absolutely no reason to force a good citizen to go to, say, Longshadow Alley, and then zone over to north freeport on foot. Instead, have a warning pop up: "You are a "good" citizen and the location you selected is an "evil" location. Are you sure you want to continue? Yes/No."</p><div></div>
TheSpin
04-28-2010, 04:35 PM
<p><cite>TheSpin wrote:</cite></p><blockquote><p>1. Leave Druid rings alone, except add a druid in each one to open a portal.2. Leave wizzy porting alone, except removing of a component is good.3. Leave travel within zones alone for the most part.4. Travel Within cities should be kept seperate from travel abroad. (see # 8 )5. Don't Cater to Pvpers aside from allowing them to revive close enough to travel out of a zone after they face their impending doom. If you're gonna make it make sense, then make it make sense. Someone being chased by a band of angry mobs shouldn't just be able to magically disappear into thin air and reappear on an island on the other side of norrath.</p><p><span style="color: #00ff00;"><strong>*6*</strong>. Remove all Bells Carpets and Griffons for traveling long distances, but Create Travel HUBS throughouth Norrath. Add an NPC, a travel broker, with which to book passage (maybe give him his own building to operate in). Add an option (into the game preferences) to show either a map or just a list of locations to travel.</span></p><p> Also, from a new player experience standpoint, either the broker or the map itself could help suggest level appropriate locations for a player to visit.</p><p>7. Instead of (or in addition to) a loading screen when using a Travel Hub, show a cut-scene of your character boarding a boat that is leaving the zone you are departing from. Perhaps in Kelethin or other locations without boats they character could be seen flying off on a zone appropriate mount (with the assumption that after they finish their ride they may board a boat later, or take whatever other means of transportation that has been arranged with the travel broker). </p><p>I think the cutscenes would be doable without any heavy programming changes. Selecting a travel location would teleport the player to a specific location on the dock and break into a cutscene, that player alone would see his boat arrive, him board it, and then depart again. Other players would perhaps see the character appear at the end of the docks, and possibly board the invisible boat, but it wouldn't be disruptive or take away from their own business at the docks. I know there are mechanics built into the game already that would allow a character to see objects only if certain conditions are met. If the loading screen can't be replaced by this cut scene, make the cutscene optional so people can skip watching the animation to save time.</p><p>If this whole idea of cutscenes is just too much, leave a boat at the end of the docks for players to click on to start the loading sequence.</p><p>8. Travel within cities (FP and Qeynos) keep the bell, and show a cutscene of your character boarding a smaller boat, perhaps a rowboat.</p><p>*note* just remove the wanderlust fair as a travel location and move the travel options to Neriak. Leave the druid ring and add a port to the spire, and that's enough travel options to get to a zone such as darklight.</p><p>I imagine this could be too much work, but this is how to do it RIGHT. Something that hasn't been happening enough recently.</p></blockquote><p>There's two small addendum I'd like to add to this. I think this is the perfect solution of balance, streamlining, and ease of use.</p><p>1. Clicking on a travel broker (as explained above) should go directly to the zone selection menu. Just like clicking on a merchant goes directly to the wares the merchant is selling.</p><p>2. Instead of a game setting to show either map or alphabetical list make a window with a collapseable map. On the left side of the window is an alphabetical list of the zones, the bigger right side of the window would contain a map you could use to navigate and select a particular zone. If the window is collapsed, only the alhpabetical list will be shown, and the computer will not load the map unless it is told to expand the window.</p><p>Oh yeah, and don't get too caught up on my whole cutscene idea if that turns ya away from the whole idea in general.</p>
Silius
04-28-2010, 09:28 PM
<p><cite>channel wrote:</cite></p><blockquote><p>some more feedback - more about the point to point travelling than the UI stuffs... but anyway, i was kind of looking forward to the new "streamlined" travel system, but imho - it's all pretty borked....</p><hr /><p>true bugs (imho):</p><ol><li>Griffon to BBM - doesn't seem to be working correctly, immediate take off upon landing.... character should just LAND at correct place and not be dropped in the sea <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></li><li>SFP still has a old style bell to go to commonlands / ruins/ sunken city</li><li>commonlands still has an old style bell to Ruins/Sunken city</li><li>voyage through norrath bell has "moors of ykesha" ... but the "hover over" on the map only says DESTINATION instead of a level range and short description</li><li>the "freeport travel" bell should say "travel within freeport" which is what the qeynos bell states (i.e. states "travel within qeynos")</li><li>remove harbor masters that sell tickets, or at least remove the "buy ticket" option... it can be confusing to new players</li><li>there is still a Nek Dock bell in Neriak, RIGHT NEXT to the Norrath Travel new bell, and the Thundering Steppes bell still has a sparkling graphic on the dock - but NO bell</li><li>Frostfang sea description on the map says 10-20 range - it is really 1-20</li><li>NQ has a "voyage through norrath" bell, but no other FP zone has one except EFP?</li><li>NERIAK AND FP citizens can use ALL bells within FP (EFP/NFP/SFP,etc) - with no restrictions - this is AWESOME - qeynos should mimic this for all good aligned characters (see Travel Within Zones/Qeynos bell section below)</li></ol><hr /><p>This is how i THOUGHT streamlined travel would work... i put notes in where TEST SERVER differed from what i *thought* would happen</p><p>IN GENERAL - NO TRAVEL should be ONE WAY (i.e. - Voyage through Norrath bell to Kelethin, no bell BACK from kelthin - kelethin only has a carpet // voyage through norrath bell to Frostfang - NO BELL BACK)</p><p><span style="text-decoration: underline;"><strong>Zone to Zone Travel</strong></span></p><p>Griffons</p><ul><li> Frostfang: suggestion - travel to ALL OTHER zone2zone griffon sations should be enabled and not just BBM</li><li> Butcherblock</li><li> Timorous Deep: suggestion - travel to ALL OTHER zone2zone griffon stations should be enabled and not just BBM</li><li> Darklight woods: suggestion - travel to ALL OTHER zone2zone griffon stations should be enabled and not just BBM</li></ul><p>Ships (Air or Boat)</p><ul><li>Frostfang Sea - suggestion - either PLACE a norrath travel bell on the DOCK of FF or remove this as an option in the norrath voyage bell... currently - placing a character in the middle of the island at a respawn point when using norrath voyage is just illogical, especially since there is no way BACK OFF frostfang excep the griffon at the dock which is not really near where a character is dropped - personally - ADD A BELL ON THE DOCK, and when going TO / FROM frostfang via the bell - a character should land on the DOCK</li><li>Antonica</li><li>Thundering Steppes</li><li>Feerrott</li><li>Zek</li><li>Everfrost</li><li>Commonlands</li><li>Nektulos</li><li>Enchanted Lands</li><li>Lavastorm</li><li>Butcherblock</li><li>Isle of Mara</li><li>Kylong Plains</li><li>Moors - the bell is pretty well hidden... please place it somewhere else? like at the end of the dock like other zones?</li><li><span style="text-decoration: underline;">Suggestion:</span> ADD Neriak for ALL evil aligned characters despite citizenship - why is this NOT an option - there are currently bells there at a dock that any character can use IF they can make it to the dock without getting killed... add it for AT LEAST ALL evil aligned toons (yes - i know it is there for NERIAK citizens from any "norrath travel" new bell)</li><li><span style="text-decoration: underline;">Suggestion:</span> REMOVE SS Docks as an option! there was never a bell here - remove the bell - only travel by carpet</li><li><span style="text-decoration: underline;">Suggestion:</span> REMOVE Gfay - why is this an option? what boats/airships go to GFAY? - i think a bell was put in there? or a carpet? i forget, but i think this is an odd option for a ship bell station</li></ul><p> Spire Zones</p><ul><li>Everfrost</li><li>Stonebrunt</li><li>Sundered</li><li>Zek</li><li>Antonica</li><li>TS</li><li>Feerrott</li><li>Moors</li><li>Lavastorm</li><li>EL</li><li>Nek</li><li>CL</li><li>Gfay</li><li>Loping Plains</li><li>KP</li><li>Barrent Sky</li><li>Bonemire</li><li>Tenebrous Tangle</li></ul><p>Druid Ring Zones</p><ul><li>Sundered Frontier</li><li>Antonica</li><li>DLW</li><li>Commonlands</li><li>Moors</li><li>BBM</li><li>Gfay</li><li>Steamfont</li><li>KJ</li><li>KP</li></ul><p>Carpets</p><ul><li>ADD BACK IN - Carpet in Butcherblock near griffon</li><li>my suggestion:<ul><li>GOOD - carpets in SS Docks / Kelethin / BBM / Qeynos should all work interchangeably (i.e. kelethin to BBM via carpet, Qeynos Harbor to Kelethin via carpet, etc)</li><li>EVIL - carpets in SS Docks / DLW / BBM / EFP should all work interchangeably (i.e. DLW to EFP, EFP to BBM)</li><li>NEUTRAL (exiled) - SS DOCKS / Haven / BBM</li><li>GUILD HALLS <ul><li>good aligned characters can go to SS Docks, Kelethin, BBM, Qeynos harbor</li><li>evil aligned characters can go to SS Docks, EFP, BBM, DLW</li><li>exiled characters can go to SS Docks, Haven, BBM</li></ul></li></ul></li><li>remove Timorous Deep as a carpet location on SS Docks... good aligned get two options on SSDocs (SQ/kelethin) ... evil should get two options (DLW/EFP) - ALSO - there is NO WAY to get back to SS docks from Timorous Deep as there is NO carpet in TD - there should never be "one way" travel options in a streamlined system </li></ul><p><strong><span style="text-decoration: underline;">Travel WITHIN zones</span></strong></p><ul><li>Qeynos Bell - the map is too one-side... half the map is completely empty of travel points (i'm thinking this is a shadow of antonica?)... make all of qeynos centered in the middle of the map</li><li>NON Q citizens - once inside qeynos i can travel FROM qeynos harbor to ANYWHERE, but i can't travel BACK to qeynos harbor??? (or travel to SQ or NQ)</li><li>suggestion: add qeynos harbor / south qeynos / north qeynos as an option for ALL bells within qeynos for ANY good aligned character from qeynos/Kelethin/New Halas</li><li><hr /></li><li>Freeport bell - the map is too one sided - center the main city of Freeport in the middle of the map. <hr /></li><li>Timorous Deep Griffon - just let all griffons go to any other griffon with TD, no need to prevent someone at gorowyn beach station from going directly to chrykori village station</li><li><hr /></li><li>Neriak Portals - remove the portal quest, have all portals use-able by any evil aligned toon without quest - if you want to keep the quest - the reward should just be money or something for getting all the sigs, but the portals should be immediately accessible by any evil aligned toon within the walls of the city</li><li><hr /></li><li>lavastorm - didn't look at within zone travelling</li><li>feerrott - didn't look at within zone travelling</li><li>zek - didn't look at within zone travelling</li><li>other shattered lands within zone... didn't look at</li><li>ROK / TSO / SF - didn't look at within zone travelling</li></ul><hr /><p>Home Cities general comments:</p><p>Freeport</p><ul><li>can leave FP via NFP or SFP via Travel Within Freeport (Freeport Travel Bell) and go to commonlands</li><li>can leave EFP via the VOYAGE THROUGH NORRATH bell, Carpet, or Travel Within Freeport (Freeport Travel Bell) to CL</li><li><hr /></li><li>can enter EFP/NFP/SFP via CL docks if evil aligned</li><li>ADD - carpet to EFP from all other evil aligned carpets</li><li>ADD - VOYAGE THROUGH NORRATH to EFP if evil aligned</li><li>ADD - VOYAGE THROUGH NORRATH out of NFP (i.e. - like NQ)</li></ul><p>Qeynos</p><ul><li>can leave NQ or Qeynos Harbor via VOYAGE THROUGH NORRATH bell, or Travel Within Qeynos bell to Antonica</li><li>can leave Qeynos Harbor via Carpet</li><li><hr /></li><li>can enter QH/NQ/SQ from Antonica ONLY if Qeynos Citizen</li><li>ADD entry to QH/NQ/SQ from Antonica for all good aligned</li><li>ADD - carpet to QH from all other carpets if good aligned</li><li>ADD - VOYAGE THROUGH NORRATH to QH for good aligned</li></ul><p>Neriak</p><ul><li>can leave Neriak via VOYAGE THROUGH NORRATH bell</li><li>can leave DLW via Druid Ring, Carpet, or Griffon Station</li><li><hr /></li><li>can enter Neriak via DLW (can get to DLW via druid ring/griffon/carpet)</li><li>can enter Neriak via VOYAGE THROUGH NORRATH if Neriak Citizen</li><li>ADD - enter neriak via VOYAGE THROUGH NORRATH if evil aligned</li><li>ADD - Griffon Station in DLW to be able to travel to all other zone2zone grifs</li><li>ADD - carpet in DLW be able to travel to all other evil aligned carpets</li></ul><p>Kelethin</p><ul><li>can leave Kelethin via Carpet</li><li>can leave GFAY via Spire or Druid Ring</li><li><hr /></li><li>can enter Kelethin via VOYAGE THROUGH NORRATH bell for any alignment</li><li>ADD - Carpet in Kelethin to be able to travel to all other good aligned carpets</li><li>ADD - VOYAGE THROUGH NORRATH bell out of Kelethin</li></ul><p>Timorous Deep</p><ul><li>can leave TD via Griffon or VOYAGE THROUGH NORRATH bell</li><li><hr /></li><li>can enter TD via Griffon</li><li>can enter TD via VOYAGE THROUGH NORRATH bell</li><li>ADD - Griffon in TD can travel to all other griffons</li></ul><p>New Halas</p><ul><li>can leave New Halas via Griffon</li><li><hr /></li><li>can enter New Halas via VOYAGE THROUGH NORRATH bell</li><li>can enter New Halas via Griffon</li><li>MOVE the entry point to the DOCK for VOYAGE THROUGH NORRATH</li><li>ADD - VOYAGE THROUGH NORRATH BELL to the New Halas DOCK</li><li>ADD - Griffon in New Halas can travel to all other griffons</li></ul></blockquote><p>Channel, thanks for the excellent breakdown. Most of the stuff you listed is how it is intended to go out. The main reason for some of the discrepancies with what you envisioned and what is there can be attributed to bugs or oversight. Catching these things is what the test environment is for and your post here helped me seek out and fix some of the issues. </p><p> Once again thank you and everyone else for the great feedback. Acknowledgement that it has been read does not mean it will affect the final release but your input is not only desired but greatly appreciated. </p>
EndevorX
04-29-2010, 12:56 AM
<p><cite><span style="color: #ff0000;">Silius</span> wrote:</cite></p><blockquote><p><cite>channel wrote:</cite></p><blockquote><p>some more feedback - more about the point to point travelling than the UI stuffs... but anyway, i was kind of looking forward to the new "streamlined" travel system, but imho - it's all pretty borked....</p><hr /><p>true bugs (imho):</p><ol><li>Griffon to BBM - doesn't seem to be working correctly, immediate take off upon landing.... character should just LAND at correct place and not be dropped in the sea <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></li><li>SFP still has a old style bell to go to commonlands / ruins/ sunken city</li><li>commonlands still has an old style bell to Ruins/Sunken city</li><li>voyage through norrath bell has "moors of ykesha" ... but the "hover over" on the map only says DESTINATION instead of a level range and short description</li><li>the "freeport travel" bell should say "travel within freeport" which is what the qeynos bell states (i.e. states "travel within qeynos")</li><li>remove harbor masters that sell tickets, or at least remove the "buy ticket" option... it can be confusing to new players</li><li>there is still a Nek Dock bell in Neriak, RIGHT NEXT to the Norrath Travel new bell, and the Thundering Steppes bell still has a sparkling graphic on the dock - but NO bell</li><li>Frostfang sea description on the map says 10-20 range - it is really 1-20</li><li>NQ has a "voyage through norrath" bell, but no other FP zone has one except EFP?</li><li>NERIAK AND FP citizens can use ALL bells within FP (EFP/NFP/SFP,etc) - with no restrictions - this is AWESOME - qeynos should mimic this for all good aligned characters (see Travel Within Zones/Qeynos bell section below)</li></ol><hr /><p>This is how i THOUGHT streamlined travel would work... i put notes in where TEST SERVER differed from what i *thought* would happen</p><p>IN GENERAL - NO TRAVEL should be ONE WAY (i.e. - Voyage through Norrath bell to Kelethin, no bell BACK from kelthin - kelethin only has a carpet // voyage through norrath bell to Frostfang - NO BELL BACK)</p><p><span style="text-decoration: underline;"><strong>Zone to Zone Travel</strong></span></p><p>Griffons</p><ul><li> Frostfang: suggestion - travel to ALL OTHER zone2zone griffon sations should be enabled and not just BBM</li><li> Butcherblock</li><li> Timorous Deep: suggestion - travel to ALL OTHER zone2zone griffon stations should be enabled and not just BBM</li><li> Darklight woods: suggestion - travel to ALL OTHER zone2zone griffon stations should be enabled and not just BBM</li></ul><p>Ships (Air or Boat)</p><ul><li>Frostfang Sea - suggestion - either PLACE a norrath travel bell on the DOCK of FF or remove this as an option in the norrath voyage bell... currently - placing a character in the middle of the island at a respawn point when using norrath voyage is just illogical, especially since there is no way BACK OFF frostfang excep the griffon at the dock which is not really near where a character is dropped - personally - ADD A BELL ON THE DOCK, and when going TO / FROM frostfang via the bell - a character should land on the DOCK</li><li>Antonica</li><li>Thundering Steppes</li><li>Feerrott</li><li>Zek</li><li>Everfrost</li><li>Commonlands</li><li>Nektulos</li><li>Enchanted Lands</li><li>Lavastorm</li><li>Butcherblock</li><li>Isle of Mara</li><li>Kylong Plains</li><li>Moors - the bell is pretty well hidden... please place it somewhere else? like at the end of the dock like other zones?</li><li><span style="text-decoration: underline;">Suggestion:</span> ADD Neriak for ALL evil aligned characters despite citizenship - why is this NOT an option - there are currently bells there at a dock that any character can use IF they can make it to the dock without getting killed... add it for AT LEAST ALL evil aligned toons (yes - i know it is there for NERIAK citizens from any "norrath travel" new bell)</li><li><span style="text-decoration: underline;">Suggestion:</span> REMOVE SS Docks as an option! there was never a bell here - remove the bell - only travel by carpet</li><li><span style="text-decoration: underline;">Suggestion:</span> REMOVE Gfay - why is this an option? what boats/airships go to GFAY? - i think a bell was put in there? or a carpet? i forget, but i think this is an odd option for a ship bell station</li></ul><p> Spire Zones</p><ul><li>Everfrost</li><li>Stonebrunt</li><li>Sundered</li><li>Zek</li><li>Antonica</li><li>TS</li><li>Feerrott</li><li>Moors</li><li>Lavastorm</li><li>EL</li><li>Nek</li><li>CL</li><li>Gfay</li><li>Loping Plains</li><li>KP</li><li>Barrent Sky</li><li>Bonemire</li><li>Tenebrous Tangle</li></ul><p>Druid Ring Zones</p><ul><li>Sundered Frontier</li><li>Antonica</li><li>DLW</li><li>Commonlands</li><li>Moors</li><li>BBM</li><li>Gfay</li><li>Steamfont</li><li>KJ</li><li>KP</li></ul><p>Carpets</p><ul><li>ADD BACK IN - Carpet in Butcherblock near griffon</li><li>my suggestion:<ul><li>GOOD - carpets in SS Docks / Kelethin / BBM / Qeynos should all work interchangeably (i.e. kelethin to BBM via carpet, Qeynos Harbor to Kelethin via carpet, etc)</li><li>EVIL - carpets in SS Docks / DLW / BBM / EFP should all work interchangeably (i.e. DLW to EFP, EFP to BBM)</li><li>NEUTRAL (exiled) - SS DOCKS / Haven / BBM</li><li>GUILD HALLS <ul><li>good aligned characters can go to SS Docks, Kelethin, BBM, Qeynos harbor</li><li>evil aligned characters can go to SS Docks, EFP, BBM, DLW</li><li>exiled characters can go to SS Docks, Haven, BBM</li></ul></li></ul></li><li>remove Timorous Deep as a carpet location on SS Docks... good aligned get two options on SSDocs (SQ/kelethin) ... evil should get two options (DLW/EFP) - ALSO - there is NO WAY to get back to SS docks from Timorous Deep as there is NO carpet in TD - there should never be "one way" travel options in a streamlined system </li></ul><p><strong><span style="text-decoration: underline;">Travel WITHIN zones</span></strong></p><ul><li>Qeynos Bell - the map is too one-side... half the map is completely empty of travel points (i'm thinking this is a shadow of antonica?)