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Re: Convenience vs immersion

Posted: Fri Nov 28, 2025 8:26 am
by selhan
Convenience just simply sales , idc who says what, the majority of players will teleport, caravan ride, hop, skip and jump or dougie themselves around the server to get to point A to point B. Rare you gonna see anyone simply "Walking" every road because the majority thought is .."There wont be anyone to run into " Unless its specific locations or FAI lol.

AS IT STANDS:
Want to socialize Go to FAI -
Want Rumor/Event related RP Go to locations specific characters / factions are parked at.
Want to look for a Random Looting group Go to the Wide, FAI, Soubar (Not talking about UD because I dont play down there)
Unless your a noob or in some romance rp, aint no one gonna really bother exploring anywhere lol

Typical Gameplay in Modern Times be like..."Three Chicken Wings and some Fried Rice" j/k :lol:

*Log in, meet up with friends, chit chat until someone recommends to go looting, teleport to loot spot, run through the dungeon, teleport to a decent or the best npc that gives the best coins for your junk, take break, afk, pee, eat socialize etc until another run. Log for the day or night. *

The only time anyone does anything different within all that is..
1, A random DM Shout of something happening someplace (Which is more rare now a days due to the lack of active DMs, or most likely prefer schedules things because they dont want to be spammed with 10 Requests and 50 PM's in their inboxes)
2, A Schedule DM Event after a DM Rumor was posted on the forums
3, A schedule player meet up in regards to events / Plots
4, Your a noob wanting to level , grind, or explore the server
5, You in some romance rp and your GF or BF wants to walk you to someplace with a nice scenery to set the mood.


People just got their agendas, plans, etc and less likely now a days want to simply walk about openly in anticipation to run into random rp. And a big part of that is because after a while and experience, you can simply open the Scry after you log in and determine if your going to encounter good rp or not. Theres a few players that dont go where crowds go. Instead they remain in places where they can be found if needed and want to help show activity other then one map.

More caravan routes = Convivence
Lesser Cost for Teleport = Convivence
Single Dungeon with a buttload of loot chest = Convivence
FAI = Convivence

Immersion is found between a very small few of serious Rpers
Immersion is found from DM Plots and Events ((well most times when players consequences are not being redacted lol))

This is just MY Opinion..Convivence seems to be winning.

Oh bugger...far as the Nighttime Day time thing ...meh ...sometimes Too much RP is TOO Much RP. I myself just reminds myself to keep in mind the time of day, after all its important for me.
Cause ONLY During the Night is where the First round of drinks are free in the Broken Goblet!

Re: Convenience vs immersion

Posted: Fri Nov 28, 2025 10:00 am
by Sean Maxhell
selhan wrote: Fri Nov 28, 2025 8:26 am
Unless your a noob or in some romance rp, aint no one gonna really bother exploring anywhere lol
I explore a ton! And all I get is disappointment.

Re: Convenience vs immersion

Posted: Fri Nov 28, 2025 5:05 pm
by selhan
Then my guy, learn the toolset, submit an application to the Build Team and try doing something about it ? Its what I did :lol:

Re: Convenience vs immersion

Posted: Sat Dec 06, 2025 2:28 am
by blazerules
One thing to note is our brains are practically hardwired to LOVE convenience. Its why some people cant stop using food delivery apps and so on. Its just how people are so convenience always wins in terms of what people want.

It just comes down to making convenience part of immersion. And yeah sometimes convenience bad.

Re: Convenience vs immersion

Posted: Sun Dec 07, 2025 3:37 am
by Ithilan
blazerules wrote: Sat Dec 06, 2025 2:28 am One thing to note is our brains are practically hardwired to LOVE convenience. Its why some people cant stop using food delivery apps and so on. Its just how people are so convenience always wins in terms of what people want.

It just comes down to making convenience part of immersion. And yeah sometimes convenience bad.
I just can not see convenience as being bad for immersion, when the immersion aspect would require you to not travel between zones more than once a week? That's not bad convenience, that's making a functional game where we don't have to live the boring parts of our character lives, the travel times for days on end on horse back or in a carriage.

There is no part of removing teleportation's or fast travel points that would contribute to immersion, that would have to suspend your understanding of the distances entirely tbh. And would be counteractive to immersion, since your character now is the marathon runner of the sword coast, crossing thousands of miles on foot in a heartbeat. That to me is the opposite of immersion.

I think that it sorta boils down to people not wanting to skip the distances conveniently, but there is nothing realistic or immersive about pretending you travelled those absurd distances on foot instead, quite the contrary. And honestly I think the fast travel systems helps immersion, to the fact that you do not have to watch BuffedGuyNr21 run past your RP in X or Y zone, as he was getting to his murder hobo location.

