fast-travel

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  • Flameseeker Chronicles: The case for mounts in Guild Wars 2

    by 
    Anatoli Ingram
    Anatoli Ingram
    10.14.2014

    I love my new rug. It's a little on the thin side, but it's got a nice pattern and gets great gas mileage. It floats high enough off the ground that my cats can't get hair all over it, although it also probably helps that it exists only inside the world of Guild Wars 2. The only drawback is that, like the very similar riding broom, the magic carpet isn't a true travel mount. It's just a bundle toy you can ride around on at normal speed, although the difference is small enough that it's ignited the cyclical discussion about whether or not real mounts belong in GW2 again. It's a topic near to my heart, so jump past the cut and I'll address some of the common arguments against mounts -- as well as explore the peculiarities of ArenaNet's stopping just short of adding them.

  • Albion Online puts an interesting twist on fast travel

    by 
    Shawn Schuster
    Shawn Schuster
    07.01.2014

    Curious about getting around in Albion Online? After last week's dev blog on mounts, the team expanded on world travel with this week's blog all about fast travel. The sandbox MMO has implemented fast travel based on user feedback, but the feature has some interesting limitations. For one, fast travel can only happen over water. It is also limited to safe cities and hubs, and costs a fair bit of money. As a bit of an RP element, fast travel is done like ship travel, so the cost will go up according to the weight you're carrying. This makes sure that players won't use fast travel at all times, and may take into consideration whether travel by foot or horseback might be the better choice in particular situations. You can sign up for Albion Online's alpha testing at the official site. [Thanks for the tip, Dengar!]

  • The Daily Grind: What's your favorite fast travel gimmick?

    by 
    Jef Reahard
    Jef Reahard
    05.05.2014

    Fast travel is ubiquitous in MMOs nowadays, but not every game goes the extra mile to make it an immersive experience. Star Wars: The Old Republic does, at least in my opinion, and I rediscovered as much when I logged in for a few minutes over the weekend. I picked up my Imperial Agent on Corellia where I'd left off some months before, but I'd forgotten about that spiffy sci-fi tram that speeds you to and from the planet's various quest districts. It's almost like a cutscene, and there may be some zone loading going on in the background, I don't know, but it's much better than a static transition screen with an image. What about you, Massively readers? Do you have a favorite fast travel gimmick? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Flameseeker Chronicles: Tips for your first outing in Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    08.28.2012

    Welcome to Tyria, adventurer! This is the long-awaited launch day for Guild Wars 2. If you pre-purchased or pre-ordered the game, you've had a while in the world already. If not, then put on your best adventuring cloak and be sure to grab a spare handkerchief! For those of you who haven't been following the game with the feverish eyes of a true fanatic, here are some things to keep in mind when you first strike out in Tyria.

  • WildStar Wednesday discusses quality of life

    by 
    Elisabeth
    Elisabeth
    05.10.2012

    Mobility is key when you're adventuring on an exciting frontier planet. Taking this to heart, WildStar developer Carbine Studios is building in some quality of life improvements to speed Settlers along their way. All players traveling on roads in WildStar will benefit from a speed boost, whether they're on a noble steed or going afoot. Executive Producer Jeremy Gaffney mentions that, more than just cutting down on travel time, this allows developers to plan on players running into each other as they travel through the world as well as aiding in the design of exploration-driven content and proper timing of encounters. If players are really gung-ho about speed and being (profitable) good Samaritans, they'll have opportunities to add new taxi points to remote areas, pitch a vendor stall to sell mounts to lowbies, and set up speed-boosting machines at outposts, among other player-driven additions. Hopefully, this means that the more folks are in an area, the more luxuries are available -- or you can be the pilgrim running out into the wilds to spur on the advance of civilization. Speaking of running out into the wilds, we know no one likes doing that only to get called in 15 minutes later to pick up a new quest. Players' communicators are a big part of the accessibility of the world in WildStar. Many quests can be picked up and turned in via comm call, freeing players from the drudgery of having to actually track people down. To sum up, Gaffney listed the goals of this design approach. "Focus on the fun parts of the game. Eliminate tedium. Keep the challenge in there for advanced gamers. Overall, let you play the way you want to play."

