ndrs
Programmer
Posts: 39
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Post by ndrs on Nov 7, 2018 13:32:53 GMT
There is an idea on worldbuilding ( link to it) that implies merchant travelers with carts being in different places at random in the world. Those travelers would head from one place to another and appear in some places between. This would have expanding if the idea is well received. Current topic: Fast travel in the early game
Travelers and merchants allow you and your party to travel in their carts for a price. Each traveler outpost has a direction on where it is headed, so you can only decide if you want to go over there. When you are on a camp you can decide to go with them and instantly you'll be dropped on the door of the village/city. This only happens with already known places. We could make that traveler merchants don't even offer to go with them if the destination is unknown (they're full or don't want to have strangers with their wares at nights, whatever). Traveling rests the group like an Inn. That way it is reasonable to have this service kind of expensive (Inn service + fast-travel).
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Post by jysaw on Nov 7, 2018 15:38:42 GMT
a fast travel system is one of the things we were discussing but it would be implemented mid to lategame when the overworld has opened up a fair bit. this idea needs a bit of tweaking but i like the idea of offering it earlier albeit slightly gimped
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Post by WitchRolina on Nov 7, 2018 19:30:39 GMT
I know it was discussed earlier about an airship attained perhaps earlier on in the game, but one with a "weaker engine". I imagine a core using an ore similar to Zol from DD, but it's old and worn and you can't fly high enough to clear forests (like in TLA). However, part way through the quest, the airship's engine just fails, and part of the progression requires getting a new engine - this one able to reach a higher altitude, clearing forests as well as other similar vertical obstacles (high cliffs/plateaus), though mountains remain an obstacle.
One of the ideas brought up about this though is that the airship acts as the fast travel for the party - there's a menu to bring up locations the player has visited, and with a quick animation the airship just heads over there.
If we separate the game into thirds, we could have it so that:
First third: Carts is fast travel, travel limited by foot. Second third: Airship is fast travel, travel is limited by altitude. Final Third: Airship is fast travel, travel is limited by story progression reasons alone (ex: Unsafe airspace until story quest finished, etc).
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PK_Water
Writer
Already Half Xehanort
Posts: 27
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Post by PK_Water on Nov 7, 2018 20:30:57 GMT
a fast travel system is one of the things we were discussing but it would be implemented mid to lategame when the overworld has opened up a fair bit. this idea needs a bit of tweaking but i like the idea of offering it earlier albeit slightly gimped perhaps the merchants only allow you to travel with them when they know your entire party is trustworthy, or in other words some time after getting the fourth party member (maybe with an event where you rescue them from someone/something?)
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Post by WitchRolina on Nov 7, 2018 21:47:19 GMT
A reputation system was suggested - perhaps it could tie into that? You're still limited to towns and cities you've been to, but once you hit a certain reputation, their services open up to you, and as Rep increases, their prices get lower and lower (until they're about half of the original value, perhaps?)
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 7, 2018 23:34:11 GMT
I don't think we should have a fast travel system, I think we should consider ways to make travelling as a whole but also in particular through earlier areas quick and not tedious. For example - if the player is travelling through an area where random encounters are significantly lower in level compared to the player's party, significantly reduce encounter rate.
- Add bridges, boats or other shortcuts around large obstacles at fixed points in the story, like GS did
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capy
New Member
Posts: 24
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Post by capy on Nov 8, 2018 3:01:29 GMT
I think this should mainly be the job of boats. Since Mercury is linked to the sea maybe she can get a boat a bit earlier than usual (though I still think the boat should only be obtained once you have all 4 party members) opening up any routes by sea. An airship would achieve the same result but on land. I'd suggest however that the two would have a menu for fast travel, the fist only for port locations and the later for any location.
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Galda
Localizer
I just..... like Cats. That's it
Posts: 25
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Post by Galda on Nov 8, 2018 3:08:21 GMT
I agree with your idea of fast traveling, just not for the early game. I think the only time where fast travel is needed is when you're backtracking.
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Post by disastercube on Nov 8, 2018 3:25:18 GMT
I generally like the idea of fast-traveling early in the game, especially if we anticipate having the player go back and forth between towns for different side-quests early on. I also like the idea of working with merchants to fast travel at least in the beginning, because it sounds like it would let player feel more connected with the people of this world they're traveling through.
If we wanted to limit it, we could make it so that certain fast-travel points have to be unlocked by clearing out some optional boss or side-quest.
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Post by WitchRolina on Nov 8, 2018 14:31:45 GMT
I agree with your idea of fast traveling, just not for the early game. I think the only time where fast travel is needed is when you're backtracking. If we tie it into the reputation system, that's basically how it'll function. You can't head to new places, only towns you've already been, and can only go to/from them when your reputation in the area is high enough. I figure for "to location" the requirement is low, while "from location" would require roughly the amount of reputation you'd get from completing the story relevant stuff in the town. That'd keep things manageable for the devs, while friendly to the players.
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Post by Daybreaker Arcana XVI on Nov 11, 2018 22:25:58 GMT
i would like the traveling merchants idea if it wasnt the only source of fast travel available. making your fast travel based around rng and "i hope my merchant guy appears at this spot at this time" is probably a bad idea. im thinkin the fast travel system should function in different phases
1 - merchants which hang around towns can take you to 1-2 different places and slightly heal your party, and if youve ruined your reputation, traveling merchants can help, but theyre quite a bit riskier and prone to stealing your stuff or something 2 - intermediate system, maybe a boat is confined to a lake within the middle of the land, maybe an airship cant clear forests. have it fully heal your party, but maybe it costs fuel to use? idk 3 - full fast travel availible to you with no fuel or half-healing or anything. go nuts with this
honestly it doesnt even have to be 3 different, concrete levels. there could be many different methods of traversing the land with their different pros and cons. maybe this is gettin too complex idk
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Galda
Localizer
I just..... like Cats. That's it
Posts: 25
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Post by Galda on Nov 12, 2018 1:10:21 GMT
I agree with your idea of fast traveling, just not for the early game. I think the only time where fast travel is needed is when you're backtracking. If we tie it into the reputation system, that's basically how it'll function. You can't head to new places, only towns you've already been, and can only go to/from them when your reputation in the area is high enough. I figure for "to location" the requirement is low, while "from location" would require roughly the amount of reputation you'd get from completing the story relevant stuff in the town. That'd keep things manageable for the devs, while friendly to the players. In that case I'm all in for it. It sounds like a great idea
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Post by shawnullah on Dec 18, 2018 1:17:16 GMT
Generally speaking, the fast travel mechanic (point-and-click transport command on a map) is acceptable when the way to normally traverse the game's world is by running through interactive areas (think Octopath Traveler and Xenoblade Chronicles).
However, if Golden Sun's map design is anything to go by for this game's world map design, we'll just be running around a "flat" map. In this case, vehicles for transport is the better idea as it was perfectly fine in GS: TLA. Having said that, I think we should come up with a world map first before tackling the faster travel options so we know how to balance map accessibility in relation to game plot progress.
Addendum: I think the traveling merchants could be the only acceptable "fast travel" option but only within a certain radius of their campsite.
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