And personally I think we have so many weird crashes from this ancient game, often related to zone transitions. And these travel systems help reduce that annoyance quite a bit by not doing the Sword Coast marathon.

Re: Convenience vs immersion

Posted: Sun Dec 07, 2025 11:38 pm
by artemitavik
Really, if we're going to have full Immersion with traveling, we'd... pretty much never get anywhere. There are I think a couple hundred miles between Beregost and Nashkel for instance. The trip from Ulgoth's to BG should take probably at least the better part of a full day.

Given that the limitations of the game system already solidly breaks that and always will unless you have the City... and the Environs... and that's pretty much it if you wanted to be realistic about travel distances and times. Maybe the greater Coast area, but certainly not all the areas we have now, and 100% absolutely not the variety... Eh, fast travel is fast travel no matter what.

Re: Convenience vs immersion

Posted: Mon Dec 08, 2025 3:47 am
by Ithilan
I do think there is one thing that ought be changed.

I would really like to see The Wide dimensionally locked. I find my immersion is more broken by groups of lawful good characters teleporting on top of Flaming Fist officers in one of the busiest markets in Faerun, with no hesitation, to make a few hundred gold more from a loot run.

Not to derail the topic, but that borders more on god moding the NPCs perhaps. And to me it sorta breaks immersion and leaves the Fist and City Guard looking incompetent.

So perhaps the teleportation anchor suggestion made earlier in this topic would be appropriate, sorcerous sundries, the red wizards enclave or wherever else, I imagine a couple of guild and player houses too, should be eligible for teleportation. But the middle of the Wide on top of NPCs is where I find teleportation in particular contributes negatively to immersion.

Re: Convenience vs immersion

Posted: Mon Dec 08, 2025 10:53 am
by Deathgrowl
A few years ago, we had people arguing for "quality of life improvements", that were bordering on convenience arguments, though they denied it being convenience. Now we have people flat out arguing for convenience, apparently. Personally i find a lot of problems with excessive convenience. Sure, we shouldn't be expected to treat it as a life and geography simulator. But there has to be some limit to this. It's not even just about immersion.

But let's start there, and let's just point at travel as it's such a blatant case of hyper convenience right now. Teleportation isn't a trivial matter in the setting. It is a difficult skill, even if you are capable of uttering the incantation for the spell. You can teleport to areas you've been to in the past, if you are able to sufficiently picture the place in your mind. And you are able to teleport to areas based on a detailed map, if you are skilled enough to read it. And yet we have people with literally no training in spellcasting being able to teleport with barely any difficulty across the surface, let alone any skill in geography or aptitude for focusing on a memorised location.

We have expanded the amount of fast travel opportunities to the point where we could almost just outright delete the areas in-between, because practically no one every goes there anymore. Many of my most enjoyable RP experiences on this server have happened as chance encounters along the road. That never happens now. There's no longer anyone trying to be highwaymen. There's basically no point for a DM to set up a scene for someone to come across while travelling. All such events now have to be announced. It means "RP hubs" are far more difficult to change, because they end up being next to the caravan, as opposed to organically appearing where people congregate (in the past, such places have been the Elfsong Tavern patio with the old BG maps, the Lewd Lyre [Darius Estate], and more - essentially places where one or two players started making things happen and then people gathered around them).

No, this isn't just Deathgrowl complaining about mindless grinding again. But who - and what - does this extreme amount of convenience serve? It doesn't add to the RP of the server what so ever, and honestly only detracts from it. All it does, is make people able to go from an "RP hub" or a merchant hub, to an area closer to the high level PvE content. No, I'm not complaining about grinders (though I would personally rather focus on enabling and encouraging RP, than conveniencing the grinders, but that's another story). This affects also people who go on adventures. And it affects those of us who are also DMs, as mentioned above. It devalues teleportation as a skill, and it makes many of the server areas feel redundant.

There's also a layer of metagaming/godmodding that happens when a sneak follows someone through a fast travel caravan (ignoring the caravaneer NPC, essentially). And I know that happens.

This is a design that only enables and even encourages a lazy approach to RP. There's enough examples in the world of gaming to see that too much convenience detracts from the purpose of the game. Makes things feel boring, bland and meaningless. Some convenience is understandable. Good, even. But there's a line. And I personally feel we've crossed that one by quite a margin already.

Re: Convenience vs immersion

Posted: Mon Dec 08, 2025 11:00 am
by renshouj
Hidden: show
Deathgrowl wrote: Mon Dec 08, 2025 10:53 am A few years ago, we had people arguing for "quality of life improvements", that were bordering on convenience arguments, though they denied it being convenience. Now we have people flat out arguing for convenience, apparently. Personally i find a lot of problems with excessive convenience. Sure, we shouldn't be expected to treat it as a life and geography simulator. But there has to be some limit to this. It's not even just about immersion.