  • Pathfinder Online goes time-traveling in latest dev blog

    by 
    Matt Daniel
    Matt Daniel
    03.14.2012

    According to the venerable Hitchhiker's Guide to the Galaxy, time is an illusion, and lunchtime doubly so. MMO time is perhaps even more illusory, and that's the exact topic of today's Pathfinder Online dev diary. It's always tricky deciding on the ratio of real-world to in-game time. On the one hand, if time moves too quickly, it can be immersion-breaking; on the other hand, if time moves too slowly, it can lend a sense of stagnance, especially if other gameplay mechanics rely on the day/night cycle (such as mobs that only come out at night). In light of this, Goblinworks has decided on a 4:1 game-to-earth-time ratio. This means that four in-game minutes will pass in the span of one real-world minute, one in-game day will pass in the span of six real-world hours, and so forth. This will also influence the rate of travel within the game. The team is operating under the assumption that the average human moves at three miles per hour. In-game hexes are about three-quarters of a mile from edge-to-edge, which means that it would take a real person about 15 minutes to traverse one hex. When you take into account the game's chronological dilation, though, the same journey will take an in-game character less than four minutes (assuming he can travel in a straight line), which the team says passes a basic "sanity test when considering the travel times required to cross the zones in other MMOs." The full dev blog is chock-full of even more information than we can cram into this article, including details on how different variables (such as mounts, magic, and difficult terrain) will affect travel time and the perceived scale of the world, so if you're in the mood to have your brain addled by MMO chronomancy, head on over and give it a read.

  • Wasteland Diaries: It's fixed

    by 
    Edward Marshall
    Edward Marshall
    08.12.2011

    During the past couple of weeks, I haven't been playing Fallen Earth too much. I have been waiting for some changes to come along. I found the new combat system to be a bit too slow-paced and dull. It was very centered around healing. He who healed the best generally won the fights. I prefer a system in which he who deals the most damage is more likely to win. There are, of course, other tactical considerations involved in both types of combat, but the overall feel was just plain wrong in the healer-centric combat system. I'm happy to report that some changes have been made to the system. There are still a few things I don't like about the 1.9 patch, but 1.9.2 fixed almost all of these issues. I won't say it was a perfect patch, but it was very close. There are still some minor issues I'd like to see addressed, but these are probably conscious design choices that are working as intended. In this post, I'd like to cover what has changed, why it's so great, and what we will see in the coming months. The urge to log into Fallen Earth is coming back to me, and it is all due to this new patch. After the cut, I'll explain why.

  • Fallen Earth state of the game talks 1.9.2, economics, and more

    by 
    Jef Reahard
    Jef Reahard
    08.11.2011

    Curious -- and perhaps a tad impatient -- regarding the status of Fallen Earth's free-to-play transition? We were, and fortunately for everyone, producer Marie Croall just penned a dev blog that's given us a bit more insight into the goings-on around the wasteland as of late. The good news is that "the heavy lifting is over" in terms of the account and services migration to GamersFirst. Croall says that the Fallen Earth team is a smidge over halfway through the entire transition process, so for now it'll still cost you a few bucks to log in and get your post-apocalyptic sandpark fix. Croall spends some virtual ink talking about this month's fast travel/1.9.2 patch, and she also goes into a bit more detail on the combat changes that came with it. Finally, she touches on the game's second anniversary (yeah, it's been two years already!), which happens next month and will also herald some economic changes designed to make the game's well-regarded crafting system pack a little more punch. There's more too, but much of it is farther down the development pipeline, and we highly recommend heading to the official Fallen Earth dev blog to check it out.