... make all of qeynos centered in the middle of the map</li><li>NON Q citizens - once inside qeynos i can travel FROM qeynos harbor to ANYWHERE, but i can't travel BACK to qeynos harbor??? (or travel to SQ or NQ)</li><li>suggestion: add qeynos harbor / south qeynos / north qeynos as an option for ALL bells within qeynos for ANY good aligned character from qeynos/Kelethin/New Halas</li><li><hr /></li><li>Freeport bell - the map is too one sided - center the main city of Freeport in the middle of the map. <hr /></li><li>Timorous Deep Griffon - just let all griffons go to any other griffon with TD, no need to prevent someone at gorowyn beach station from going directly to chrykori village station</li><li><hr /></li><li>Neriak Portals - remove the portal quest, have all portals use-able by any evil aligned toon without quest - if you want to keep the quest - the reward should just be money or something for getting all the sigs, but the portals should be immediately accessible by any evil aligned toon within the walls of the city</li><li><hr /></li><li>lavastorm - didn't look at within zone travelling</li><li>feerrott - didn't look at within zone travelling</li><li>zek - didn't look at within zone travelling</li><li>other shattered lands within zone... didn't look at</li><li>ROK / TSO / SF - didn't look at within zone travelling</li></ul><hr /><p>Home Cities general comments:</p><p>Freeport</p><ul><li>can leave FP via NFP or SFP via Travel Within Freeport (Freeport Travel Bell) and go to commonlands</li><li>can leave EFP via the VOYAGE THROUGH NORRATH bell, Carpet, or Travel Within Freeport (Freeport Travel Bell) to CL</li><li><hr /></li><li>can enter EFP/NFP/SFP via CL docks if evil aligned</li><li>ADD - carpet to EFP from all other evil aligned carpets</li><li>ADD - VOYAGE THROUGH NORRATH to EFP if evil aligned</li><li>ADD - VOYAGE THROUGH NORRATH out of NFP (i.e. - like NQ)</li></ul><p>Qeynos</p><ul><li>can leave NQ or Qeynos Harbor via VOYAGE THROUGH NORRATH bell, or Travel Within Qeynos bell to Antonica</li><li>can leave Qeynos Harbor via Carpet</li><li><hr /></li><li>can enter QH/NQ/SQ from Antonica ONLY if Qeynos Citizen</li><li>ADD entry to QH/NQ/SQ from Antonica for all good aligned</li><li>ADD - carpet to QH from all other carpets if good aligned</li><li>ADD - VOYAGE THROUGH NORRATH to QH for good aligned</li></ul><p>Neriak</p><ul><li>can leave Neriak via VOYAGE THROUGH NORRATH bell</li><li>can leave DLW via Druid Ring, Carpet, or Griffon Station</li><li><hr /></li><li>can enter Neriak via DLW (can get to DLW via druid ring/griffon/carpet)</li><li>can enter Neriak via VOYAGE THROUGH NORRATH if Neriak Citizen</li><li>ADD - enter neriak via VOYAGE THROUGH NORRATH if evil aligned</li><li>ADD - Griffon Station in DLW to be able to travel to all other zone2zone grifs</li><li>ADD - carpet in DLW be able to travel to all other evil aligned carpets</li></ul><p>Kelethin</p><ul><li>can leave Kelethin via Carpet</li><li>can leave GFAY via Spire or Druid Ring</li><li><hr /></li><li>can enter Kelethin via VOYAGE THROUGH NORRATH bell for any alignment</li><li>ADD - Carpet in Kelethin to be able to travel to all other good aligned carpets</li><li>ADD - VOYAGE THROUGH NORRATH bell out of Kelethin</li></ul><p>Timorous Deep</p><ul><li>can leave TD via Griffon or VOYAGE THROUGH NORRATH bell</li><li><hr /></li><li>can enter TD via Griffon</li><li>can enter TD via VOYAGE THROUGH NORRATH bell</li><li>ADD - Griffon in TD can travel to all other griffons</li></ul><p>New Halas</p><ul><li>can leave New Halas via Griffon</li><li><hr /></li><li>can enter New Halas via VOYAGE THROUGH NORRATH bell</li><li>can enter New Halas via Griffon</li><li>MOVE the entry point to the DOCK for VOYAGE THROUGH NORRATH</li><li>ADD - VOYAGE THROUGH NORRATH BELL to the New Halas DOCK</li><li>ADD - Griffon in New Halas can travel to all other griffons</li></ul></blockquote><p>Channel, thanks for the excellent breakdown. Most of the stuff you listed is how it is intended to go out. The main reason for some of the discrepancies with what you envisioned and what is there can be attributed to bugs or oversight. Catching these things is what the test environment is for and your post here helped me seek out and fix some of the issues. </p><p> Once again thank you and everyone else for the great feedback. Acknowledgement that it has been read does not mean it will affect the final release but your input is not only desired but greatly appreciated. </p></blockquote><p><span style="color: #ff6600;">Aside from all of those specific, meticulous alterations, there are 2 other inclusions that NEED to go through with this travel revamp.</span></p><p><span style="color: #ff6600;"><strong>· </strong>Customizability - The travel map should be resizable and its transparency should be configurable, with a regular "Window Settings" option</span></p><p><span style="color: #ff6600;"><strong>· </strong>Classicality - Two toggle choices should exist<span><span style="color: #ff6600;"> under "Options > User Interface > Map Window" called "Use<em> dialogues</em> for travel options over the world map" and "</span></span><span><span style="color: #ff6600;">Use <em>scrolling menus</em> for travel options over the world map"</span></span></span></p><p><span style="color: #ff6600;"> a. If dialogues aren't an option (like when talking to a griffon tamer), then<strong> AT LEAST</strong> implement the option to use scrolling menus like we currently use for sorceror/druid portal hirelings.</span></p><p><span style="color: #ff0000;">Many/most of use have mentioned that dealing with this clunky map is cumbersome to situational awareness and basic visual freedom when it comes to screen real estate, so, the above two inclusions would accomodate player tastes.</span></p><p><span style="color: #ff6600;">On Test Copy, I've seen the Sinking Sands carpet still use a scrolling menu for nearly ALL travel map locations, so I know this is doable</span></p>
Mystfit
04-29-2010, 08:32 AM
I"m going to try to patch to test today as I;m a bit anxious about the visually imapired and this new map.
Valdaglerion
04-29-2010, 02:23 PM
<p>Some of these options dont make sense to me. For instance, taking a bell at the docks to Greater Faydark and ending up in Kelethin atop a tree with no bell to go back or anywhere for that matter. Makes no sense that a boat would land in a tree in the middle of a forest.</p><p>The bells should go to all other dock bells within Norrath.</p><p>Druid rings should only go to Druid rings, spires to spires, etc.</p><p>I do like the option in the druid rings now to click the bush and be able to travel to the other rings. But I really think that abililty should be reserved for people that have actually harvested a bush and the access not removed from them.</p>
Catria
04-29-2010, 04:34 PM
<p><cite>Artemiz@The Bazaar wrote:</cite></p><blockquote><p>Some of these options dont make sense to me. For instance, taking a bell at the docks to Greater Faydark and <span style="color: #ff0000;">ending up in Kelethin atop a tree with no bell to go back or anywhere for that matter. Makes no sense that a boat would land in a tree in the middle of a forest.</span></p><p><span style="color: #ff0000;">The bells should go to all other dock bells within Norrath.</span></p><p>Druid rings should only go to Druid rings, spires to spires, etc.</p><p>I do like the option in the druid rings now to click the bush and be able to travel to the other rings. But I really think that abililty should be reserved for people that have actually harvested a bush and the access not removed from them.</p></blockquote><p>I agree that it's strange to have a bell in GFay landing where there is no waterway at all. There is a river in GFay, though, even though it doesn't appear to connect to any other waterway (then again, maybe it's like the Sloomaz-ayor-le-wentli river in the Alan Dean Foster books, where you can sink the ship to a second river below, LOL). A nice compromise would be to put in a dock at the base of the tree near Tunare's Sapling and put a bell there. </p><p>I also still think the carpet system should not link into the bell system, but perhaps the evil/good restrictions could be removed from the carpet system.</p>
channel
04-29-2010, 04:44 PM
<p>uhm.... what happened to the carpets to SS Docks on the EFP docks? they were still on the QH docks as of yesterday, so.....</p><p>PLEASE tell me this is an oversight and that they will be making a re-appearance???? please????/</p><p>i still feel VERY STRONGLY that the bell to SS docks be removed - SS has ALWAYS been reached by magic carpet...</p>
Dawnslight
04-29-2010, 05:23 PM
<p>i like what you are doing here. this will make traveling to other areas much faster. </p><p>if you find a bug /bug it</p><p>/feedback in game too</p>
channel
04-29-2010, 05:44 PM
<p><cite>Dawnslight@Befallen wrote:</cite></p><blockquote><p>i like what you are doing here. this will make traveling to other areas much faster. </p><p>if you find a bug /bug it</p><p>/feedback in game too</p></blockquote><p>i'm sorry... i don't understand... all of this only on the Test Servers right now...</p><p>are we suppose to /bug and /feedback on TEST? i thought we were suppose to use these "In Testing Feedback" forums to report bugs/feedbacks/suggestions.....</p><p>not trying to sound offensive - i'm truly curious....</p>
channel
04-29-2010, 06:30 PM
<p>OK - onto guild hall amenities - TY SKYRE DRANETH on TEST_COPY!!!!</p><p><strong><span style="text-decoration: underline;">The Four Mariner Bells:</span></strong></p><p>issue 1: all the bells bring up the same exact menu</p><p>issue 2: new bells all have a different AMENITY NAMES in the amenity tab of the access window, but ONCE PLACED in the guild hall - the hover name is still the OLD NAME</p><ul><li>Amenity Name - Pirate Captain's Helmsman // New Look: A helmsan turning a captian's wheel // HOVER OVER NAME: Travel to Kunark</li><li>Amenity Name - Ole Salt's Mariner Bell // New Look: none - looks like the "travel within Q/FP" bell // HOVER OVER NAME: Travel to the Shattered Lands</li><li>Amenity Name - Navigator's Globe of Norrath // New Look: The new Voyage through Norrath bell // HOVER OVER NAME: Travel to Faydwer</li><li>Amenity name - Explorer's Globe of Norrath // New Look: Like a gold rotating navigation device/compass... reminds me more of DOF items than mara, but oh well... // HOVER OVER NAME: Travel to the Island of Mara</li></ul><p style="PADDING-LEFT: 30px">SUGGESTION:</p><ol><li> <ol><li><div>RENAME all BELLS in the amenity window to START with "MARINER BELL: " verbiage so that they are still grouped together in the amenity window (as of right now - Explorer's globe is separated from the other bells in the amenity tab and might be accidentally overlooked - or purchased as a second un-needed bell thinking it does something different)</div></li><li><div>Change ALL HOVER OVER NAMES = "VOYAGE THROUGH NORRATH" same as hover over of the bell on the world docks</div></li></ol></li></ol><p><strong><span style="text-decoration: underline;">WIZARD SPIRES / WIZARD PORTAL HIRELING</span></strong></p><p>issue 1: Teleportation Spire to the overrealm should be</p><p style="PADDING-LEFT: 30px">A) RENAMED to just Teleportation Spire</p><p style="PADDING-LEFT: 30px">B) pop-up a MAP or MENU allowing travel to ALL spires via this transportation device (and not just KOS) </p><p style="PADDING-LEFT: 30px">C) have HOVE OVER renamed to just Teleportation Spire</p><p style="PADDING-LEFT: 30px">D) right click on Teleportation Spire should have "Travel via Teleportation" instead of "teleport to the overrealm"</p><p>issue 2: the Wizard Portal Hireling is redundant ... especially if changes are made to issue 1... please please please - in a streamlined system - make it TRULY streamlined</p><p><strong><span style="text-decoration: underline;">GENERAL SUGGESTIONS FOR BELLS AND SPIRES</span></strong></p><p style="PADDING-LEFT: 30px">REFUND original purchase price and let guild decide which BELL is used / or which SPIRE transporter is used</p><ol><li> <ol><li><div>REMOVE ALL BELLS and the GUILD HALL PORTAL WIZARD and the OVERREALM SPIRE from guilds and REFUND the FULL purchase price of all transportation prices back into ESCROW</div></li><li><div>Then, after first log in after GU go live, let each guild decide which "LOOK" best suits their guild and then they can re-purchase it - no one should lose out on 50% of original purchase price because SOE decided to make major changes... they already paid the "upkeep" price for the time in which those bells were used...</div></li></ol></li></ol><p><strong><span style="text-decoration: underline;">DRUID PORTAL</span></strong></p><p>works the same as in live, except with the map interface, it should not be automatically refunded - and imho - needs no change except maybe allow the USER to decide if they want MAP vs MENU items</p><p><strong><span style="text-decoration: underline;">CARPET</span></strong></p><p>I hope to god this is an oversight.... the CARPET should transport to CARPETS in a streamlined, world travel system... it should NOT have the same destination options as the BELLS</p><p><strong><span style="text-decoration: underline;">GRIFFON</span></strong></p><p>there is NO griffon travel option??</p><p>SUGGESTION: Add a Griffon Tower for T1 guild halls with a full scale tower/griffon/tamer, Add a Tamer/Griffon for T2/T3 guild halls. GRIFFONS SHOULD TRAVEL TO GRIFFONS in a streamlined system</p><p><strong><span style="text-decoration: underline;">GENERAL SUGGESTIONS IN GENERAL <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></span></strong></p><p style="PADDING-LEFT: 30px">NOTE - the mariner bells ARE a menu and NOT the new map interface, and it is sorted alphabetically</p><p style="PADDING-LEFT: 30px">SUGGESTION 1- you really SHOULD allow the MAP versus MENU option as a user interface toggle or something</p><p style="PADDING-LEFT: 30px">SUGGESTION 2 - the map interface really should be re-sizable</p><p style="PADDING-LEFT: 30px">SUGGESTION 3 - GRIFFONS to GRIFFONS, CARPETS to CARPETS, BELLS to BELLS, SPIRE to SPIRE, DRUID RING to DRUID RING... this cross-wired system currently in test is just down righ ridiculous and NOT streamlined....</p>
channel
04-29-2010, 06:34 PM
<p>edit - double post</p>
Silius
04-29-2010, 08:04 PM
<p><cite>channel wrote:</cite></p><blockquote><p><strong><span style="text-decoration: underline;">GENERAL SUGGESTIONS IN GENERAL <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></span></strong></p><p style="PADDING-LEFT: 30px">NOTE - the mariner bells ARE a menu and NOT the new map interface, and it is sorted alphabetically</p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">Amenities are not finished yet. I still have to make an adjustment so they will use the map properly. Once this is done they should feel much better.</span></p><p style="PADDING-LEFT: 30px">SUGGESTION 1- you really SHOULD allow the MAP versus MENU option as a user interface toggle or something</p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">Unfortunately this will not be an option.</span></p><p style="PADDING-LEFT: 30px">SUGGESTION 2 - the map interface really should be re-sizable</p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">No current plans to make the map resizeable for launch, but that does not mean we it cannot happen at some point down the line.</span></p><p style="PADDING-LEFT: 30px">SUGGESTION 3 - GRIFFONS to GRIFFONS, CARPETS to CARPETS, BELLS to BELLS, SPIRE to SPIRE, DRUID RING to DRUID RING... this cross-wired system currently in test is just down righ ridiculous and NOT streamlined....</p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">That is pretty much how it is meant to work. Sinking sands is now on the "bell" network so the carpets leading to it have been replaced or removed where it was redundant. The new bell is not really a bell, it is a globe. This is meant to imply that the network it uses can got to various places including the middle of a tree city or a dock in the sky. It is no longer limited to locations where waterways connect.</span></p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">Hopefully with the next test push much of the odd zone locations and such should be resolved which should make the above point true for the most part. Thank you again for the feedback.</span></p></blockquote>
Brook
04-29-2010, 08:17 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>channel wrote:</cite></p><blockquote><p><strong><span style="text-decoration: underline;">GENERAL SUGGESTIONS IN GENERAL <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></span></strong></p><p style="PADDING-LEFT: 30px"><p style="PADDING-LEFT: 30px"> </p>SUGGESTION 2 - the map interface really should be re-sizable</p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">No current plans to make the map resizeable for launch, but that does not mean we it cannot happen at some point down the line.</span></p></blockquote></blockquote><p>Thats really a sad thing tbh, the way the map system is setup with the travel system is teh suck.</p>
Gungo
04-29-2010, 08:31 PM
<p>What kind of lore or magic allows us to click a globe on a dock and transport millions of miles away even into other planes?</p><p>I know this is a game but I thought it was suppose to resemble a role playing game at some point.</p><p>Sure druids can move between druid rings. And sorcerers can summon up portals to the ulteran spire network. The bells USE to call ships.</p><p>Am I now suppose to beleive the globe summons a ship that transports me in the middle of greater faydark? I rather see a bell in the nursery area of gfay and then a portal to Kelethin from there. At least give me SOME suspension of belief.</p>
Alrunes
04-29-2010, 08:35 PM
<p><cite>Brook wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><cite>channel wrote:</cite></p><blockquote><p><strong><span style="text-decoration: underline;">GENERAL SUGGESTIONS IN GENERAL <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></span></strong></p><p style="PADDING-LEFT: 30px"><p style="PADDING-LEFT: 30px"> </p>SUGGESTION 2 - the map interface really should be re-sizable</p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">No current plans to make the map resizeable for launch, but that does not mean we it cannot happen at some point down the line.</span></p></blockquote></blockquote><p>Thats really a sad thing tbh, the way the map system is setup with the travel system is teh suck.</p></blockquote><p>Does this also mean that nothing will be done about the small font size?</p>
Jonaroth
04-29-2010, 09:28 PM
