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Re: Redesign of Eastern Farmlands...
Posted: Tue Dec 19, 2017 9:01 am
by chad878262
tfunke wrote:Why not put a signpost in each section of the city and one in the east farmlands? Players can go to any part of the city they want from any signpost.
pure genious. would be nice to also have a signpost outside the palace district entrance.
One issue, from an RP perspective is that less than savory types might use said signs to avoid gate guards, so make sure the sign posts don't work for Masked/full helmed/armed individuals.

Re: Redesign of Eastern Farmlands...
Posted: Tue Dec 19, 2017 11:30 am
by aaron22
chad878262 wrote:tfunke wrote:Why not put a signpost in each section of the city and one in the east farmlands? Players can go to any part of the city they want from any signpost.
pure genious. would be nice to also have a signpost outside the palace district entrance.
One issue, from an RP perspective is that less than savory types might use said signs to avoid gate guards, so make sure the sign posts don't work for Masked/full helmed/armed individuals.

didnt say orcs!!!
gather the toops

Re: Redesign of Eastern Farmlands...
Posted: Tue Dec 19, 2017 6:08 pm
by Thayvian
chad878262 wrote:tfunke wrote:Why not put a signpost in each section of the city and one in the east farmlands? Players can go to any part of the city they want from any signpost.
pure genious. would be nice to also have a signpost outside the palace district entrance.
One issue, from an RP perspective is that less than savory types might use said signs to avoid gate guards, so make sure the sign posts don't work for Masked/full helmed/armed individuals.

I think the whole masked full helm weapon thing really bothers me. no offense to anyone that designed it. Especially the whole casting thing at the friendly arms in. With the thumb tied to your belt loop. It's really not RP friendly and does not make alot of sense I never rp it and consider the sign not to exist. Or instead I imagine that it says casting forbidden.
It also destroys any chance for drow characters to be able to access certain areas. Which I honestly think is silly.
Who really cares when there is so much about the game and design elements / RP that makes zero sense. Seems like needless work to implement.
I'm also not for the idea of Fast travel. Unless magic is used.
"
The teally crazy thing is, i feel caravans and ship routes greatly harm RP. They ruin temporary objectives. I dont like the nexus can take you anywhere, regardless of where you were. These auto-teleports shrink time and travel, and ruin what could have been mechanical justifications for adventure." I agree
Re: Redesign of Eastern Farmlands...
Posted: Tue Dec 19, 2017 8:26 pm
by Valefort
Yes, they destroy any and all unexpected events that can happen before reaching destination, the travel is negated :/
Re: Redesign of Eastern Farmlands...
Posted: Tue Dec 19, 2017 11:31 pm
by tfunke
Valefort wrote:Yes, they destroy any and all unexpected events that can happen before reaching destination, the travel is negated :/
I do believe you when you say this, but I do also find it amusing. Simply because that was my experience playing on this server. I never ONCE unexpectedly stumbled upon an event. To be fair though, I didn't play all that much either.
Re: Redesign of Eastern Farmlands...
Posted: Wed Dec 20, 2017 4:22 am
by Valefort
Well by events I don't mean necessarily a DM event but just meeting unexpected people, being sidetracked. It's the fine line between convenience (which is sometimes completely warranted) and immersive RP, with its dead times too because obviously in many travels nothing will happen and it would have been better to travel instantly

Re: Redesign of Eastern Farmlands...
Posted: Wed Dec 20, 2017 5:30 am
by Steve
Isn’t it just bettermorefun if Players can choose to walk or choose to hyperspeed caravan travel the Server?
Considering there is no real enforcement of Time or Distance on BGTSCC, it doesn’t seem to matter to keep Characters slow in order to *hopefully* encourage random events and encounters.
One issue I have, personally, with walking the Server and random encounters is them happening in Areas where there are mobs/grind spots, and how “annoying” it can be to engage in dialogue when every 30 seconds some stupid bandit tries to fling a roach at us.
DOESNT THAT STUPID BANDIT SEE MY GUY IS A FRICKIN’ EPIC BEING AND THEY SHOULD GO HONE NOW?!?!
Re: Redesign of Eastern Farmlands...
Posted: Wed Dec 20, 2017 5:45 am
by Valefort
It's not bettermorefun, the more instant travel options we add the more control you get over what you do and I think it's a bad thing, especially in a cooperative storytelling environment. If you don't give some leeway for other characters to interact with yours completely outside of your desires then it has to get stale pretty quick ; you can't surprise yourself ! I'm sure you'd take teleportation IRL any day of the week instead of traveling but it is not without cost
Adding more instant travels effectively limits the random encounters to gathering spots, as for bandits it's annoying yes but you can usually find a suitable place to chat, can't you ? At least along the Trade way that's possible.
Re: Redesign of Eastern Farmlands...
Posted: Wed Dec 20, 2017 5:52 am
by Steve
Valefort wrote:Adding more instant travels effectively limits the random encounters to gathering spots, ....
Well, that's assuming Players actually
want random encounters with others! Nothing more weird than to be in your own grind-world with your LG Paladin, and stumble upon a Warlock with undead in tow...NOW, you have to RP and what?!?!
I'm being a bit overdramatic and sarcastic on purpose, but...you know it happens.
Gathering spots are good, and it would be more in-line with "reality" if those were taverns and large outposts, instead of mechanically convenient locations, right?
Is it possible to incorporate a travel failure percentage into the caravan system? As in, 5% of the time, your caravan has to speed off the unbeaten track because of goblins/bandits ahead...and you end up 1–2 Areas away from your sought destination? How about that the random encounter?
Re: Redesign of Eastern Farmlands...
Posted: Wed Dec 20, 2017 6:40 am
by Valefort
Oh yes, and I was thinking about more than 5%

Re: Redesign of Eastern Farmlands...
Posted: Wed Dec 20, 2017 6:47 am
by Tsidkenu