  • Fallen Earth 1.9.2 debuts tomorrow, expands fast travel options

    by 
    Jef Reahard
    Jef Reahard
    08.09.2011

    There's a lot going on in the wasteland these days, and the Fallen Earth dev blog updated with a bird's eye view of all the shenanigans over the weekend. First and foremost, the 1.9.2 patch is on the way (it's currently scheduled for tomorrow, in fact), and the blog entry has the patch notes ready for your perusal. Along with the requisite combat, skills, and recipe updates, the big news is the expansion of the game's fast travel mechanics. Players are now able to zip between certain LifeNet pod locations, with additional destinations becoming available as LifeNet's supplies are restocked. The fast travel system necessitates mission turn-ins at each pod location that a player wishes to use, and the mechanic also features level, chip, and knowledge requirements. That's not all there is to 1.9.2, of course, and the update notes are pretty extensive. Head to the Fallen Earth dev blog to read new info on progress towns, mission updates, and a laundry list of other tweaks.

  • Blade and Soul interview talks Qinggong, Chinese influences; new videos on display

    by 
    Jef Reahard
    Jef Reahard
    05.18.2011

    How about a little Blade and Soul info to cap off the workday? We thought you might like that, and MMO Culture has helpfully clued us in to a brief interview with the game's development team that was conducted at a recent Tencent Games event. The piece delves into the martial arts title's multinational backstory, and despite the fact that Blade and Soul is decidedly Korean, there will be a large Chinese influence on display in the finished game. Blade and Soul's Qinggong system is also addressed, and while every race will have access to the wall-scaling super-speed abilities, it will be limited with respect to character level. Qinggong will also see future iterations beyond its current implemenation as a form of fast travel, with the interview hinting at airborne skill-casting to "make players feel like they are real martial arts pugilists." Finally, there's a blurb or two on the game's classes (six confirmed) as well as a western-influenced focus on individual character progression. MMO Culture has also embedded two new Blade and Soul videos, and you can find those after the break.

  • Perpetuum launches 15-day free trial

    by 
    Jef Reahard
    Jef Reahard
    05.09.2011

    Perpetuum's newest expansion officially went live last week, and Terra Incognita brought a bunch of changes to the world of Nia. Chief among them is the doubling of the game world's size, and the extra space makes all the more sense when coupled with the sci-fi sandbox's new free trial. Said trial gives you 15 days of game time, during which you're free to putter around in your giant mech, exploring six new islands and raining death down on NPCs and your fellow players. The trial does come with a couple of restrictions, namely the inability to trade or join a corporation. Other than that, you can build and fight to your heart's content, as well as check out all the new expansion features like the highway fast travel system, new modules, and a highly customizable event notification system. Head to the official Perpetuum website to sign up!

  • Blade & Soul closed beta UI profiled

    by 
    Jef Reahard
    Jef Reahard
    05.07.2011

    More news made its way out of the Blade & Soul Korean beta this weekend. Blade & Soul Dojo has a breakdown of the game's user interface complete with a large annotated screenshot and plenty of commentary. While nothing about the UI looks markedly different from long-running MMORPG conventions, there is an interesting hint at a mechanic that is unique to NCsoft's upcoming fantasy martial arts epic. The Qinggong meter (the green bar below the health and fuel meters) ties in to the game's travel system and looks to put a novel spin on both exploration and fast travel. If you're wondering, Qinggong is a Chinese martial art that has been heavily stylized in Wuxia fiction (see the wire-fu action sequences in films like Crouching Tiger, Hidden Dragon, House of Flying Daggers, and The Matrix). Blade & Soul Dojo also confirms that the game will have an auction house as well as social features including mail, a news page, and a calendar (though these features were disabled in the beta). Check out the original article for more details.

  • Perpetuum's Terra Incognita expansion coming May 4th

    by 
    Jef Reahard
    Jef Reahard
    04.29.2011

    Avatar Creations has a bit of a surprise in store for fans looking forward to Perpetuum's next patch. The update will be a full-blown expansion titled Terra Incognita and will be free to download despite the fact that it's crammed full of content. Avatar has also announced the official release date as May 4th, 2011. So what's in store for the sci-fi sandbox's first expansion? The game world is doubling in size, and six new islands are being made available (three Alpha and three Beta zones, PvE and PvP respectively). Since you can't have a huge game world without providing players a way to avoid traversing it, Avatar is also introducing a new highway system, which will speed travel by an additional 36 kilometers per hour. Terra Incognita is also bringing a new event notification system to the table (and by events, Avatar means UI pop-ups, not in-game shindigs). Gameplay additions include AoE damage from exploding robots, new armor and weapon modules, internal corporation markets, and various mineral and mining tweaks. Head to the official Perpetuum dev blog to get the full scoop.