<p><cite>Gungo wrote:</cite></p><blockquote><p>What kind of lore or magic allows us to click a globe on a dock and transport millions of miles away even into other planes?</p><p>I know this is a game but I thought it was suppose to resemble a role playing game at some point.</p><p>Sure druids can move between druid rings. And sorcerers can summon up portals to the ulteran spire network. The bells USE to call ships.</p><p>Am I now suppose to beleive the globe summons a ship that transports me in the middle of greater faydark? I rather see a bell in the nursery area of gfay and then a portal to Kelethin from there. At least give me SOME suspension of belief.</p></blockquote><p>Very good point.</p><p>+1</p>
Silius
04-29-2010, 09:48 PM
<p><cite>Alrunes wrote:</cite></p><blockquote><p>Does this also mean that nothing will be done about the small font size?</p></blockquote><p>Are you finding the font hard to read? It is the same font we use on the world map currently. How much bigger should it be?</p>
Sydares
04-29-2010, 10:41 PM
<p>It does seem a little too small, at least at high resolutions. Somewhere between 50-75% larger would be ideal.</p>
<p>Worst things about the travel system (excluding the things I have /bug-ed) imvho:</p><p>Why speak with an NPC and tell him that I want to travel? If I hail this NPC I do it because I want to. So drop that step and open the map instead on the hail. If you misclicked you find a convenient cancel button on the map.</p><p>Please make the font/clickable area for the travel locations bigger. I'm not running max resolution and I still have trouble hitting the tiny clickables. What good does a huge map do if I need a magnifying glass to find my loaction?</p><p>Find a common ground on what exactly provides the travel option. I don't mean to make things look all the same, but in Kunark the Sokokar posts themselfs do not provide a travel option, you have to speak to a travel agent. In SS/Pillars of Flame you have travel agents who will give you the map options and you still have clickable carpets that give you a list of where to go. Both work. Please unify what you are doing.</p><p>Thanks.</p><p>Purr~</p>
Alrunes
04-30-2010, 12:11 AM
<p>Yes, I do have a bit of trouble reading it. I know others wont who have better eyes. I have to increase the font size everywhere I can. So if you dont want to increase the font size for the general population, please at place an option where I can increase for myself. If you could tie the map font size to the chat box font size command that would probably handle the issue.</p>
Silius
04-30-2010, 02:37 AM
<p><cite>Alrunes wrote:</cite></p><blockquote><p>Yes, I do have a bit of trouble reading it. I know others wont who have better eyes. I have to increase the font size everywhere I can. So if you dont want to increase the font size for the general population, please at place an option where I can increase for myself. If you could tie the map font size to the chat box font size command that would probably handle the issue.</p></blockquote><p>I talked to Rothgar and we will look into it tomorrow. When comparing it to the world map there is a noticeable difference in size. I do not think increasing the font size will cause any problems, especially since some of the names have been shortened. Hopefully we can work something out.</p>
Silius
04-30-2010, 02:38 AM
<p><cite>Purr wrote:</cite></p><blockquote><p>Find a common ground on what exactly provides the travel option. I don't mean to make things look all the same, but in Kunark the Sokokar posts themselfs do not provide a travel option, you have to speak to a travel agent. In SS/Pillars of Flame you have travel agents who will give you the map options and you still have clickable carpets that give you a list of where to go. Both work. Please unify what you are doing.</p><p>Thanks.</p><p>Purr~</p></blockquote><p>Those items are just bugged atm on test. When we update next they should no longer be clickable.</p>
EndevorX
04-30-2010, 02:51 AM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>channel wrote:</cite></p><blockquote><p><strong><span style="text-decoration: underline;">GENERAL SUGGESTIONS IN GENERAL <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></span></strong></p><p style="PADDING-LEFT: 30px">NOTE - the mariner bells ARE a menu and NOT the new map interface, and it is sorted alphabetically</p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">Amenities are not finished yet. I still have to make an adjustment so they will use the map properly. Once this is done they should feel much better.</span></p><p style="PADDING-LEFT: 30px">SUGGESTION 1- you really SHOULD allow the MAP versus MENU option as a user interface toggle or something</p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">Unfortunately this will not be an option.</span></p><p style="PADDING-LEFT: 30px"><span style="color: #ff6600;">Why will this not be an option?</span></p><p style="PADDING-LEFT: 30px">SUGGESTION 2 - the map interface really should be re-sizable</p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">No current plans to make the map resizeable for launch, but that does not mean we it cannot happen at some point down the line.</span></p><p style="PADDING-LEFT: 30px"><span style="color: #ff6600;">Promising, and I hope this would be assured for GU#57...would it be?</span></p><p style="PADDING-LEFT: 30px">SUGGESTION 3 - GRIFFONS to GRIFFONS, CARPETS to CARPETS, BELLS to BELLS, SPIRE to SPIRE, DRUID RING to DRUID RING... this cross-wired system currently in test is just down righ ridiculous and NOT streamlined....</p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">That is pretty much how it is meant to work. Sinking sands is now on the "bell" network so the carpets leading to it have been replaced or removed where it was redundant. The new bell is not really a bell, it is a globe. This is meant to imply that the network it uses can got to various places including the middle of a tree city or a dock in the sky. It is no longer limited to locations where waterways connect.</span></p><p style="PADDING-LEFT: 30px"><span style="color: #ff0000;">Hopefully with the next test push much of the odd zone locations and such should be resolved which should make the above point true for the most part. Thank you again for the feedback.</span></p></blockquote></blockquote>
Alrunes
04-30-2010, 04:05 AM
<p>Appreciate you looking into the issue.</p>
StargateFanGirl
04-30-2010, 09:12 AM
<p>How come the Elddar Grove is still not connected to the inter-city travel system? lol I'm beginning to think ya'll dont like the Elddar Grove. I realize there is no housing in this zone (shame cause I'd live there) and no banker (easily fixed heh) but there is a broker and a city merchant as well as the Tunarian Alliance which you have to visit to turn in the scout guild items and for the lower level writs and it's not like the Elddar isnt connected to the rest of the main city zones via the same waterway we're presumably traveling on when we use the bells.</p>
Catria
04-30-2010, 11:57 AM
<p><cite>StargateFanGirl wrote:</cite></p><blockquote><p>How come the Elddar Grove is still not connected to the inter-city travel system? lol I'm beginning to think ya'll dont like the Elddar Grove. I realize there is no housing in this zone (shame cause I'd live there) and no banker (easily fixed heh) but there is a broker and a city merchant as well as the Tunarian Alliance which you have to visit to turn in the scout guild items and for the lower level writs and it's not like the Elddar isnt connected to the rest of the main city zones via the same waterway we're presumably traveling on when we use the bells.</p></blockquote><p>There's also a tunnel leading nowhere in Elddar, if I remember correctly... or steps leading downward like the ones in the starter zones to the docks. I know I got this mixed up with the zone out a lot when I was first running writs here. And that's one more reason it would be very nice to have a bell in Elddar - it would make getting writs so much easier. Same goes for West Freeport... and I'm sure there's a spot somewhere that a bell could be placed.</p>
Silius
04-30-2010, 12:27 PM
<p>I added West Freeport earlier this week. I can take a look at Elddar today.</p>
iceriven2
04-30-2010, 12:59 PM
<p>MY first impression of the new travel system is a good one. As a wizard that used his ports a lot, i perfer the map to the simple text click window. I dont remember how many times with the old way i ported to the wrong location.</p><p>In zone travel system however, I always got the impression it was an after thought. Horse and griffins just placed where ever in zone. And with some zones getting a travel system, they to feel like its an after thought.</p><p>Some zones are exceptions. Like Lavastorm, L fey, and Kunark. </p><p>But Zone like Antonica, Thundersteppe, Nek forest, Commmonlands, Sinking sands, Pillar of flames, G fey all have very oddly placed travel spots. There is a lore standpoint, which has very little revelance to most gamers i know, but take Antonica for example. Why would there be a griffin tower at the Mage spire where the mages want to be left alone and not at windstalker village?</p><p>If you put the placement aside, actual mode of travel again meshs very poorly. Take the new system in Feerrott. Horses that are oddly placed in zone. Why not make a griffin tower of sorts high above the jungle to fly adventures to location. Use the jungle colored griffins. And place in area adventures camps can be placed. Right there thats half of a zone/quest revamp done ! :p</p><p>But over all its a good start.</p>
Draconyx
04-30-2010, 01:57 PM
<p>deleted</p>
Whilhelmina
04-30-2010, 02:10 PM
<p>Hello there.</p><p>I did some testing around and some things are bothering me.</p><ul><li>Druid Portals : please put a druid to open the portal, not a magical shrub, it's ridiculous</li></ul><ul><li>Wizard Spires : I like the addition of GF, Kylong and Moors to it. I'm not sure for Quel'ule as it's not a working spire atm or shouldn't be. </li></ul><ul><li>visit to Sokokar/Horse posts removal : Why not but I would prefer to force the players to visit a little the zones before just flying/running through them.</li><li>The map for the BBM griffon is not really useful. It doesn't show what TD, DLW or Frostfang are nor what they are</li><li>I dislike the carpet/bell in the middle of nowhere in Kelethin. Its unintuitive. Could you please put the bell in the nursery with a teleporter to Kelethin there instead?</li><li>I like the world map for the world bells, spires and druid rings but it's bothering for simple griffons/horse/sokokar. Could we have :1/ a smaller map for intra-zone travels2/ roll back to a simple list of travel options?</li></ul><ul><li>Could a griffon be added at the Thundering Steppes docks please?</li></ul><ul><li>The spires map doesn't show our current location which is confusing</li><li>Everfrost, Steamfont, Zek and EL have a good travelling path now</li></ul><ul><li>New Halas : why no bell on the docks and why is there no boat for Everfrost there?</li><li>Feerrott : What's the point of adding travelling options if they don't go to the temple?I don't like the little "hops" it makes us do in the zone. Could we have the possibility to skip one stable on our way like in Lavastorms please?The horse doesn't seem appropriate to the zone. A sokokar or a cat would fit better with a jungle.</li><li>The 3 toes valley station in Zek should be moved a bit. It's dropping us in the middle of the pathing of some orcs</li><li>I like the bells within Qeynos and FP, but could Antonica and commonlands be added to them so we see the "normal progression" from those zones to T2?</li></ul><p>I like the explanation of the zones when I hover over them on the map. I went back to EQ1 and was lost, not knowing what zone was what. It's an helpful tool.</p><p>I like the fact that the carpet was removed in BBM and replaced by a bell.</p><p>I love the disk in Steamfont <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Usefull and well chosen <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Random bugs :</p><ul><li>I got stuck after zoning from New Halas to BBM (no griffon on BBM side so I had to swim to the docks)</li><li>The color of the running horse is not the same as the color of the tethered horse for Everfrost, Feerrott, Misty Grove and Bramblefoot hills in EL</li><li>The "druid ring" station doesn't show on Feerrott map when we're at this station.</li><li>When at Goblin pass in EL the map shows we're at Chomper's pond</li><li>The horse from Goblin Pass to the great guard drops us at Misty ridge</li><li>The travel outside freeport bell is remaining on Commonlands docks.</li></ul>
Draconyx
04-30-2010, 02:41 PM
<p>Okay have playing around with this and the system bugs me but @ the same time it doesn't</p><p>Solution</p><p>Best of both Worlds</p><p>Put a single BELL on the docks and use same style connection map and have it only go to other bells on other Docks to include sinking sands (so you can then scrap the carpets between expansions)</p><p>Get rid of the bell system in the guild halls and give them the globe with all your current plans.</p><p>So Guilds get a reward of having a globe and all the benifits and clears up the whole bell in a guild hall thing that made no sense.</p><p>And clears up the inconsistanty with globes on the docks and won't confuse a new player.</p>
Silius
04-30-2010, 02:59 PM
<p><cite>Draconyx@Lucan DLere wrote:</cite></p><blockquote><p>Put a single BELL on the docks and use same style connection map and have it only go to other bells on other Docks to include sinking sands (so you can then scrap the carpets between expansions)<span style="white-space: pre;"> </span></p><p><span style="color: #ff0000;">This is how it should be working. The only carpets should be in sinking/pillars for travelling within the zone themselves. Any desert of flames carpets you see, outside of the continent itself, should be reported as bugs.</span></p></blockquote>
Silius
04-30-2010, 03:04 PM
<p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><ul><li>Feerrott : What's the point of adding travelling options if they don't go to the temple?</li></ul></blockquote><p>There is a stable master to the temple, he is on the other side of the canal. I will look into making him more visible.</p>
Catria
04-30-2010, 04:08 PM
<p><cite>iceriven2 wrote:</cite></p><blockquote><p>MY first impression of the new travel system is a good one. As a wizard that used his ports a lot, i perfer the map to the simple text click window. I dont remember how many times with the old way i ported to the wrong location.</p><p>In zone travel system however, I always got the impression it was an after thought. Horse and griffins just placed where ever in zone. And with some zones getting a travel system, they to feel like its an after thought.</p><p>Some zones are exceptions. Like Lavastorm, L fey, and Kunark. </p><p>But Zone like Antonica, Thundersteppe, Nek forest, Commmonlands, Sinking sands, Pillar of flames, G fey all have very oddly placed travel spots. There is a lore standpoint, which has very little revelance to most gamers i know, but take Antonica for example. <span style="color: #ff0000;"> Why would there be a griffin tower at the Mage spire where the mages want to be left alone and not at windstalker village?</span></p><p>If you put the placement aside, actual mode of travel again meshs very poorly. Take the new system in Feerrott. Horses that are oddly placed in zone. Why not make a griffin tower of sorts high above the jungle to fly adventures to location. Use the jungle colored griffins. And place in area adventures camps can be placed. Right there thats half of a zone/quest revamp done ! :p</p><p>But over all its a good start.</p></blockquote><p>Oooh good idea! While you are changing things up can we get the griffon moved from the mage tower to Windstalker? That would put it a bit closer to the druid ring and spires, and make it more on par with the distance to a griffon from the rings and spires in Commonlands.</p>
Catria
04-30-2010, 04:09 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>Draconyx@Lucan DLere wrote:</cite></p><blockquote><p>Put a single BELL on the docks and use same style connection map and have it only go to other bells on other Docks to include sinking sands (so you can then scrap the carpets between expansions)<span style="white-space: pre;"> </span></p><p><span style="color: #ff0000;">This is how it should be working. The only carpets should be in sinking/pillars for travelling within the zone themselves. Any desert of flames carpets you see, outside of the continent itself, should be reported as bugs.</span></p></blockquote></blockquote><p>So the carpet in the guildhall will go only to Sinking Sands then? And all others outside of DoF will be gone? Will there be a bell placed in Butcherblock that connects to the rest of the network then? (Or was that already said and I missed it....)</p>
Catria
04-30-2010, 04:12 PM
<p>Regarding the mention above about a boat to Halas from Everfrost. I agree there should be an actual boat that can be taken from Everfrost to New Halas, as well as a bell on the docks that were recently placed near the spires in EF. I assumed from the beginning that those docks would have a ship to Halas, it just makes sense.</p>
Whilhelmina
04-30-2010, 04:21 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><ul><li>Feerrott : What's the point of adding travelling options if they don't go to the temple?</li></ul></blockquote><p>There is a stable master to the temple, he is on the other side of the canal. I will look into making him more visible.</p></blockquote><p>Ah, then there's a bug. From the docks, the horse path stops at the druid ring.</p>
Silius
04-30-2010, 04:29 PM
<p><cite>Lyssia@The Bazaar wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><cite>Draconyx@Lucan DLere wrote:</cite></p><blockquote><p>Put a single BELL on the docks and use same style connection map and have it only go to other bells on other Docks to include sinking sands (so you can then scrap the carpets between expansions)<span style="white-space: pre;"> </span></p><p><span style="color: #ff0000;">This is how it should be working. The only carpets should be in sinking/pillars for travelling within the zone themselves. Any desert of flames carpets you see, outside of the continent itself, should be reported as bugs.</span></p></blockquote></blockquote><p>So the carpet in the guildhall will go only to Sinking Sands then? And all others outside of DoF will be gone? Will there be a bell placed in Butcherblock that connects to the rest of the network then? (Or was that already said and I missed it....)</p></blockquote><p>Bell in Butcher is already there. The guild hall amenity bell/carpet items will all be on the network. They will differentiated by look.</p>
Silius
04-30-2010, 04:30 PM
<p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><ul><li>Feerrott : What's the point of adding travelling options if they don't go to the temple?</li></ul></blockquote><p>There is a stable master to the temple, he is on the other side of the canal. I will look into making him more visible.</p></blockquote><p>Ah, then there's a bug. From the docks, the horse path stops at the druid ring.</p></blockquote><p>What do you mean stops? Is it just dropping you in some random spot or stopping at another stable master?</p>
Zenadina
04-30-2010, 05:07 PM
<p>It stops and that's as far in the Zone you can go. I looks like there is 2 or 3 sets of Stable Masters in the Zone and there are some breaks in the pathing. If you start at the Docks you can only get to the Ruin Druid ring.</p>
Cyliena
04-30-2010, 05:12 PM
<p>I noticed on the Commonlands docks today that there were four bells. Wasn't this change supposed to assist with condensing the bells?</p>
Silius
04-30-2010, 05:13 PM