But let's start there, and let's just point at travel as it's such a blatant case of hyper convenience right now. Teleportation isn't a trivial matter in the setting. It is a difficult skill, even if you are capable of uttering the incantation for the spell. You can teleport to areas you've been to in the past, if you are able to sufficiently picture the place in your mind. And you are able to teleport to areas based on a detailed map, if you are skilled enough to read it. And yet we have people with literally no training in spellcasting being able to teleport with barely any difficulty across the surface, let alone any skill in geography or aptitude for focusing on a memorised location.

We have expanded the amount of fast travel opportunities to the point where we could almost just outright delete the areas in-between, because practically no one every goes there anymore. Many of my most enjoyable RP experiences on this server have happened as chance encounters along the road. That never happens now. There's no longer anyone trying to be highwaymen. There's basically no point for a DM to set up a scene for someone to come across while travelling. All such events now have to be announced. It means "RP hubs" are far more difficult to change, because they end up being next to the caravan, as opposed to organically appearing where people congregate (in the past, such places have been the Elfsong Tavern patio with the old BG maps, the Lewd Lyre [Darius Estate], and more - essentially places where one or two players started making things happen and then people gathered around them).

No, this isn't just Deathgrowl complaining about mindless grinding again. But who - and what - does this extreme amount of convenience serve? It doesn't add to the RP of the server what so ever, and honestly only detracts from it. All it does, is make people able to go from an "RP hub" or a merchant hub, to an area closer to the high level PvE content. No, I'm not complaining about grinders (though I would personally rather focus on enabling and encouraging RP, than conveniencing the grinders, but that's another story). This affects also people who go on adventures. And it affects those of us who are also DMs, as mentioned above. It devalues teleportation as a skill, and it makes many of the server areas feel redundant.

There's also a layer of metagaming/godmodding that happens when a sneak follows someone through a fast travel caravan (ignoring the caravaneer NPC, essentially). And I know that happens.

This is a design that only enables and even encourages a lazy approach to RP. There's enough examples in the world of gaming to see that too much convenience detracts from the purpose of the game. Makes things feel boring, bland and meaningless. Some convenience is understandable. Good, even. But there's a line. And I personally feel we've crossed that one by quite a margin already.
I don't really have the energy or time to really participate in this topic, but for what its worth I'll just drop a massive +1 here to deathgrowl's post, I literally couldnt have put my thoughts into words better than he did.

Re: Convenience vs immersion

Posted: Mon Dec 08, 2025 1:44 pm
by Aspect of Sorrow
96 player concurrency license/maximum/server in a PW with 575 maps, and we don't have the concurrency numbers to max out one.

Highwaymen RP was largely stopped by the consent rulings not caravans/teleport, with very few notable names in the past decade remaining, frequently discouraged due to the OOC drama it created, which included the departure of players from the PW. The Balor spawner outside CK attacking low level paladins in 2018 among many others, godmoding aside.

What we start with and where we are today evolved, players and tastes have changed. This'll keep evolving. A compromise can be that the caravans will only travel to the closest stop at the same cost, but by every technical and economic limitation that exists we are a Point of Interest representation of the western heartlands and should have a stronger focus on the content that players are arriving to and assist them to such interests.

Re: Convenience vs immersion

Posted: Mon Dec 08, 2025 8:10 pm
by blowuup
Aspect of Sorrow wrote: Mon Dec 08, 2025 1:44 pm
What we start with and where we are today evolved, players and tastes have changed. This'll keep evolving. A compromise can be that the caravans will only travel to the closest stop at the same cost, but by every technical and economic limitation that exists we are a Point of Interest representation of the western heartlands and should have a stronger focus on the content that players are arriving to and assist them to such interests.
forgive the rudimentary map but I think this is what that would look like

Image

Re: Convenience vs immersion

Posted: Mon Dec 08, 2025 11:15 pm
by Aspect of Sorrow
*Sighs, reinstalls EVE Online after that map invoked nostalgia..*

Re: Convenience vs immersion

Posted: Tue Dec 09, 2025 6:07 am
by Riddance
Don't want to ruin the "caravan moves to closest stop" idea, but there is a major problem with that I spotted right away: FAI is something like 10 mins of slow walk at worst from BG, CK is practically the neighbor location to FAI and Beregost with Gullykin and Nashkel with Greenest are literally connected with transition points. Wasting 250 gp on what is literally just moving to next location might be minor inconvinience economy wise - but psychologically it's not something people will agreee to. Plus, entire point of fast travel system via caravans are, well, travelling fast. With breaking travelling into several stops with same price for different distances you will only drive people into using Teleport-ish spells because they will be cheaper (850 gp vs 250 per person per 1 transition with that scheme?) and faster (1 loading screen vs 2-5, debating on where is needed to go)

My grain of salt dropped, can't come up with something to make things better, Rid out