Create a Caravan System where it's a dice-roll-for-success, once per reset, per NPC caravaner.
Thus, if at BG, your toon hopes to "catch a ride" to Nashkel, she'll have a 50% chance to succeed in finding that leaving Caravan, and, should the PC have some social Skills, they may be able to influence that percentage for a greater success. But still, one time per Reset.
Additionally, if your Toon would fail the BG to X attempt, after having walked or teleported to X, there would be a Caravan NPC there at X, one that they would have another once-per-reset chance to get a return lift.
Risk v. reward!!
Where is the risk in this?
It's a one time thing: use it when it counts!?!
I'd be equally happy to see it require a flat 1k coin, success or failure.
To have any kind of caravan system viable not just in an insta-warp sort of way, there needs to be some drawback from travelling by foot, like a fatigue system. And no, being waylaid is not nearly enough. A caravan between BG and Nashkel would certainly cut travel time compared to even hasted runners, but it bypasses all sorts of friendly or deadly encounters on the way. Multiple stop caravans can fix that somehow, but a jump of only two or so areas sounds more troublesome than simply walking it. This is all speaking from a pro-encounter viewpoint. If the whole idea is avoiding heavy traffic then by all means, make it easier please.
Lambe wrote:A caravan between BG and Nashkel would certainly cut travel time compared to even hasted runners, but it bypasses all sorts of friendly or deadly encounters on the way.
A level three wizard can already cast Invisibility and bypass all sorts of friendly or deadly encounters on the way. He can also stock up on Expeditious Retreat to move even faster through the areas.
Stonebar wrote:I'm not opposed to something replacing the boat that was there before.
Just having something similar enough to replace that boat would be fair enough for me.
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
Create a Caravan System where it's a dice-roll-for-success, once per reset, per NPC caravaner.
Thus, if at BG, your toon hopes to "catch a ride" to Nashkel, she'll have a 50% chance to succeed in finding that leaving Caravan, and, should the PC have some social Skills, they may be able to influence that percentage for a greater success. But still, one time per Reset.
Additionally, if your Toon would fail the BG to X attempt, after having walked or teleported to X, there would be a Caravan NPC there at X, one that they would have another once-per-reset chance to get a return lift.
Risk v. reward!!
Where is the risk in this?
It's a one time thing: use it when it counts!?!
I'd be equally happy to see it require a flat 1k coin, success or failure.
This.
And I would be equally ok with the 1,000 gold cost, whether or not you get the roll or not. Risk vs Reward. But it is 150 gold more than teleport? You won't be able to block the caravan with a spell that costs nothing like you can with teleport.
If you make it too easy to get around, this may end up like any other MMO... just hang around the hubs to meet and talk to people and then go out and kill.... teleport back, sell, repair, get a group, then teleport somewhere and kill.... repeat.
At least here you have to walk around, and may meet someone. That and a lot of classes/PrCs can teleport themselves. Few cannot. Why not hit up a person who can and give em some cash?
RP?
If the text is this color, I am on duty, everything else is just my humble opinion.
A simple solution make every caravan go to the BG gate hub. And players can take that hub to their like location , this creates a rp hub in the caravan place and players would bump into each other
Duragin Balderden(Battle Rager of Kraak Helzak)
Rlyd (Drow Wizard)- Fearn School of Enchantment and Charm
Add a 30 minute cooldown between caravan uses and suddenly you have a caravanserai where players hook up and roleplay.
Schrödinger's Cyricism: NPCs simultaneously know everything and nothing about Cyric until observed by the Cyricist. Then they default to the state that disadvantages the Cyricist the most.
A simple solution make every caravan go to the BG gate hub. And players can take that hub to their like location , this creates a rp hub in the caravan place and players would bump into each other
The Whistler wrote:Add a 30 minute cooldown between caravan uses and suddenly you have a caravanserai where players hook up and roleplay.
Maybe however long the teleport timer is? I dont know the length.
I voted no earlier, but this sort of implementation would be kinda neat.
7threalm wrote:A simple solution make every caravan go to the BG gate hub. And players can take that hub to their like location , this creates a rp hub in the caravan place and players would bump into each other
This is honestly genius.. We already have carvans from Soubar, Roaring Shore, Darkhold, etc. What's wrong with adding a few more with a hub network? Even without the timer, people will still travel using the roads. Up the cost to 100gp and all new characters or cheap characters will use the normal roads. In addition, there's great leveling spots along the road.
Storm - The Blade Flurry Druegar Grizzleclaw - The Mountain Ruin Tsar Akroma Thuul - The Creepy Enchanter Liliana Duskblade - The B*tch of Bane Jamie Dawnbringer - The Light in the Darkness
Lighters wrote:Without the timer this would solve nothing, really.
A hub won't increase interaction if you jump off one and on to another.
I think this is a matter of believe, some think having BG as caravan hub would lead to people meeting there for adventures all over the server due to easier access from there and others think the instant travel would further disperse the community like teleport spells.
I'd think people would meet at said caravan place and from there venture together which would be making it easier to find groups for further away ventures.
On the other hand this might make other points where people usually meet unnecessary emptying them, making them obsolete.
So yea I am not sure if it would make things better or worse...
If that 'Mule' has awesome carrying capacity, it could help traveling merchants and just about any low dexterity character... But will the mule act as some kind of bag of holding? Can you unsummon it and retain your equipment? What if the server crashes or someone kills your mule?
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
How about adding horses... people would still be forced to travel overland but at least it would be alot faster. Besides, who does not want a mount? Every paladin on the server should be demanding them at the least given in pnp its pretty much a class feature lol.
"To understand magic one must first understand magic."
Agathion Benedictus: Holy Priest. Retired for now. Tiax Rules-All: Gnomish madman. Retired permanently. Exordius Vrass: Cleric/Mage. Currently active.