<p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p>I noticed on the Commonlands docks today that there were four bells. Wasn't this change supposed to assist with condensing the bells?</p></blockquote><p>Yes, one bell has been removed should be gone next update.</p>
Silius
04-30-2010, 05:15 PM
<p><cite>Zenadina wrote:</cite></p><blockquote><p>It stops and that's as far in the Zone you can go. I looks like there is 2 or 3 sets of Stable Masters in the Zone and there are some breaks in the pathing. If you start at the Docks you can only get to the Ruin Druid ring.</p></blockquote><p>Are you stopping at the stable master that is at the druid ring or are you stopping in the middle of the road nowhere near a stable master?</p>
VikingGamer
04-30-2010, 05:36 PM
<p>Silius, I just want to say that you are doing a great job keeping up with this thread and making changes almost as fast as they are suggested.</p><p>You da' Frog!</p>
Runelaron
04-30-2010, 07:00 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p>I noticed on the Commonlands docks today that there were four bells. Wasn't this change supposed to assist with condensing the bells?</p></blockquote><p>Yes, one bell has been removed should be gone next update.</p></blockquote><p>suggestions. </p><p>1 Add a double click option so we can skip the OK button.</p><p>2. Merge the innercity bell with this 1 Globe, then have it open up a detailed map when we click a Aligned city. This way we can just go to that section of the city instead of Antonica or Commonlands docks first. (unless of course we are not that alignment.)</p>
Looker1010
04-30-2010, 07:01 PM
<p><cite>Silius wrote:</cite></p><blockquote><p>I added West Freeport earlier this week. I can take a look at Elddar today.</p></blockquote><p>How about a bell in each of the good villages to get to Antonica, as we could before this "improvement"? You put the Caves and Oakmyst Forest on the internal bell.</p><p>We need something to get us to Antonica without having to go to South or North Qeynosfirst.</p>
Silius
04-30-2010, 07:47 PM
<p><cite>Runelaron wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p>I noticed on the Commonlands docks today that there were four bells. Wasn't this change supposed to assist with condensing the bells?</p></blockquote><p>Yes, one bell has been removed should be gone next update.</p></blockquote><p>suggestions. </p><p>1 Add a double click option so we can skip the OK button.</p><p><span style="color: #ff0000;">Already is a double click.</span></p></blockquote>
Silius
04-30-2010, 07:47 PM
<p><cite>Looker1010 wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p>I added West Freeport earlier this week. I can take a look at Elddar today.</p></blockquote><p>How about a bell in each of the good villages to get to Antonica, as we could before this "improvement"? You put the Caves and Oakmyst Forest on the internal bell.</p><p>We need something to get us to Antonica without having to go to South or North Qeynosfirst.</p></blockquote><p>Has already been fixed, is currently bugged on test.</p>
Sorvani
04-30-2010, 07:50 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><span style="color: #ff0000;">Already is a double click.</span></p></blockquote><p>Not on to test this at the moment, but will the double click NOT bring the window back up like it currently does on live when you double click a selection from a bell?</p>
Silius
04-30-2010, 08:41 PM
<p><cite>Sorvani wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><span style="color: #ff0000;">Already is a double click.</span></p></blockquote><p>Not on to test this at the moment, but will the double click NOT bring the window back up like it currently does on live when you double click a selection from a bell?</p></blockquote><p>Sorry, I thought you were referring to double clicking your destination. Your reference to the OK button threw me off. Where was it you wanted to add the double click?</p>
Looker1010
04-30-2010, 10:06 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>Looker1010 wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p>I added West Freeport earlier this week. I can take a look at Elddar today.</p></blockquote><p>How about a bell in each of the good villages to get to Antonica, as we could before this "improvement"? You put the Caves and Oakmyst Forest on the internal bell.</p><p>We need something to get us to Antonica without having to go to South or North Qeynos first.</p></blockquote><p>Has already been fixed, is currently bugged on test.</p><p>Thank you kindly sir. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote>
Sorvani
05-01-2010, 02:56 AM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>Sorvani wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><span style="color: #ff0000;">Already is a double click.</span></p></blockquote><p>Not on to test this at the moment, but will the double click NOT bring the window back up like it currently does on live when you double click a selection from a bell?</p></blockquote><p>Sorry, I thought you were referring to double clicking your destination. Your reference to the OK button threw me off. Where was it you wanted to add the double click?</p></blockquote><p>Sorry, I was not very clear there. On live (not test), if you click on a bell, the list of destinations pops up. Then if you double click on the destination, the box goes away, then comes back, then you start to zone.</p><p>So I was wanting to clarify if the double click on the new window will cause this same strange behavior or not. I am home now and as such I can log in and test it for myself.</p>
Silius
05-01-2010, 01:05 PM
<p><cite>Sorvani wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><cite>Sorvani wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><span style="color: #ff0000;">Already is a double click.</span></p></blockquote><p>Not on to test this at the moment, but will the double click NOT bring the window back up like it currently does on live when you double click a selection from a bell?</p></blockquote><p>Sorry, I thought you were referring to double clicking your destination. Your reference to the OK button threw me off. Where was it you wanted to add the double click?</p></blockquote><p>Sorry, I was not very clear there. On live (not test), if you click on a bell, the list of destinations pops up. Then if you double click on the destination, the box goes away, then comes back, then you start to zone.</p><p>So I was wanting to clarify if the double click on the new window will cause this same strange behavior or not. I am home now and as such I can log in and test it for myself.</p></blockquote><p>If you double click on your destination with the travel window it goes away and you start to zone.</p>
<p>I'd like to see a few changes to the travel system...</p><p>The first and simplest is: Show ALL the names that the travel system one is interacting with (ie griffons) are linked to in a zone, even if the particular place you are requires a stopover at an intermediate. IE, if I'm at the BBM docks griffon, I should see the names I see now in the normal color, but also the other griffon station names grayed out, with tooltip text saying that the particular location is not reachable from the current post, or something like that.</p><p>A second nice thing would be an overlay that could be toggled on/off that would show the connections between each post with arrows/lines.</p>
Zenadina
05-02-2010, 06:02 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>Zenadina wrote:</cite></p><blockquote><p>It stops and that's as far in the Zone you can go. I looks like there is 2 or 3 sets of Stable Masters in the Zone and there are some breaks in the pathing. If you start at the Docks you can only get to the Ruin Druid ring.</p></blockquote><p>Are you stopping at the stable master that is at the druid ring or are you stopping in the middle of the road nowhere near a stable master?</p></blockquote><p>It might be how you want it set up. The first station has the option to travel to Alliz Evol Station. Once there you have the option to go to Greenblood River station or back to Drowning Causeway. Greenblood gives the option of Druid Ring or Alliz Evol. Then the Druid Ring station gives the option of Greenblood or Alliz Evol, cant go any futher into the zone from the Druid Ring station.</p><p>There is a stable master at Tower of Vul that will take you to Druid Ring or Alliz Tae Station, if you go to the Druid ring from there you cant go back. There is no option at the Druid ring to goto the Tower of Vul. And Alliz Tae is the end of the line to, cant go futher just back to Tower of Vul. Which makes sense there is another Stable Master right pass the water passage that will take you to Dread Basin which is the end of the zone<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>So to make a long story short, just need the option to travel to The Tower of Vul from the Druid Ring station and all should be good<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Rendoir
05-03-2010, 05:12 AM
<p>Perhaps this is an unpopular view but...</p><p>I hate travel the way it is at the moment - it is time consuming ( read - collecting bushes from far off zones etc) it is clunky and it wastes valuable playing time for those who can;t afford the time.</p><p>I hate being held to ransom for 25pp to get a portal to SBM just because there is no faster way to get to the zone, and the last thing people want to do when they log in is then spend 10 minutes pointlessly flying aimlessly around SF going.. hmm wish I was actually with my friends already. </p><p>Travel has always been a terrible time sink in this game - finally it is being sorted out!</p><p>Great idea - keep coming with ideas to make the mundane parts of the game go, and leave the fun, fighting, gathering, questing parts of the game in!</p>
guillero
05-03-2010, 09:18 AM
<p><cite>Impact@Splitpaw wrote:</cite></p><blockquote><p>Perhaps this is an unpopular view but...</p><p>I hate travel the way it is at the moment - it is time consuming ( read - collecting bushes from far off zones etc) it is clunky and it wastes valuable playing time for those who can;t afford the time.</p><p>I hate being held to ransom for 25pp to get a portal to SBM just because there is no faster way to get to the zone, and the last thing people want to do when they log in is then spend 10 minutes pointlessly flying aimlessly around SF going.. hmm wish I was actually with my friends already. </p><p>Travel has always been a terrible time sink in this game - finally it is being sorted out!</p><p>Great idea - keep coming with ideas to make the mundane parts of the game go, and leave the fun, fighting, gathering, questing parts of the game in!</p></blockquote><p>I wonder sometimes why people like you still play MMO's at all?</p><p>You all want everything INSTANT!</p><p>a BIG part of the MMO experience used to be the IMMERSION and EXPLORING of the game world.</p><p>With this instant travel to anywhere. The whole cohesion and logic of the game world gets thrown straight out of the window.</p><p>People won't even know where they are going and where they are anymore. What zone is part of wich continent.</p><p>With this whole instant travel to anywhere system, the whole game gets principly dumbed down to a bunch of instances connected to a instant travel system.</p><p>Bye bye Immersion. Bye bye exploring. Bye bye Game world.</p>
Murryha
05-03-2010, 09:31 AM
<p><cite>Jerokane@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Impact@Splitpaw wrote:</cite></p><blockquote><p>Perhaps this is an unpopular view but...</p><p>I hate travel the way it is at the moment - it is time consuming ( read - collecting bushes from far off zones etc) it is clunky and it wastes valuable playing time for those who can;t afford the time.</p><p>I hate being held to ransom for 25pp to get a portal to SBM just because there is no faster way to get to the zone, and the last thing people want to do when they log in is then spend 10 minutes pointlessly flying aimlessly around SF going.. hmm wish I was actually with my friends already. </p><p>Travel has always been a terrible time sink in this game - finally it is being sorted out!</p><p>Great idea - keep coming with ideas to make the mundane parts of the game go, and leave the fun, fighting, gathering, questing parts of the game in!</p></blockquote><p>I wonder sometimes why people like you still play MMO's at all?</p><p>You all want everything INSTANT!</p><p>a BIG part of the MMO experience used to be the IMMERSION and EXPLORING of the game world.</p><p>With this instant travel to anywhere. The whole cohesion and logic of the game world gets thrown straight out of the window.</p><p>People won't even know where they are going and where they are anymore. What zone is part of wich continent.</p><p>With this whole instant travel to anywhere system, the whole game gets principly dumbed down to a bunch of instances connected to a instant travel system.</p><p>Bye bye Immersion. Bye bye exploring. Bye bye Game world.</p></blockquote><p>Jerokane, I understand what you are saying, but the good news is, the option to "hoof" it still exists for those interested in doing things that way.</p><p>I will still be able to get the disco from being constantly lost (lol) and there will be more shinies for me!</p><p>I do hope though, that rather than only having a map to click on to travel, there is a drop down list. I frequently know where I want to go, but not necessarily where it is on a map. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
guillero
05-03-2010, 11:03 AM
<p><cite>Murryha@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Jerokane@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Impact@Splitpaw wrote:</cite></p><blockquote><p>Perhaps this is an unpopular view but...</p><p>I hate travel the way it is at the moment - it is time consuming ( read - collecting bushes from far off zones etc) it is clunky and it wastes valuable playing time for those who can;t afford the time.</p><p>I hate being held to ransom for 25pp to get a portal to SBM just because there is no faster way to get to the zone, and the last thing people want to do when they log in is then spend 10 minutes pointlessly flying aimlessly around SF going.. hmm wish I was actually with my friends already. </p><p>Travel has always been a terrible time sink in this game - finally it is being sorted out!</p><p>Great idea - keep coming with ideas to make the mundane parts of the game go, and leave the fun, fighting, gathering, questing parts of the game in!</p></blockquote><p>I wonder sometimes why people like you still play MMO's at all?</p><p>You all want everything INSTANT!</p><p>a BIG part of the MMO experience used to be the IMMERSION and EXPLORING of the game world.</p><p>With this instant travel to anywhere. The whole cohesion and logic of the game world gets thrown straight out of the window.</p><p>People won't even know where they are going and where they are anymore. What zone is part of wich continent.</p><p>With this whole instant travel to anywhere system, the whole game gets principly dumbed down to a bunch of instances connected to a instant travel system.</p><p>Bye bye Immersion. Bye bye exploring. Bye bye Game world.</p></blockquote><p>Jerokane, I understand what you are saying, but the good news is, the option to "hoof" it still exists for those interested in doing things that way.</p><p>I will still be able to get the disco from being constantly lost (lol) and there will be more shinies for me!</p><p>I do hope though, that rather than only having a map to click on to travel, there is a drop down list. I frequently know where I want to go, but not necessarily where it is on a map. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>What pisses me off is, that these people have become a bunch of complainers that are pretty much the cause of this game going to damnation!</p><p>This game has been dumbed down so much now, that it's even more dumbed down then WoW! It's just hilarious!</p><p>And what has it gotten us? NOTHING! No more new players have joined!</p><p>And more new players will not join anymore either! As the whole leveling experience has been dumbed down to such an extend that it has become one long boring SOLO excersise, that I wonder why the devs still have us leveling up all the way to 90! Why not just give people insta level80 characters and throw them straight into the latest Expac and be done with it!</p><p>As appearently, that's all that matters anyway! Don't bother with the leveling experience. Just get them to CAP as quickly as possible.</p><p>Well they failed! Eventho it has gotten fast. The whole experience has become far worse!</p><p>And then to come back On Topic!</p><p>Traveling was never really any issue in this game! It's already peanuts compaired to even WoW! Where you still have to travel quite a bit and not being able to get a fast mount at level1 like in this game.</p><p>New players can pretty much get a free fast mount (several even) with each Moonlight event. Add a couple AP in the TSO line. And you can already get around really fast at low level.</p><p>And still there are people that complain?? It boggles the mind! /facepalm</p><p>Jer</p>
TsarRasput
05-03-2010, 12:03 PM
<p><cite>Jerokane@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Murryha@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Jerokane@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Impact@Splitpaw wrote:</cite></p><blockquote><p>Perhaps this is an unpopular view but...</p><p>I hate travel the way it is at the moment - it is time consuming ( read - collecting bushes from far off zones etc) it is clunky and it wastes valuable playing time for those who can;t afford the time.</p><p>I hate being held to ransom for 25pp to get a portal to SBM just because there is no faster way to get to the zone, and the last thing people want to do when they log in is then spend 10 minutes pointlessly flying aimlessly around SF going.. hmm wish I was actually with my friends already. </p><p>Travel has always been a terrible time sink in this game - finally it is being sorted out!</p><p>Great idea - keep coming with ideas to make the mundane parts of the game go, and leave the fun, fighting, gathering, questing parts of the game in!</p></blockquote><p>I wonder sometimes why people like you still play MMO's at all?</p><p>You all want everything INSTANT!</p><p>a BIG part of the MMO experience used to be the IMMERSION and EXPLORING of the game world.</p><p>With this instant travel to anywhere. The whole cohesion and logic of the game world gets thrown straight out of the window.</p><p>People won't even know where they are going and where they are anymore. What zone is part of wich continent.</p><p>With this whole instant travel to anywhere system, the whole game gets principly dumbed down to a bunch of instances connected to a instant travel system.</p><p>Bye bye Immersion. Bye bye exploring. Bye bye Game world.</p></blockquote><p>Jerokane, I understand what you are saying, but the good news is, the option to "hoof" it still exists for those interested in doing things that way.</p><p>I will still be able to get the disco from being constantly lost (lol) and there will be more shinies for me!</p><p>I do hope though, that rather than only having a map to click on to travel, there is a drop down list. I frequently know where I want to go, but not necessarily where it is on a map. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>What pisses me off is, that these people have become a bunch of complainers that are pretty much the cause of this game going to damnation!</p><p>This game has been dumbed down so much now, that it's even more dumbed down then WoW! It's just hilarious!</p><p>And what has it gotten us? NOTHING! No more new players have joined!</p><p>And more new players will not join anymore either! As the whole leveling experience has been dumbed down to such an extend that it has become one long boring SOLO excersise, that I wonder why the devs still have us leveling up all the way to 90! Why not just give people insta level80 characters and throw them straight into the latest Expac and be done with it!</p><p>As appearently, that's all that matters anyway! Don't bother with the leveling experience. Just get them to CAP as quickly as possible.</p><p>Well they failed! Eventho it has gotten fast. The whole experience has become far worse!</p><p>And then to come back On Topic!</p><p>Traveling was never really any issue in this game! It's already peanuts compaired to even WoW! Where you still have to travel quite a bit and not being able to get a fast mount at level1 like in this game.</p><p>New players can pretty much get a free fast mount (several even) with each Moonlight event. Add a couple AP in the TSO line. And you can already get around really fast at low level.</p><p>And still there are people that complain?? It boggles the mind! /facepalm</p><p>Jer</p></blockquote><p>I am just curious what exactly having it take a long time to get where ever you are going adds to the game. I mean I understand the immersion factor, but at some point it loses value and interest to force immersion so much so that you waste time. I mean I've played WOW, and the worst part is the travel, when I click a flight path, and have to wait 8 minutes to get where I'm going, which may or may not even be the final destination, it's just that's where I need to go next. I usually would just go do something else while I wait for my character to get where he's going. I play and I pay this game to enjoy the content. Not to watch my character running across a field for 15 minutes. </p><p>If I go play a different game, I don't have to wait for my character to arrive. For example if I want to go play an First Person Shooter, or a Real Time Strategy game, I don't have to run to the map I want to play on, it just loads. Yes that type of scenario is a bit extreme for an MMO, and I do agree that would ruin it some, but if I have an hour to play a game, I'm going to choose the game that's going to give me the most enjoyment, and if I have to spend 15 minutes or more of that time running to where I can experience the content vs a game where I can jump right in, I'm going to choose the latter. And I'm sure most subscribers would feel the same way. </p><p>If you still want to run across the Feerott feel free to, but I've done it literally hundreds of times on my different characters for different quests instances etc. I for one would rather a speedy way to get across it. I guess I'm not understanding the anger at people wanting to make the game more accessible.</p>
MoiraesFate
05-03-2010, 12:50 PM
<p>About the good bells going to the bad bells and back... well since Lucan D'Lere is no longer around, its not really that big a deal since he isn't there to stop it.</p>
Finora
05-03-2010, 01:15 PM
<p>I've been playing on test a bit this past week with the new travel system.</p><p>I'm torn about it. When I first saw what was done, I ranted a bit about it to a friend on the live server. As I explained all the changes to him, I reallized that despite how it looked, things weren't that much different than they were currently on live, just a bit less complicated for a non-veteran eye. I hope to enlist the aid of a couple of folks who aren't current eq2 players to get their opinions on the travel in a day or two. That would give me a little more perspective on it.</p><p>The current travel system on live is fast enough for me, a couple of zones to get pretty much anywhere in the game IF you know where you want to go.Plus the fact on live I have a guild hall with travel amenities & on test my chars are either in a guild with that has them too or use one of the guild halls that allow for visitors to use the travel amenities. However, every day myself and others list out the various paths you can take to get X place in the 1-9 chat for someone that didn't know how to get somewhere. I imagine as a new player it is really confusing, with the various modes of travel you might need to use to get somewhere the fastest. The new way helps with that a bit.</p><p>The map is huge and unsizeable. I don't like that but on the otherhand I do like that people can see how the place they are going fits in with the rest of the world. I knew what Norrath looked like and where the place I was going was in relation to the other places, but there are a lot of people who don't. I also like that the map has level ranges listed for the zones.</p><p>I do dislike that you don't have to "open up" interzone travel options anymore. I don't really see a reason to remove that. If you can't get to X spot in most zones you really probably don't need to be at the place you are traveling too. Despite the fact I had no issues doing the Butcherblock griffon quests with very low characters (level 4 was the lowest I did that with), I do see the reason they removed it when they revamped BBM. Butcherblock pretty effectively cut off a newbie zone from the rest of the world for those that didn't understand their travel options(until the travel revamp). Other zones, like Sinking Sands? Why remove that? If you can't manage to get yourself to the spots that those carpets are in one piece quickly,since it is a small zone, then you might want to rethink being there in the first place.</p><p> The druid/wizard port changes, those I can't say I'm thrilled about, but I can't say that it's the worst thing that's happened to the game either. Druid rings now work like wizard ports, without a player characeter being necessary. No port stone or picked shrubbery requirements anymore. I remember back in Eq1 when they removed the shards you had to pick up for the ports in Velious, I didn't care for that change either at the time but in the long run it didn't actually make much difference.</p>
Silius
05-03-2010, 03:14 PM
<p><cite>Zenadina wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><cite>Zenadina wrote:</cite></p><blockquote><p>It stops and that's as far in the Zone you can go. I looks like there is 2 or 3 sets of Stable Masters in the Zone and there are some breaks in the pathing. If you start at the Docks you can only get to the Ruin Druid ring.</p></blockquote><p>Are you stopping at the stable master that is at the druid ring or are you stopping in the middle of the road nowhere near a stable master?</p></blockquote><p>It might be how you want it set up. The first station has the option to travel to Alliz Evol Station. Once there you have the option to go to Greenblood River station or back to Drowning Causeway. Greenblood gives the option of Druid Ring or Alliz Evol. Then the Druid Ring station gives the option of Greenblood or Alliz Evol, cant go any futher into the zone from the Druid Ring station.</p><p>There is a stable master at Tower of Vul that will take you to Druid Ring or Alliz Tae Station, if you go to the Druid ring from there you cant go back. There is no option at the Druid ring to goto the Tower of Vul. And Alliz Tae is the end of the line to, cant go futher just back to Tower of Vul. Which makes sense there is another Stable Master right pass the water passage that will take you to Dread Basin which is the end of the zone<img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>So to make a long story short, just need the option to travel to The Tower of Vul from the Druid Ring station and all should be good<img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Thank you for elaborating on this. That is a bug and should be resolved now. The druid ring stable master was being a little stubborn, something about unions and equality amongst stable masters, so he was refusing to offer rides to Tower of Vul. After much talk we reached an accord, I wont delete and replace him with a less irate stable master and he will offer rides to Tower of Vul with a smile.</p><p>Thanks again for the great feedback.</p>
Anestacia
05-03-2010, 04:33 PM
<p>Question about the guild hall amenities. I purchased the faydwer and Mara bells. First of all I love the new appearance! I have a question though. Are all the bells the same now and just give a diffrent look? Both bells gave identical destinations except for the fact that the Faydwer bell was giving me the option to go to The Prize of Prexus three different times, which is most likely bugged. Beyond that though, is there a reason for a guild to have more than 1 of the 4 available bells?</p><p>Also, now that the Wizard hireling gives the option to TT, Barren Sky and Bonemire; is there any plan to make the Ulteran Spire amenity worth buying? I mean I love the look and would love to keep it but as limited as we are on number of amenities we can have it doesnt make sense to have it over the wizard hirling. I would like to suggest making it to where the Spire itself be made not to cost an amenity slot (continued upkeep is fine) but still useable for decoration if possible.</p>
Silius
05-03-2010, 04:51 PM
<p><cite>Anestacia wrote:</cite></p><blockquote><p>Question about the guild hall amenities. I purchased the faydwer and Mara bells. First of all I love the new appearance! I have a question though. Are all the bells the same now and just give a diffrent look? Both bells gave identical destinations except for the fact that the Faydwer bell was giving me the option to go to The Prize of Prexus three different times, which is most likely bugged. Beyond that though, is there a reason for a guild to have more than 1 of the 4 available bells?</p><p><span style="color: #ff0000;">All the bells work the same. We applied different looks to them for thematic reasons instead of just removing them completely.</span></p><p>Also, now that the Wizard hireling gives the option to TT, Barren Sky and Bonemire; is there any plan to make the Ulteran Spire amenity worth buying? I mean I love the look and would love to keep it but as limited as we are on number of amenities we can have it doesnt make sense to have it over the wizard hirling. I would like to suggest making it to where the Spire itself be made not to cost an amenity slot (continued upkeep is fine) but still useable for decoration if possible.</p><p><span style="color: #ff0000;">All of the teleportation amenities offer the same locations for their given type. Wizard hirelings and mini spires should give the same options, so you can have one or the other if you so desire.</span></p></blockquote>
Cyliena
05-03-2010, 05:12 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>Anestacia wrote:</cite></p><blockquote><p>Also, now that the Wizard hireling gives the option to TT, Barren Sky and Bonemire; is there any plan to make the Ulteran Spire amenity worth buying? I mean I love the look and would love to keep it but as limited as we are on number of amenities we can have it doesnt make sense to have it over the wizard hirling. I would like to suggest making it to where the Spire itself be made not to cost an amenity slot (continued upkeep is fine) but still useable for decoration if possible.</p><p><span style="color: #ff0000;">All of the teleportation amenities offer the same locations for their given type. Wizard hirelings and mini spires should give the same options, so you can have one or the other if you so desire.</span></p></blockquote></blockquote><p>When I checked last week, the ulteran spire amenity only offered TT, Barren Sky and Bonemire. Has this been updated since?</p><p>edit: I'm sure this has been mentioned and possibly answered by now, but I have a short attention span when it comes to long thread and just noticed these things today. Is there any chance of adding a bell to Erollis Docks in New Halas? Will the carpet or a bell be re-added to Butcherblock Mountains? The choices you have for departing those two places are pretty slim, which is odd as there are many more places that give you the choice to go -to- them. Thanks!</p>
Zenadina
05-03-2010, 07:03 PM
<p>One other thing, someone might have already posted about it. When opening a Druid ring on my Warden or a Spire portal on my Wizard, I cant travel to the zone im in. That was a very nice shortcut in some of the bigger zones like Commonland and Ant.<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Deson
05-03-2010, 08:35 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>Anestacia wrote:</cite></p><blockquote><p>Question about the guild hall amenities. I purchased the faydwer and Mara bells. First of all I love the new appearance! I have a question though. Are all the bells the same now and just give a diffrent look? Both bells gave identical destinations except for the fact that the Faydwer bell was giving me the option to go to The Prize of Prexus three different times, which is most likely bugged. Beyond that though, is there a reason for a guild to have more than 1 of the 4 available bells?</p><p><span style="color: #ff0000;">All the bells work the same. We applied different looks to them for thematic reasons instead of just removing them completely.</span></p><p>Also, now that the Wizard hireling gives the option to TT, Barren Sky and Bonemire; is there any plan to make the Ulteran Spire amenity worth buying? I mean I love the look and would love to keep it but as limited as we are on number of amenities we can have it doesnt make sense to have it over the wizard hirling. I would like to suggest making it to where the Spire itself be made not to cost an amenity slot (continued upkeep is fine) but still useable for decoration if possible.</p><p><span style="color: #ff0000;">All of the teleportation amenities offer the same locations for their given type. Wizard hirelings and mini spires should give the same options, so you can have one or the other if you so desire.</span></p></blockquote></blockquote><p>Can we have the bells/druids/wizards work like the mailbox amenities? That is, you can buy multiples and pick the look without upping the amenity count.Also, can we get the Maj'dul girl added to the carpet option?</p>
Zabjade
05-03-2010, 08:44 PM
<p><span style="color: #00cc00;">The UI for it in my honest opinion, could use a little work. it takes over the whole screen, when a Map-sized window would work <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </span></p>
Cyliena
05-04-2010, 11:07 AM
<p>I haven't logged in yet to check, so at the moment just basing this off of the patch notes:</p><p><em><strong>TRAVEL REVAMP</strong></em></p><ul><li><em>West Freeport now has a bell near the bank.</em></li><li><em>The Freeport bell now links to west Freeport.</em></li></ul><p>That's very cool that WFP gets its own bell. However, what about poor Elddar Grove over in Qeynos, which also did not have a bell? Could it get some loving now, too? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Finora
05-04-2010, 12:09 PM
<p>If it's already been mentioned & answered here, I'm sorry. I didn't see it.</p><p>Previously wizards and druids could use their port spell to go to a spire within a zone. This was very useful in places like Antonica, Kylong Plains, Nektulos Forest and others. With the travel revamp, this is no longer an option. I don't know about anyone else, but I really miss the option.</p>
GrunEQ
05-04-2010, 02:13 PM
<p><cite>Finora@Everfrost wrote:</cite></p><blockquote><p>Previously wizards and druids could use their port spell to go to a spire within a zone. This was very useful in places like Antonica, Kylong Plains, Nektulos Forest and others. With the travel revamp, this is no longer an option. I don't know about anyone else, but I really miss the option.</p></blockquote><p><span style="font-family: comic sans ms,sans-serif; color: #cc99ff; font-size: small;">I'm with you on this. I hope they fix it back.</span></p>
Silius
05-04-2010, 04:53 PM
<p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p>I haven't logged in yet to check, so at the moment just basing this off of the patch notes:</p><p><em><strong>TRAVEL REVAMP</strong></em></p><ul><li><em>West Freeport now has a bell near the bank.</em></li><li><em>The Freeport bell now links to west Freeport.</em></li></ul><p>That's very cool that WFP gets its own bell. However, what about poor Elddar Grove over in Qeynos, which also did not have a bell? Could it get some loving now, too? <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Elddar Grove will now have a bell and be accessible from the inner city bell network. Sorry it took so long was busy with some other stuff and forgot to add it.</p>
Xalmat
05-04-2010, 05:48 PM
<p>You know, instead of bells, why not Erudin-style or Neriak-style teleport pads? Seems kind of silly that we'd use a boat to travel to a land-locked location such as West Freeport.</p>
Deson
05-04-2010, 05:59 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p>You know, instead of bells, why not Erudin-style or Neriak-style teleport pads? Seems kind of silly that we'd use a boat to travel to a land-locked location such as West Freeport.</p></blockquote><p>That's a good point. They should also add that as a possible look to the in guild options like they have for the mailboxes.</p>
Silius
05-04-2010, 08:08 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p>You know, instead of bells, why not Erudin-style or Neriak-style teleport pads? Seems kind of silly that we'd use a boat to travel to a land-locked location such as West Freeport.</p></blockquote><p>I believe West Freeport is the only exception to this rule.</p>
Gungo
05-05-2010, 11:36 AM
<p>Doesnt kelethin have bells as well.?</p>
Silius
05-05-2010, 01:27 PM
<p><cite>Gungo wrote:</cite></p><blockquote><p>Doesnt kelethin have bells as well.?</p></blockquote><p>Kelethin has a travel globe.</p>
Silius
05-05-2010, 01:38 PM
<p><cite>Finora@Everfrost wrote:</cite></p><blockquote><p>If it's already been mentioned & answered here, I'm sorry. I didn't see it.</p><p>Previously wizards and druids could use their port spell to go to a spire within a zone. This was very useful in places like Antonica, Kylong Plains, Nektulos Forest and others. With the travel revamp, this is no longer an option. I don't know about anyone else, but I really miss the option.</p></blockquote><p>Should be fixed next update.</p>
Finora
05-05-2010, 01:45 PM
<p>Woo hoo! I was afraid it was going to be a new feature =).</p><p> Thank you!</p>
VikingGamer
05-05-2010, 03:52 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p>Doesnt kelethin have bells as well.?</p></blockquote><p>Kelethin has a travel globe.</p></blockquote><p>Will evil characters be able to use this globe? Will neriak have something similar? They at least have a harbor.</p><p>I know it is really just a preference thing and that it would cause you a lot more work but I really does bug me that you can take a ship right into Kelethin which is no where near a shoreline. It kind of pushes the suspension of disbelief to a breaking point. I would much, much rather see the "travel though Norrath" network only go as far as Butcherblock docks and then have to take a neutral griffon ride to a tower just outside of Kelethin, say on the Green Knoll. I don't think having to take just 1 extra connection to get to Kelethin would be so very onerous and it would help to maintain the sense that Kelethin is very isolated. Having a griffon ride to here would also mirror the griffon ride that takes one from BBdocks to DLW as well.</p>
Gungo
05-05-2010, 04:16 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p>Doesnt kelethin have bells as well.?</p></blockquote><p>Kelethin has a travel globe.</p></blockquote><p>How exactly does travel through travel globes work? Is there any lore reason or any reason this new transportation system exists or is it simple something added for gameplay purposes without any reasoning.</p><p>It seems we are presuming bells= boats. What does travel globe equal?</p>
Silius
05-05-2010, 04:21 PM
<p><cite>VikingGamer wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p>Doesnt kelethin have bells as well.?</p></blockquote><p>Kelethin has a travel globe.</p></blockquote><p>Will evil characters be able to use this globe? Will neriak have something similar? They at least have a harbor.</p><p>I know it is really just a preference thing and that it would cause you a lot more work but I really does bug me that you can take a ship right into Kelethin which is no where near a shoreline. It kind of pushes the suspension of disbelief to a breaking point. I would much, much rather see the "travel though Norrath" network only go as far as Butcherblock docks and then have to take a neutral griffon ride to a tower just outside of Kelethin, say on the Green Knoll. I don't think having to take just 1 extra connection to get to Kelethin would be so very onerous and it would help to maintain the sense that Kelethin is very isolated. Having a griffon ride to here would also mirror the griffon ride that takes one from BBdocks to DLW as well.</p></blockquote><p>Bells only exist in Freeport and Qeynos now and server for travel within their respective boroughs. All other zone to zone travel is done by the globe, spire teleportation, shrub teleportation, or player created teleportation.</p>
Catria
05-05-2010, 04:25 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>VikingGamer wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p>Doesnt kelethin have bells as well.?</p></blockquote><p>Kelethin has a travel globe.</p></blockquote><p>Will evil characters be able to use this globe? Will neriak have something similar? They at least have a harbor.</p><p>I know it is really just a preference thing and that it would cause you a lot more work but I really does bug me that you can take a ship right into Kelethin which is no where near a shoreline. It kind of pushes the suspension of disbelief to a breaking point. I would much, much rather see the "travel though Norrath" network only go as far as Butcherblock docks and then have to take a neutral griffon ride to a tower just outside of Kelethin, say on the Green Knoll. I don't think having to take just 1 extra connection to get to Kelethin would be so very onerous and it would help to maintain the sense that Kelethin is very isolated. Having a griffon ride to here would also mirror the griffon ride that takes one from BBdocks to DLW as well.</p></blockquote><p>Bells only exist in Freeport and Qeynos now and server for travel within their respective boroughs. All other zone to zone travel is done by the globe, spire teleportation, <span style="color: #ff0000;">shrub teleportation</span>, or player created teleportation.</p></blockquote><p>Again, can we please have a person to talk to rather than a shrub? And can we also please have the druid ability to teleport to a ring within our current zone put back?</p>
Silius
05-05-2010, 04:52 PM
<p><cite>Lyssia@The Bazaar wrote:</cite></p><blockquote><p>And can we also please have the druid ability to teleport to a ring within our current zone put back?</p></blockquote><p>As mentioned above this has been fixed.</p>
<p>I'm not seeing Frostfang on many globes (Lavastorm and others). Is this intended to reroute traffic thru BB and griffon?</p>
Silius
05-05-2010, 05:06 PM
<p><cite>Rocc@Unrest wrote:</cite></p><blockquote><p>I'm not seeing Frostfang on many globes (Lavastorm and others). Is this intended to reroute traffic thru BB and griffon?</p></blockquote><p>Will be adding one today.</p>
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>Rocc@Unrest wrote:</cite></p><blockquote><p>I'm not seeing Frostfang on many globes (Lavastorm and others). Is this intended to reroute traffic thru BB and griffon?</p></blockquote><p>Will be adding one today.</p></blockquote><p>Cool thank you.</p>
VikingGamer
05-05-2010, 05:15 PM
<p>So are the zone to zone griffons being removed all together?</p>
<p><cite>VikingGamer wrote:</cite></p><blockquote><p>So are the zone to zone griffons being removed all together?</p></blockquote><p>I think their kinda cool so I hope not. As of now if you have your /hidemount active you will only see yourself flying and not see the griffon at all. Nonetheless I would like to see them remain in game.</p>
Alenna
05-05-2010, 05:40 PM
<p>I did not see anything other then Butcher block going from New Halas is it intended that New halas only have that one travel point?</p>
Whilhelmina
05-05-2010, 06:09 PM
<p>Ok, back on Feerrott...</p><p>Now we can skip Greenblood river and the NPC at druid rings is much better <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>So we can reach the temple doing Docks - Alliz Evol - Druid Ring - Tower of vul - Alliz Tae - Dread basin. A lot of hops but much better than walking.</p><p>There are 2 bugs :</p><ul><li>The horses don't show near the stable master</li><li>When we reach the Dread basin post from Alliz Tae, the horse starts going backward and bring us back to Alliz Tae.</li></ul>
channel
05-06-2010, 02:07 PM
<p>i haven't read the entire thread at this point, but i was in test again and here are some of my observations</p><hr /><p><strong>FROM TEST UPDATE NOTES:</strong></p><p><strong>TRAVEL REVAMP</strong></p><ul><li>West Freeport now has a bell near the bank. - <span style="color: #ff0000;">the bell is not exactly near the bank, even though the DROP_POINT is near the bank</span></li><li>The Freeport bell now links to west Freeport. </li><li>Any evil aligned character can now use the bell to get to Neriak. <span style="color: #ff0000;">- this is not true using GUILD HALL AMENITIES</span></li><li>Harbormaster Crestbreak and Duskmark have gone on an extended vacation. </li><li>Neriak city teleporters no longer require you to complete the Big Business quest. </li><li>The carpet in darklight wood has been removed. </li><li>The moors globe has been moved to the end of the dock. </li><li>The moors bell zone in has been moved to the end of the dock. </li><li>Harbormaster Crestbreak and Duskmark have gone on an extended vacation. </li><li>West Freeport should now have both a within and global travel bell located in front of the arena. </li><li>Guild hall travel amenities should all now use the new travel map. </li><li>The new stable masters in eastern Feerrott have been tweaked some. <ul><li>The gulch stable master that used to link to the temple has been removed and his path linked directly to the Alliz Tae master. This will reduce the chance of missing this addition.</li></ul></li></ul><hr /><p>observation 1 - i am using the GUILD HALL AMENITY "Voyage Through Norrath", and NERIAK is not an option (which according to the test notes above - it should be) I am a FREEPORT citizen</p><p style="padding-left: 30px;">NOTE - all bells OUTSIDE of guild halls allow me to travel directly to Neriak</p><p>observation 2 - Graphics on Neriak Dock are still there for where the TS and Nek bells use to be (it's a greenish circle graphic on the ground)</p><p>observation 3 - Griffon World to World travel - the MAP UI does not state any information about "destinations"</p><p style="PADDING-LEFT: 30px">if i use the BELL system and hover over say Thundering Steppes - it tells me the level range and a small description</p><p style="PADDING-LEFT: 30px">if i use the GRIFFON in BBM and hover over say Darklight Woods - i get no information. </p><p style="PADDING-LEFT: 30px">suggestion - ADD information to the griffon map interface</p><p>observation 4 - the GRIFFON in DLW still ONLY travels to BBM, furthermore - you have NOW REMOVED the carpet from DLW - so the ONLY travel option OUT of DLW is a) druid ring - no where near griffon or b) GRIFFON ONLY TO BBM? </p><p style="PADDING-LEFT: 30px">again - what is with the removal of options lately in this game? it's pretty sad tbh <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p><p>observation 5 - the GRIFFON in Halas ONLY travels to BBM???? and STILL - NO BELL out of halas? really?</p><p>observation 6 - the "travel within freeport" to WFP bell does not drop the player in zone NEAR the bell, it drops the player</p><p style="padding-left: 30px;">NOTE - imho - i appreciate the additional WFP travel options, but i would've been happier if they were found in an underground tunnel to a waterway or something... MARINER ship bells in the middle of the borough doesn't really make sense to me (even in a game where suspension of reality is desired and accepted)</p><p><span style="text-decoration: line-through;">observation 7 - DRUIDS and SORCERORS can no longer TRAVEL WITHIN ZONE via portals... this is the way it works in LIVE and has worked that way for years, this needs to be RE-IMPLEMENTED for go-live </span></p><p style="padding-left: 30px;"><span style="text-decoration: line-through;">(if i open a druid portal in DLW - i should be able to travel RIGHT BACK to that druid ring from anywhere within the zone) - druids and sorcerors are not location locked to a ring, in fact - they can open a portal in zones that don't even HAVE spires or rings, so when they ARE in a zone with spires or rings they should not be blocked from travelling back to the ring/spire within the same zone</span></p><p style="padding-left: 30px;"><span style="color: #00ff00;"><strong>edited: i saw this is being fixed - WOOHOO!!!!</strong></span></p><p>observation 8 - SHRUBBERY should not be a teleportation option, there should be an NPC at each ring</p><p>observation 9 - there is still NO WAY to update the "discovering druid ring" achievements since the removal of "harvest shrubbery to use druid ring" mechanic</p><p>observation 10 - i still do not understand how i can go directly from my guild hall to BBM docks, but once IN BBM - i have to travel 3 times to get to the end of the zone -</p><p style="padding-left: 30px;">suggestion - remove all within-zone travel hops, each "node" should be able to travel directly to any other "node" within the zone</p><p>observation 11 - you have removed all quests for within zone travel (i.e - can use Nek griffons without quest, can use neriak portals without quest), <span style="color: #0000ff;">but there is still a quest for using the cannon in Moors?</span> remove all, or keep all, but this is just confusing....</p><p><hr /></p><p>i know i shouldn't care so much, this is only a game - right? but BAD DESIGN makes me a little sick to the stomach.... i write requirements and test financial applications for a living, and if i did my job THIS badly- well - i'd be out of a job....</p><p>i almost don't care to even help out and provide anymore feedback at this point - because the whole travel system just doesn't make sense to me <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /><hr /></p><p><p style="margin: 0in 0in 0pt;">as an outside observer – here is how i feel the revamp conversations went</p><p style="margin: 0in 0in 0pt;">SOE employee 1: well there are tons of travel options</p><p style="margin: 0in 0in 0pt;">SOE employee 2: yeah, well – we don’t really have to hit them all – no one will notice</p><p style="margin: 0in 0in 0pt;">SOE employee 3: well – let’s start with mariner bells</p><p style="margin: 0in 0in 0pt;">SOE employee 1: OK! all ships should be linked, AND – we’ll add in a “boat” to sinking sands</p><p style="margin: 0in 0in 0pt;">SOE employee 2: there is already a carpet in sinking sands.....</p><p style="margin: 0in 0in 0pt;">SOE employee 1: but no one will notice</p><p style="margin: 0in 0in 0pt;">SOE employee 3: OH yeah – and Kelethin – there is a carpet there too, let’s just have the bell drop folks at the carpet</p><p style="margin: 0in 0in 0pt;">SOE employee 2: AWESOME – that makes SOOO much sense!</p><p style="margin: 0in 0in 0pt;">etc....</p></p><hr /><p>Carpets - removed altogether for World travel?????? way to go on removing a whole lotta fun/lore</p><p>Not only did you REMOVE it for zone2zone travel, but it's not even enabled right now for within zone travel within Sinking Sands???????</p><p>Griffons - STILL ONE WAY travel - this is just a whole lotta nonsensical implementation.</p><p>KELETHIN - REALLY? a mariner bell? what SHIP goes to kelethin????? my god - if you were going to remove the CARPET, then at least putting KELETHIN on the GRIFFON network would've made more sense, but no... a bell was stuck here instead</p><p>To wrap up - SILIUS - Thank you (sincerely) for reading this thread and working on most points of concern. your answers are most appreciated, and your turn around time is stellar... but i still think that the general design was ill-conceived and ill-implemented (sorry for this harsh opinion).</p>
Dreyco
05-06-2010, 02:09 PM
<p>So wait: You're just sticking a bell in West Freeport somewhere? Mariner's bells are there to symbolize aquatic travel on a boat of some kind. There is no body of water in West Freeport. In that, I would advise something more practical: Like either adding a small piece of artwork that exemplifies that this connects to the rest of the gondolla system, or that you change it from a bell to something else: Like a gate.</p>
Gungo
05-06-2010, 02:15 PM
<p><cite>Dreyco wrote:</cite></p><blockquote><p>So wait: You're just sticking a bell in West Freeport somewhere? Mariner's bells are there to symbolize aquatic travel on a boat of some kind. There is no body of water in West Freeport. In that, I would advise something more practical: Like either adding a small piece of artwork that exemplifies that this connects to the rest of the gondolla system, or that you change it from a bell to something else: Like a gate.</p></blockquote><p>I agree. I know they are making travel better int he game but the bell in wfp is off. And I still dont know what magic/lore is behind the globe system. Create some lore based on tinkered wormholes or something. </p>
Catria
05-06-2010, 02:48 PM
<p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Dreyco wrote:</cite></p><blockquote><p>So wait: You're just sticking a bell in West Freeport somewhere? Mariner's bells are there to symbolize aquatic travel on a boat of some kind. There is no body of water in West Freeport. In that, I would advise something more practical: Like either adding a small piece of artwork that exemplifies that this connects to the rest of the gondolla system, or that you change it from a bell to something else: Like a gate.</p></blockquote><p>I agree. I know they are making travel better int he game but the bell in wfp is off. And I still dont know what magic/lore is behind the globe system. Create some lore based on tinkered wormholes or something. </p></blockquote><p>While I agree that a bell in a landlocked area is a bit off, I have wanted WFP linked into that city system from day one so I'm not going to complain too much. Yes, it would be nice to have something other than a bell, but hey beggers can't be choosers ya know. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Cyliena
05-06-2010, 03:01 PM
<p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Dreyco wrote:</cite></p><blockquote><p>So wait: You're just sticking a bell in West Freeport somewhere? Mariner's bells are there to symbolize aquatic travel on a boat of some kind. There is no body of water in West Freeport. In that, I would advise something more practical: Like either adding a small piece of artwork that exemplifies that this connects to the rest of the gondolla system, or that you change it from a bell to something else: Like a gate.</p></blockquote><p>I agree. I know they are making travel better int he game but the bell in wfp is off. And I still dont know what magic/lore is behind the globe system. Create some lore based on tinkered wormholes or something. </p></blockquote><p>Maybe they installed a gondola in the sewer system? (ewwww)</p>
denmom
05-08-2010, 08:10 PM
<p>Um, a request if I may...</p><p>Since the traveling is changing, is it possible to change the childproof griffins in Tim Deep so that you can jump off them?</p><p>Please?</p><p>It's so annoying to take the wrong destination and have to wait to arrive and then head back and then choose the correct one. >_<</p><p>Thank you in advance!</p>
<p>Ok, why don't you put the magic carpets in the land locked areas instead of bells. I would just look better.</p>
GrunEQ
05-08-2010, 09:42 PM
<p><span style="font-family: comic sans ms,sans-serif; color: #cc99ff; font-size: small;">Just come up with a different graphic to replace the old ones, and make up a story of why these have changed. Then it would solve the problem of bells/carpets/griffins/etc.</span></p>
Bratface
05-10-2010, 03:45 AM
<p><cite>Sorvani wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p><span style="color: #ff0000;">Already is a double click.</span></p></blockquote><p>Not on to test this at the moment, but will the double click NOT bring the window back up like it currently does on live when you double click a selection from a bell?</p></blockquote><p>Just wanted to say that I think the reappearance of he bell menu after you choose a destination is not supposed to happen.</p><p>It happens to me randomly on different toons on live, but I don't think it is supposed to function like that.</p><p>It should be that you click on bell > menu pops up > you choose destination by either double-clicking or highlighting and choosing OK > zone. There shouldn't be another pop up of the menu.</p><p>The bells on live are all wonky, I STILL get the option to do the boat rides on my toons that have done that quest.</p>
Gharyn
05-11-2010, 09:22 AM
<p>You're doing a pretty good job listening to feedback and improving on the system so how about one more? My biggest problem with this whole affair is the removal of the requirement of traveling to a druid ring once to activate it. That's one of the accomplishments of a new player. It's a staple of games of this type, something to be achieved, part of the quest experience. In fact, I think it should be added to all wizard spires too. Removing travel time is a good thing but removing the first time activation requirement is removing quests and achievements also, things that should never be removed.</p><p>People who don't like it should go play Neverquest, they'll never be happy here.</p>
Bratface
05-11-2010, 11:31 AM
<p>The thing is though that keeping the requirement to travel to a druid ring first only really affects truly new players, everyone else can get a GH flag dropped, use CoV, get a CoH from a Conj.....</p><p>Although I do like having to get a leaf from the shrub, it really isn't an issue to get unless you are brand-spankin-new to the game.</p><p>I like the travel revamp, I was very surprised to actully SEE how the world is laid out, quite spiffy imo.</p><p>The only things I don't like is the additional click on the dialog to TELL the NPC that yes I do want to travel... I already clicked on him because I DO want to travel, don't make me click a useless and extremely irritating redundant dialog box too.</p><p>The map is way too big, make it resizable, I know you said you can't do it now but do it SOON, it is very assaulting to the eyes to have your entire window suddenly filled with a map, I hate any function in the game that does this and this map really ruins my happy-go-lucky mood when it shoves itself into my face. So yeah, fix it as soon as possible.</p><p>Most of all make it consistant and don't ask me for redundant clicks on NPC's, if you leave that click in many people are going to be constantly reminded of how you added more useless and unneeded clicking to their game experience when you were supposedly streamlining. When I hail the NPC, click on a globe etc, make the interaction begin, don't insert an additional gratuitous step that just wastes my time and effort.</p><p>edit for typo demons that plague me....</p>
Bremer
05-11-2010, 12:22 PM
No idea if this was mentioned allready (long thread), but Darklight Wood is not in the new "bell" travel system.
Silius
05-11-2010, 01:58 PM
<p><cite>Gharyn wrote:</cite></p><blockquote><p>You're doing a pretty good job listening to feedback and improving on the system so how about one more? My biggest problem with this whole affair is the removal of the requirement of traveling to a druid ring once to activate it. That's one of the accomplishments of a new player. It's a staple of games of this type, something to be achieved, part of the quest experience. In fact, I think it should be added to all wizard spires too. Removing travel time is a good thing but removing the first time activation requirement is removing quests and achievements also, things that should never be removed.</p><p>People who don't like it should go play Neverquest, they'll never be happy here.</p></blockquote><p>Please tell me what quests are being removed by this so I can look into it. To my knowledge there are no quests that require you to click the druid shrubbery. The achievement related to druid rings has been altered to compensate for the change.</p>
Jaremai
05-11-2010, 02:46 PM
<p><cite>Silius wrote:</cite></p><blockquote><p>Please tell me what quests are being removed by this so I can look into it. To my knowledge there are no quests that require you to click the druid shrubbery. The achievement related to druid rings has been altered to compensate for the change.</p></blockquote><p>I don't think they were referring to an actual quest-journal "quest" but rather the feeling of accomplishment that a new player would have going out into the world and making it to these druid rings alive. It gives them a sense of scope of the size of the world, etc. - things that have been argued to death in this thread.</p><p>This isn't a tangible entry in your journal or your achievement page - it's just a warm fuzzy for playing the game and enjoying the world that you're exploring without it becoming point-n-click small snippets of a world.</p>
Calthine
05-11-2010, 06:18 PM
<p>cancel that, alignment issue, lol</p>
<p><cite>Jaremai@Guk wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p>Please tell me what quests are being removed by this so I can look into it. To my knowledge there are no quests that require you to click the druid shrubbery. The achievement related to druid rings has been altered to compensate for the change.</p></blockquote><p>I don't think they were referring to an actual quest-journal "quest" but rather the feeling of accomplishment that a new player would have going out into the world and making it to these druid rings alive. It gives them a sense of scope of the size of the world, etc. - things that have been argued to death in this thread.</p><p>This isn't a tangible entry in your journal or your achievement page - it's just a warm fuzzy for playing the game and enjoying the world that you're exploring without it becoming point-n-click small snippets of a world.</p></blockquote><p>Actually there were actual journal quests associated with the druid ring (and with the spires), but they were only for the druids and were removed quite a while ago, when the travel spells were consolidated into a single spell. Back before that, there was a short "quest" for each spell for a druid (and similar for the sorcerors). But as I mentioned, those quests have already been removed, there's no quests associated with druid rings / spires currently left to actually remove, so there's definately none being removed with the next update.</p>
Dethdlr
05-11-2010, 07:13 PM
<p>Conjurors with CotH, 6 year vet reward, certain racial spells that call you to someone, certain quest rewards, etc. kinda takes the sense of accomplishment out of getting to places these days. It's more a pain than an accomplishment. Glad these improvements are on the way.</p>
Solarax
05-12-2010, 04:45 AM
<p>what about household travel items . still dont see any red letter response on these.</p><p>doing EH raids to get items for flowers on up through SF carpentry rares used and DoF carpets...</p><p>how do these things fair in the mind of the wonderful wizard of SOE 's mind</p>
MrWolfie
05-12-2010, 08:18 AM
<p>Would you have all new born humans on Earth have to make their way to AIRPORTS before they could travel there on a plane - just to give them a sense of the scale of the planet?!?</p><p>Insta-travel via magical means does not negate the sense of size and depth of the EQ2 world. The sheer amount of zones and content provides that scope, not how long it takes to get to that content.</p><p>Time spent doing something does not equate to achievement. It does not equal difficulty. Time is just Time. And in this case, it could be better spent getting old and new players alike to the content.</p><p>I for one am glad that the face of Norrath doesn't stagnate and things like this are constantly improved.</p>
Cyliena
05-12-2010, 10:33 AM
<p><cite>Silius wrote:</cite></p><blockquote><p>The achievement related to druid rings has been altered to compensate for the change.</p></blockquote><p>This isn't druid ring related, but there are two achievements, <a href="http://eq2.zam.com/wiki/eq2_achievement%3ASteppes_Regular" target="_blank">Steppes Regular</a> and <a href="http://eq2.zam.com/wiki/eq2_achievement%3ANektulos_Lover" target="_blank">Nektulos Lover</a>, that were related to purchasing tickets from the Harbormasters, who are now removed on Test. Will (or have) these achievements be altered as well to compensate for the change? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Thank you for re-adding Frostfang Sea to the bell system!</p>
Powers
05-12-2010, 10:54 AM
<p><cite>Aemm@Splitpaw wrote:</cite></p><blockquote>Insta-travel via magical means does not negate the sense of size and depth of the EQ2 world.</blockquote><p>No, but it does reduce it.</p><p>Powers &8^]</p>
Jaremai
05-12-2010, 11:12 AM
<p><cite>Aemm@Splitpaw wrote:</cite></p><blockquote><p>Insta-travel via magical means does not negate the sense of size and depth of the EQ2 world. The sheer amount of zones and content provides that scope, not how long it takes to get to that content</p></blockquote><p>Let's say you were new to the game after this change goes live. Let's say you're playing around in Sky enjoying yourself until you start running out of content and some nice person says "you should check out Kunzar Jungle in Kunark." </p><p>You take the new magic to Kunzar Jungle and start playing around. You didn't see Kylong Plains or Fens of Nathsar along the way because you're no longer required to make your way to the Kunzar ring. You don't know what you're missing or how much fun content you just bypassed.</p><p>Extrapolate this to other zones. The world becomes a series of small dots of isolated content without a reason to branch off or see something along the way that catches your eye and gives you pause to play around with that content that was en route to your original destination.</p><p>Exploration becomes clicking. The world becomes smaller.</p>
Brigh
05-12-2010, 02:51 PM
<p><cite>Bratface wrote:</cite></p><blockquote><p>The thing is though that keeping the requirement to travel to a druid ring first only really affects truly new players, everyone else can get a GH flag dropped, use CoV, get a CoH from a Conj.....</p><p>Although I do like having to get a leaf from the shrub, it really isn't an issue to get unless you are brand-spankin-new to the game.</p><p><span style="color: #ff0000;">I like the travel revamp, I was very surprised to actully SEE how the world is laid out, quite spiffy imo.</span></p><p>The only things I don't like is the additional click on the dialog to TELL the NPC that yes I do want to travel... I already clicked on him because I DO want to travel, don't make me click a useless and extremely irritating redundant dialog box too.</p><p>The map is way too big, make it resizable, I know you said you can't do it now but do it SOON, it is very assaulting to the eyes to have your entire window suddenly filled with a map, I hate any function in the game that does this and this map really ruins my happy-go-lucky mood when it shoves itself into my face. So yeah, fix it as soon as possible.</p><p>Most of all make it consistant and don't ask me for redundant clicks on NPC's, if you leave that click in many people are going to be constantly reminded of how you added more useless and unneeded clicking to their game experience when you were supposedly streamlining. When I hail the NPC, click on a globe etc, make the interaction begin, don't insert an additional gratuitous step that just wastes my time and effort.</p><p>edit for typo demons that plague me....</p></blockquote><p>The world map has always been available for people to see.</p>
Brigh
05-12-2010, 02:54 PM
<p><cite>Jaremai@Guk wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p>Please tell me what quests are being removed by this so I can look into it. To my knowledge there are no quests that require you to click the druid shrubbery. The achievement related to druid rings has been altered to compensate for the change.</p></blockquote><p>I don't think they were referring to an actual quest-journal "quest" but rather t<span style="color: #ff0000;">he feeling of accomplishment that a new player would have going out into the world and making it to these druid rings alive. It gives them a sense of scope of the size of the world, etc.</span> - things that have been argued to death in this thread.</p><p>This isn't a tangible entry in your journal or your achievement page - it's just a warm fuzzy for playing the game and enjoying the world that you're exploring without it becoming point-n-click small snippets of a world.</p></blockquote><p>Once EQ 1 had Planes of Power expansion with the Plane of Knowledge book portals, the world suddenly seemed very small and lost its grand scale feeling.</p>
Brigh
05-12-2010, 02:55 PM
<p><cite>Decimatr@Kithicor wrote:</cite></p><blockquote><p>Conjurors with CotH, 6 year vet reward, <span style="color: #ff0000;">certain racial spells that call you to someone,</span> certain quest rewards, etc. kinda takes the sense of accomplishment out of getting to places these days. It's more a pain than an accomplishment. Glad these improvements are on the way.</p></blockquote><p>As far as I know, since I have an erudite, you either must be grouped in the same zone or have someone targeted, which of course doesn't allow you to be in another zone or be far from them.</p>
Bratface
05-12-2010, 03:26 PM
<p><cite>Brigh wrote:</cite></p><blockquote><p><cite>Bratface wrote:</cite></p><blockquote><p>The thing is though that keeping the requirement to travel to a druid ring first only really affects truly new players, everyone else can get a GH flag dropped, use CoV, get a CoH from a Conj.....</p><p>Although I do like having to get a leaf from the shrub, it really isn't an issue to get unless you are brand-spankin-new to the game.</p><p><span style="color: #ff0000;">I like the travel revamp, I was very surprised to actully SEE how the world is laid out, quite spiffy imo.</span></p><p>The only things I don't like is the additional click on the dialog to TELL the NPC that yes I do want to travel... I already clicked on him because I DO want to travel, don't make me click a useless and extremely irritating redundant dialog box too.</p><p>The map is way too big, make it resizable, I know you said you can't do it now but do it SOON, it is very assaulting to the eyes to have your entire window suddenly filled with a map, I hate any function in the game that does this and this map really ruins my happy-go-lucky mood when it shoves itself into my face. So yeah, fix it as soon as possible.</p><p>Most of all make it consistant and don't ask me for redundant clicks on NPC's, if you leave that click in many people are going to be constantly reminded of how you added more useless and unneeded clicking to their game experience when you were supposedly streamlining. When I hail the NPC, click on a globe etc, make the interaction begin, don't insert an additional gratuitous step that just wastes my time and effort.</p><p>edit for typo demons that plague me....</p></blockquote><p>The world map has always been available for people to see.</p></blockquote><p>Thank you Capt. Obvious, did you have a point to make or just trying to be insulting?</p>
VikingGamer
05-12-2010, 06:38 PM
<p>Considering that most dock bells are being replaced with globes will the quest that takes you from the nek timeline to the enchanted lands timeline still be doable? I am forgetting the name but it is the quest that gives you access to the Maid for the Mist ship instances when you click the enchanted lands bell on the nek dock.</p>
VikingGamer
05-12-2010, 06:52 PM
<p><cite>Bremer wrote:</cite></p><blockquote>No idea if this was mentioned allready (long thread), but Darklight Wood is not in the new "bell" travel system.</blockquote><p>Yeah, this does seem lopsided to me since there is a globe in GFay but not in DLW. Now I haven't been back to test in a while to look but I think the griffons are still running so there is a way to get to darklight but you do have to go though butcherblock to make the connection. Either add a globe to DLW or remove the globe from Gfay and use a griffon to BBdocks from there as well. The later is what I would prefer to see as both GFay and DLW are both very secluded and using griffons for an extra hop helps to keep them feeling that way.</p>
Dethdlr
05-12-2010, 07:15 PM
<p><cite>Brigh wrote:</cite></p><blockquote><p><cite>Decimatr@Kithicor wrote:</cite></p><blockquote><p>Conjurors with CotH, 6 year vet reward, <span style="color: #ff0000;">certain racial spells that call you to someone,</span> certain quest rewards, etc. kinda takes the sense of accomplishment out of getting to places these days. It's more a pain than an accomplishment. Glad these improvements are on the way.</p></blockquote><p>As far as I know, since I have an erudite, you either must be grouped in the same zone or have someone targeted, which of course doesn't allow you to be in another zone or be far from them.</p></blockquote><p>Bell or boat to Kylong Plains. Friend goes to the entrance to Fens. Orb, racial spell, CotH, etc. over to Fens entrance. Zone into Fens. Friend goes to the entrance to Kunzar Jungle. Orb, racial spell, CotH, etc. over to KJ entrance. Zone into KJ. Friend flys to the druid ring. Orb, racial spell, CotH, etc. over to the druid ring. Click the bush. Friend flys to outer seb. Orb, racial spell, CotH, etc. over to the post by Outer Seb. Click the post. Head to Seb to run CoA. I can't count how many times we've done this with guildmates and alts. Today, we'd just use the 6 year vet rewards to pull them straight there or just use a guild rally flag. </p><p>Did it gives us some grand view of how big the world is? No. It wasted our time. 4 people sat around waiting on the two others who were hoping through the Kunark zones to get where we wanted to go. The map gave us a grand view of how big the world is. Just like the globe tells me how big Earth is. I don't have to physically walk the entire globe to get a sense of how big it is. If I want to go somewhere far away, I take a plane. Granted a plane isn't instantaneous, but compared to how long it would take to walk or ride a horse the same distance, it might as well be.</p><p>They're not removing KP and Fens for example from the game. They're letting people go straight to the Jungle without having had to traverse the intervening zones. Doesn't make the world smaller, makes the world more accessible. Lets you get where you actually want to be quicker so you can get on with the enjoyable gameplay you're heading to do. Much better than wasting the time manually traversing the distance just because your grandfather had to walk to school barefoot in the snow, uphill, both ways.</p><p>I have no data to back this up, but I would bet that very few people pay to play this game simply because of the joy they get out of riding their mounts or running from location to location. It's the content waiting for them at the destination. The quicker you can get there, the better.</p>
snowli
05-12-2010, 07:59 PM
<p>Travel in EQ2 is: bored for a while, then click, then bored for more, then click then bored for more.</p><p>This revamp is a step in the right direction, but we still waste far too much time travelling and waiting on people travelling, time we could all be playing.</p><p>I'd rather all the flight points in SF and a lot of other places were options on the map or a submap frankly, flying route "figure of 8's across the whole [Removed for Content] map 14" for the 97th time doesn't add anything to my game apart from an amount of time too small to make coffee, but long enough to be very bored.</p><p>Best option is simply "lets do cella then", press M, click map points to go to cella, zone there to entrance, afterwards oh lets do vig3, press M all zone to entrance point (so we can get quests etc) and cut out all the time wasting.</p>
Zabjade
05-12-2010, 10:10 PM
<p><span style="color: #00cc00;">Us there any way we can get the travel map reduced to a window size?</span></p>
Messia
05-13-2010, 02:30 PM
<p><cite>snowline wrote:</cite></p><blockquote><p>Travel in EQ2 is: bored for a while, then click, then bored for more, then click then bored for more.</p><p>This revamp is a step in the right direction, but we still waste far too much time travelling and waiting on people travelling, time we could all be playing.</p><p>I'd rather all the flight points in SF and a lot of other places were options on the map or a submap frankly, flying route "figure of 8's across the whole [Removed for Content] map 14" for the 97th time doesn't add anything to my game apart from an amount of time too small to make coffee, but long enough to be very bored.</p><p>Best option is simply "lets do cella then", press M, click map points to go to cella, zone there to entrance, afterwards oh lets do vig3, press M all zone to entrance point (so we can get quests etc) and <span style="color: #ff6600;">cut out all the time wasting.</span></p></blockquote><p>Apparently you don't realize an MMO is a time sink ... I think cutting out the travel is a crappy idea ... Even WOW hasn't gone that far, I think you start to lose the concept of what the game is about when you start dumbing it down so much.</p>
Eridu
05-13-2010, 02:56 PM
<p><cite>Messia@Nagafen wrote:</cite></p><blockquote><p><cite>snowline wrote:</cite></p><blockquote><p>Travel in EQ2 is: bored for a while, then click, then bored for more, then click then bored for more.</p><p>This revamp is a step in the right direction, but we still waste far too much time travelling and waiting on people travelling, time we could all be playing.</p><p>I'd rather all the flight points in SF and a lot of other places were options on the map or a submap frankly, flying route "figure of 8's across the whole [Removed for Content] map 14" for the 97th time doesn't add anything to my game apart from an amount of time too small to make coffee, but long enough to be very bored.</p><p>Best option is simply "lets do cella then", press M, click map points to go to cella, zone there to entrance, afterwards oh lets do vig3, press M all zone to entrance point (so we can get quests etc) and <span style="color: #ff6600;">cut out all the time wasting.</span></p></blockquote><p>Apparently you don't realize an MMO is a time sink ... I think cutting out the travel is a crappy idea ... Even WOW hasn't gone that far, I think you start to lose the concept of what the game is about when you start dumbing it down so much.</p></blockquote><p><span style="font-size: small; font-family: comic sans ms,sans-serif; color: #008000;">Apparently you don't realize that MMO's are Entertainment. Now admittedly, a number of inanities and knee jerk cliches have in the last decade done their own bit of creep into some people's consciousness, the above being one of 'em. However that maybe, having crept into some people's consciousness doesn't make them laws of physics, doesn't even make them factual, they remain vapid cliches, conferring neither any entertainment value nor subscription worthiness. Heck even if a Dev or two do buy that along with you, don't make it so, just makes it a digital version of a duct taped hack job.</span></p><p><span style="font-size: small; font-family: comic sans ms,sans-serif; color: #008000;">You say timesink, I hear junk, unimaginative and unentertaining...junk.</span></p><p><span style="font-size: small; font-family: comic sans ms,sans-serif; color: #008000;">This is a GAME, not serfdom by subscription. Game's are entertainment, the only thralldom I expect is being "enthralled". If I want to pay to be bored I'd rent a Stephen Segal movie and turn it off after the opening credits....sheez.</span></p>
Jaremai
05-13-2010, 03:19 PM
<p>Some people might consider wading through trash mobs boring.. so maybe you could click the zone map and travel directly to the bosses? Oh but then you have to take some time to kill him to get his loot. Add a right-click to him to loot him without killing him.. saves you some more time so you can get on with your life. Spawn a new toon at level 120 with 500AAs too because levelling is boring. etc.</p><p>These are all perfectly rediculous notions but sort of fall along the same argument line that they should make everything instantly-accessible because it's boring to travel and you want instant gratification without doing anything to achieve it.</p><p>These <strong>games</strong> are vastly huge in their scope, and yes they are timesinks if you want to play them. Adding longevity to the game isn't a bad thing at all - it builds anticipation, makes you take it slow and enjoy it (why play it if its not enjoyable?). Otherwise you're done with it in 6 months and toddling off to the next game OR spamming the forums with your drivel that there isn't enough to keep you occupied in <strong>this</strong> game after you've hopped about and beat everything.</p><p>Some level of convenience is fine - thats why wizards and druids, sokokars, gryphons, balloons and hoverdiscs exist. But catering to the ADD gotta-have-it-now crowd isn't necessarily good for the long term health of the <strong>game</strong>. </p><p>They're going to do it anyway because they think it's going to get them more of the wow-babies subscription percentage if the entire game is on easymode, so anyone that objects (myself included) is largely just wasting our time writing about it. Doesn't make it right though, or fun.</p>
Eridu
05-13-2010, 03:55 PM
<p><cite>Jaremai@Guk wrote:</cite></p><blockquote><p>Some people might consider wading through trash mobs boring.. so maybe you could click the zone map and travel directly to the bosses? Oh but then you have to take some time to kill him to get his loot. Add a right-click to him to loot him without killing him.. saves you some more time so you can get on with your life. Spawn a new toon at level 120 with 500AAs too because levelling is boring. etc.</p><p>These are all perfectly rediculous notions but sort of fall along the same argument line that they should make everything instantly-accessible because it's boring to travel and you want instant gratification without doing anything to achieve it.</p><p>These <strong>games</strong> are vastly huge in their scope, and yes they are timesinks if you want to play them. Adding longevity to the game isn't a bad thing at all - it builds anticipation, makes you take it slow and enjoy it (why play it if its not enjoyable?). Otherwise you're done with it in 6 months and toddling off to the next game OR spamming the forums with your drivel that there isn't enough to keep you occupied in <strong>this</strong> game after you've hopped about and beat everything.</p><p>Some level of convenience is fine - thats why wizards and druids, sokokars, gryphons, balloons and hoverdiscs exist. But catering to the ADD gotta-have-it-now crowd isn't necessarily good for the long term health of the <strong>game</strong>. </p><p>They're going to do it anyway because they think it's going to get them more of the wow-babies subscription percentage if the entire game is on easymode, so anyone that objects (myself included) is largely just wasting our time writing about it. Doesn't make it right though, or fun.</p></blockquote><p><span style="font-size: small; font-family: comic sans ms,sans-serif; color: #008000;">All things take time, that doesn't make all things timesinks. A "timesink" is a time waste. Yes games, like other things, take time. Chess takes time, checkers takes time, Candyland takes time: they have no rules in their systems that are there, by design, to waste time. They are, by design, entertaining, and endure, not because they waste time but because they entertain over time. Big difference and not nuanced one.</span></p><p><span style="font-size: small; font-family: comic sans ms,sans-serif; color: #008000;">Taking time is not wasting time. Not the same thing at all.</span></p>
snowli
05-13-2010, 04:05 PM
<p>Those who hold to the "travel is thrilling everytime" opinion I at least understand, and they're fair enough, I just don't happen to share them, after the 70th, 170th 570th repetition of the same journey it's got quite a bit less fun.</p><p>The easymode comments I totally don't get at all. How is travel in anyway hard? How does it add anything to the game? This isn't EVE where travel has any skill or decision involved, in EVE you might not survive it, you might be killed and lose a lot of valuable craft cargo or implants, travel in eq2 is just time filler, pure n simple, nothing hard or engaging, no choices or outcomes other than you wasted X minutes on it, so trim it as much as possible.</p>
Dethdlr
05-13-2010, 07:13 PM
<p>In the early days of EQ2, there was a really good reason for travel to take as long as it did: Lack of Content. Mounts traveled slower, calls refreshed slower, and there were fewer in-zone transportation systems. This made sense then. If you could instantly get where you wanted to go, you would quickly run out of things to do.</p><p>In my opinion, that no longer applies. After a few adventure packs and six expansions, there are PLENTY of things to do in this game and tons of places to go. Slowing people down isn't required anymore. </p><p>Maybe it's just me, but I honestly can't say that I remember fondly the times I had to hoof it from Ruins of Varsoon all the way back to Qeynos because I still had 20 minutes on my Call of Qeynos. Back before Griffons in Thundering Steppes, or a bell from the TS docks to Antonica. Or all the time spent sitting on a dock waiting on a boat. Or standing in a spire waiting the 4 more minutes before they activated and took me to the Kingdom of Sky zones. Or all the times I went to Sinking Sands to meet a druid to they could port me somewhere so it didn't take so long. </p><p>None of this was fun. It was a waste of time to slow people down so they didn't run out of content. There's plenty of content now. I'm glad they're making it easier to get to it now.</p>
Neskonlith
05-13-2010, 08:53 PM
<p><cite>Zabjade wrote:</cite></p><blockquote><p><span style="color: #00cc00;">Us there any way we can get the travel map reduced to a window size?</span></p></blockquote><p><span style="color: #ff0000;">Re-sizing the travel map would be a very nice feature!</span></p><p><span style="color: #ff0000;">Hey, instead of "travel globes" in weird spots, how about we have the cool portals instead - like at the WFP location:</span></p><p><img src="http://i207.photobucket.com/albums/bb310/Bitter_Coffee/screenies/travelportals.jpg" /></p><p><span style="color: #ff0000;">Put that thing by the Arena, it looks like it would be something you would expect to see!</span></p>
Neskonlith
05-13-2010, 09:07 PM
<p><span style="color: #ff0000;">The Lore for the portal could be along the lines of:</span></p><p><span style="color: #ff0000;"><em>"...a delegation of legitimate business-owner Ratongas from Freeport went to visit Demetrik in the Bastion to have a friendly discussion over Union dues while scouting out possible locations for a new vacation resort, and some technology transfers like the new travel portals took place to seal the deal."</em></span></p><p><span style="color: #ff0000;">Have a rat gnawing on the edge of the portal, and it would be perfect!</span></p>
psisto
05-13-2010, 09:46 PM
<p><cite>snowline wrote:</cite></p><blockquote><p>Those who hold to the "travel is thrilling everytime" opinion I at least understand, and they're fair enough, I just don't happen to share them, after the 70th, 170th 570th repetition of the same journey it's got quite a bit less fun.</p><p>The easymode comments I totally don't get at all. How is travel in anyway hard? How does it add anything to the game? This isn't EVE where travel has any skill or decision involved, in EVE you might not survive it, you might be killed and lose a lot of valuable craft cargo or implants, travel in eq2 is just time filler, pure n simple, nothing hard or engaging, no choices or outcomes other than you wasted X minutes on it, so trim it as much as possible.</p></blockquote><p>Totally agreed on the above. Id like if there were one-time solo zone access quests, short quest lines which can be completed within 15 minutes at most, to give a sense of exploring the world and unlocking places to go.</p><p>All in all though, being able to go where you want to without zoning all over the place is wonderful, and in 99.9% of the cases, you only zone in at the dock to zone right out again anyways, thus going through x-times more loading time than you will be now. To give an example, to get from gorowyn to everfrost I have to go:</p><p>Gorowyn Docks -> Sinking sands -> east freeport -> commonlands -> nek forest -> thundering steppes -> everfrost.</p><p>I do realize that I could go Gorowyn -> butcherblock -> steppes -> everfrost, but that includes waiting on a boat, which, unless im lucky, takes a good deal longer than the above route. So im seeing six load screens, when with the new system im only seeing one, AND get a nice shiny map that tells me where im going in relation to where I am, rather than a disjointed impression of various seaside docks, broken up by half a dozen loading screens.</p>
d1anaw
05-16-2010, 02:06 AM
<p>For those guilds that will now have duplicated ammenities, will we be able to exchange or sell back the duplicates?</p>
Dreyco
05-16-2010, 04:07 AM
<p>Travel is already a joke, so i'm really happy to see this change coming. As it is now, the only "length" there is to it is how many loading screens I get to look at: which isn't fun in the slightest.</p>
MrWolfie
05-16-2010, 08:39 AM
<p><cite>d1anaw wrote:</cite></p><blockquote><p>For those guilds that will now have duplicated ammenities, will we be able to exchange or sell back the duplicates?</p></blockquote><p>You can sell them back now, why would you think that's going to change?</p>
channel
05-17-2010, 09:45 AM
<p><cite>Aemm@Splitpaw wrote:</cite></p><blockquote><p><cite>d1anaw wrote:</cite></p><blockquote><p>For those guilds that will now have duplicated ammenities, will we be able to exchange or sell back the duplicates?</p></blockquote><p>You can sell them back now, why would you think that's going to change?</p></blockquote><p>selling them back to gain back only HALF of the original purchase price is a little unfair imho, since it is not the PLAYERS who made multiple purchases of the same exact amenity ... but rather - it is SOE who made several different amenities function in the same exact way.</p><p>a guild who purchased: Faydwer bell, shattered lands bell, mara bell, kunark bell, SS carpet - expected 5 separately functioning amenities</p><p>a brand new guild who purchases travel bells after the GU go live will probably NOT buy 4 bells/1 carpet, but only 1 amenity</p><p>which leaves a long standing guild SOL since they have spent 5x as much on the original purchase price for amenities that will now do EXACTLY the same thing</p><p>Guilds had to pay UPKEEP for these 5 amenities - to me (again imho) - that is enough of a "price" to have paid for using 5 amenities, so the FULL ORIGINAL PURCHASE price of all duplicate amenities should be refunded automatically and those 5 amenities should disappear on GO LIVE day, letting all guilds choose which of the 5 "looks" they want for their guild hall...</p><p>if this is not an automatic refund, then it will be a manual process on the behalf of each guild to only get back "half" of the original purchase price for amenities that weren't rendered useless by the guild/player - but rendered useless by SOE....</p>
Anestacia
05-17-2010, 01:41 PM
<p>I agree with this here too. I think all bells/carpet/spires etc should be refunded at full price when GU56 hits Live then the guild leader can repurchase the one(s) he/she chooses. The half price is simply unfair when something changes as drastically as this.</p>
d1anaw
05-17-2010, 01:50 PM
<p><cite>channel wrote:</cite></p><blockquote><p><cite>Aemm@Splitpaw wrote:</cite></p><blockquote><p><cite>d1anaw wrote:</cite></p><blockquote><p>For those guilds that will now have duplicated ammenities, will we be able to exchange or sell back the duplicates?</p></blockquote><p>You can sell them back now, why would you think that's going to change?</p></blockquote><p>selling them back to gain back only HALF of the original purchase price is a little unfair imho, since it is not the PLAYERS who made multiple purchases of the same exact amenity ... but rather - it is SOE who made several different amenities function in the same exact way.</p><p>a guild who purchased: Faydwer bell, shattered lands bell, mara bell, kunark bell, SS carpet - expected 5 separately functioning amenities</p><p>a brand new guild who purchases travel bells after the GU go live will probably NOT buy 4 bells/1 carpet, but only 1 amenity</p><p>which leaves a long standing guild SOL since they have spent 5x as much on the original purchase price for amenities that will now do EXACTLY the same thing</p><p>Guilds had to pay UPKEEP for these 5 amenities - to me (again imho) - that is enough of a "price" to have paid for using 5 amenities, so the FULL ORIGINAL PURCHASE price of all duplicate amenities should be refunded automatically and those 5 amenities should disappear on GO LIVE day, letting all guilds choose which of the 5 "looks" they want for their guild hall...</p><p>if this is not an automatic refund, then it will be a manual process on the behalf of each guild to only get back "half" of the original purchase price for amenities that weren't rendered useless by the guild/player - but rendered useless by SOE....</p></blockquote><p>It also "cost" an ammenity slot, which is limited to guild hall size and guild level. If they are combining traveling, it would free up an ammenit slot for guilds. But we should be able to either do a swap or get full price back.</p>
Cusashorn
05-17-2010, 02:01 PM
<p>Just my two cents about the travel system.</p><p>At first I thought it was annoying that we now had to click more often to go anywhere, which most people just find annoying and counterproductive.. But double clicking doesn't seem to be an issue to adapt into doing.</p>
Bratface
05-17-2010, 03:29 PM
<p><cite>Anestacia wrote:</cite></p><blockquote><p>I agree with this here too. I think all bells/carpet/spires etc should be refunded at full price when GU56 hits Live then the guild leader can repurchase the one(s) he/she chooses. The half price is simply unfair when something changes as drastically as this.</p></blockquote><p>+1</p><p>They should refund all travel amenities and let the Guild Leader buy what they need, they shouldn't be punished for having bought travel prior to this change. Full refund please =)</p><p>Also, I see that we are now able to trvel directly to all the places that Carps can make travel items too except Rivervale.</p><p>Will Rivervale be added or is it staying with just the Carp made PORTrait?</p><p>I still hate having to tell and NPC why I am clicking on it, if I click on it I just want it to function, not ask me a question unless there are more than one thing that it does, adn none of these travel things do that, they just ask you if you want to travel which I what I thought I made clear when I clicked on it.... Seriously, who is going to say "No, I do not want to travel"?</p><p>All in all I love the new travel but hate the gratiutous clicking of redundant dialog.I click on an NPC because I want to travel, that in itself already answers the NPC's question.</p>
MrWolfie
05-18-2010, 08:16 AM
<p><cite>Bratface wrote:</cite></p><blockquote><p>They should refund all travel amenities and let the Guild Leader buy what they need, they shouldn't be punished for having bought travel prior to this change. Full refund please =)</p></blockquote><p>Except that you've had the use of those amenities during a period where they weren't consolidated. Aren't you going to put a price on that?!?</p><p>Surely, the price you paid to get those amenities was worthwhile, as you did in fact purchase them. If nothing changed you wouldn't be selling them back, therefore being able to return them at all is an unexpected bonus. Seems like your glass is actually half full to me.</p><p>I'm sorry, but from my perspective, as a guild leader myself, I wouldn't refund full cost for used items.</p>
Bratface
05-18-2010, 10:40 AM
<p><cite>Aemm@Splitpaw wrote:</cite></p><blockquote><p><cite>Bratface wrote:</cite></p><blockquote><p>They should refund all travel amenities and let the Guild Leader buy what they need, they shouldn't be punished for having bought travel prior to this change. Full refund please =)</p></blockquote><p><strong>Except that you've had the use of those amenities during a period where they weren't consolidated. Aren't you going to put a price on that?!?</strong></p><p>Surely, the price you paid to get those amenities was worthwhile, as you did in fact purchase them. If nothing changed you wouldn't be selling them back, therefore being able to return them at all is an unexpected bonus. Seems like your glass is actually half full to me.</p><p>I'm sorry, but from my perspective, as a guild leader myself, I wouldn't refund full cost for used items.</p></blockquote><p>Except that use was not free by any means, we pay upkeep on them, so yeah hardly free. There is already a price on the use of them and it is paid in full.</p>
d1anaw
05-18-2010, 01:57 PM
<p><cite>Bratface wrote:</cite></p><blockquote><p><cite>Aemm@Splitpaw wrote:</cite></p><blockquote><p><cite>Bratface wrote:</cite></p><blockquote><p>They should refund all travel amenities and let the Guild Leader buy what they need, they shouldn't be punished for having bought travel prior to this change. Full refund please =)</p></blockquote><p><strong>Except that you've had the use of those amenities during a period where they weren't consolidated. Aren't you going to put a price on that?!?</strong></p><p>Surely, the price you paid to get those amenities was worthwhile, as you did in fact purchase them. If nothing changed you wouldn't be selling them back, therefore being able to return them at all is an unexpected bonus. Seems like your glass is actually half full to me.</p><p>I'm sorry, but from my perspective, as a guild leader myself, I wouldn't refund full cost for used items.</p></blockquote><p>Except that use was not free by any means, we pay upkeep on them, so yeah hardly free. There is already a price on the use of them and it is paid in full.</p></blockquote><p>Yep. We pay every week for their use. And we had no prior knowledge that these items would become obsolete in the future. So we were really unable to make a fair assesment of their usefulness. Probably the person who doesn't have a problem with losing the money they've spent is in one of the mega guilds where a few dozen plat won't even be noticed. For those of us in small guilds, it's a significant cost.</p><p>I'm not really on board in general with the new travel system. I do not like the map. Like others, I prefer the drop down menu. I'm also not happy that the benefits of travel to certain classes and tradeskill items is being negated. I am happy that consolidating the travel options will free up ammenity spaces for the guilds, though.</p>
Alenna
05-19-2010, 09:43 AM
<p><cite>Aemm@Splitpaw wrote:</cite></p><blockquote><p><cite>Bratface wrote:</cite></p><blockquote><p>They should refund all travel amenities and let the Guild Leader buy what they need, they shouldn't be punished for having bought travel prior to this change. Full refund please =)</p></blockquote><p>Except that you've had the use of those amenities during a period where they weren't consolidated. Aren't you going to put a price on that?!?</p><p>Surely, the price you paid to get those amenities was worthwhile, as you did in fact purchase them. If nothing changed you wouldn't be selling them back, therefore being able to return them at all is an unexpected bonus. Seems like your glass is actually half full to me.</p><p>I'm sorry, but from my perspective, as a guild leader myself, I wouldn't refund full cost for used items.</p></blockquote><p>And the guilds have paid the upkeep on those items as well. full cost would be fair they are not asking for the return of the upkeep.</p>
channel
05-19-2010, 09:59 AM
<p><cite>Aemm@Splitpaw wrote:</cite></p><blockquote><p> therefore being able to return them at all is an unexpected bonus. </p></blockquote><p>this is not an "unexpected bonus"... lol - you can ALREADY sell back amenities on live. nothing new here with the GU</p><p>amenities are being made obsolete by SOE. if SOE does not do a full automatic refund on go-live date, then guilds will have to manually sell back all duplicate amenities.</p><p>the issue i still see is: amenities were not purchased "by accident" by the player, they were purchased with the understanding that each amenity function was very separate and distinct from OTHER AMENITES. this will not be the case after GU56. selling back dupes for half price is unfair when it is not the PLAYER who made these amenities obsolete.</p><p>There are two costs associated with amenities: 1) original purchase price to simply just have the amenity show up in your guild hall 2) weekly UPKEEP to USE the amenities</p><p>i don't think anyone would request getting back the UPKEEP - that's a fee they paid to use the amenities</p><p>but the original purchase price was with the expectation that the amenity would always function in the same way- and now they are not....</p><p>i still think a full refund / disappearance on go-live of all duplicates (spire/wizard) (carpet/4 bells) is fair and warranted....</p>
channel
05-21-2010, 11:24 AM
<p>If i could make two requests <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>1) - please get rid of the "i would like to travel" dialogue for NPCs ... if i'm clicking on a travel NPC - the fact that i get a huge map pop up on my screen with a CANCEL option should be enough... clicking the NPC, then I WOULD LIKE TO TRAVEL, and THEN getting the map is just an annoyance</p><p>2) please make ALL within zone points available from ALL OTHER within zone points... i still don't get that i can now go directly from the docks to zone ABC, but once in zone ABC - i have to take 2 or 3 travel hops to get across the zone <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
Silius
05-21-2010, 01:26 PM
<p><cite>channel wrote:</cite></p><blockquote><p>2) please make ALL within zone points available from ALL OTHER within zone points... i still don't get that i can now go directly from the docks to zone ABC, but once in zone ABC - i have to take 2 or 3 travel hops to get across the zone <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p>We are looking into adding route linking. It requires some added functionality and needs a decent amount of testing time.</p>
channel
05-21-2010, 01:41 PM
<p><cite>Silius wrote:</cite></p><blockquote><p><cite>channel wrote:</cite></p><blockquote><p>2) please make ALL within zone points available from ALL OTHER within zone points... i still don't get that i can now go directly from the docks to zone ABC, but once in zone ABC - i have to take 2 or 3 travel hops to get across the zone <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p>We are looking into adding route linking. It requires some added functionality and needs a decent amount of testing time.</p></blockquote><p>you really do rock!!!!</p><p>and i'll test every zone i can when it hits test_copy ...currently trying to avoid pvp ruleset though <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
Gladiolus
05-21-2010, 03:47 PM
<p>I thought I knew my way around Norrath pretty well until I tried using this system. There was nothing wrong with having assorted methods of transport - you don't dump all motor cars just because an aeroplane has been invented. Some of the travel, particulary in Odus, really does need fixing, but the older systems are fine.</p><p>If all this is going to be thrown out, perhaps it's time we could just press M, click on a place, and portal there.</p>
Cyliena
05-22-2010, 02:11 PM
<p>I can't use the Sinking Sands carpet at all on Test Copy... I can neither left nor right click to interact with it.</p>
<p>One advantage I see to having the bells all giving one map is that I'll no longer be clicking the wrong bell and transporting to some place I don't want to go. It's been an annoyance that some bells give you a drop down list while others transport you immediately.</p>
Kithica
05-23-2010, 07:46 PM
As to the guilds getting paid back for buying the many emenities. I would just concider it buying a new emenity that frees up a few slots.
<p><cite>Kithica@Lucan DLere wrote:</cite></p><blockquote>As to the guilds getting paid back for buying the many emenities. I would just concider it buying a new emenity that frees up a few slots. </blockquote><p>That's good if you actually need the slots. Not everyone does. Unless they make more amenities. Like a guild hall broker or a universal writ giver.</p><p>I really think this time they should refund the full purchase price. They rendered having more than one obsolete.</p>
Bremer
07-10-2010, 07:43 AM
The new map is all great, but why do I see the Pride of Prexus, etc (all those ships for the former access quests) on the world map in the guild hall? When I use the globe somewhere else they are not on the map, only in the guild hall.
TheLopper
07-10-2010, 01:48 PM
<p><em>*</em>sigh*</p><p>Didn't realize this was a necro'd thread, deleted.</p>
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