  • Wasteland Diaries: Patch 1.5

    by 
    Edward Marshall
    Edward Marshall
    06.11.2010

    It's patch time again, and the developers of Fallen Earth have given us more great, free content. Most importantly, we have been given a fast-travel system. Also, the craftable items have been expanded, and the new equipment will rival, in fact, surpass the Death Toll and Faction gear. There are a few new ways to get faction reputation more quickly that don't involve a PvP zone. There are new, rare drops available through the "serendipity" system just waiting to be collected. There is a new weather system that includes rain, thunder and lightning, and even puddles on the ground. There is a new Blood Sport type called assault, which has several objectives rather than a single one as in Capture the Flag. Get more details on all of this neat, new stuff after the cut.

  • Fallen Earth patch 1.5 drops tomorrow

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.07.2010

    If you enjoy the post-apocalyptic environment that Fallen Earth offers, you can't help but look forward to each new patch as it comes along. Patch 1.5 promises to bring fast travel systems for higher-level characters, a new Blood Sports combat type, and the new "serendipity" system to generate more varied and interesting equipment drops for players. They're all enticing additions, and as a result it should be welcome news that the patch is slated to go live tomorrow. Naturally, this comes with a bit of extra downtime for the servers -- in this case, between 6 AM to 11 AM EST. There's also a warning that any clones in the Deadfall region tomorrow might want to keep their eyes open for Outsider activity or other suspicious goings-on. Take a look at the full patch notes if you're logged in to the Fallen Earth forums, and get ready for tomorrow's patch and all the associated festivities.

  • Fallen Earth pushes fast travel, Serendipity to PTS

    by 
    Jef Reahard
    Jef Reahard
    06.02.2010

    Fallen Earth's public test server (PTS) has some new content for intrepid wasteland bug-hunters. The updates take the form of fast travel, Blood Sports Assault, and a new system called Serendipity. Serendipity is designed to add a bit more variety to the game's PvE and loot tables. It will be "introducing rare spawns throughout the world. Upon their demise you will have the chance to receive new gear never seen in the game before, so be on the lookout -- you don't know what you will find," says producer Dave Haydysch. The fast travel is pretty self-explanatory, while Assault is a new Blood Sport PvP game type that features two teams of up to eight players as well as attack and defense objectives. Check out the full press release over at the official website.

  • Forecast for Fallen Earth calls for fast travel, rare spawns and harsh weather

    by 
    Justin Olivetti
    Justin Olivetti
    05.20.2010

    It may be the end of the world, but that's no excuse to stop striving for perfection in a Fallen Earth. Using the recent, successful Blood Sports patch as a springboard, Icarus have their eyes fixed on the horizon as they share up-and-coming content in a new State of the Game address. Dev "Archangel" highlights the three big improvements headed to Fallen Earth in the near future: rare spawns, a limited travel system, and weather. Once in place, the Serendipity system will spawn rare mobs with unique loot for the fortunate traveler who travels off the beaten path. The fast travel system, a much-demanded feature, will become available to players level 20 and higher after completing a quest chain. You can hop between major towns using bus stops at specific locations. Finally, atmospheric lighting and the addition of weather to the game -- in the form of rain, thunder, and lightning -- may not be banner features, but they've always been warmly welcomed in other MMOs, and there's no reason to think that'll be different in Fallen Earth. There's a lot more to this State of the Game, including crafting improvements and the formation of T.E.M.P.S. (we won't spoil the surprise), so head on over to the site for the full report -- but not before you hit the jump for an awesome new Fallen Earth trailer from IGN.

  • The Daily Grind: Should all games have fast travel?

    by 
    Krystalle Voecks
    Krystalle Voecks
    09.26.2009

    One of the things some have expressed about some of the recent games is the mixed signals on travel. In Fallen Earth you can have a horse or ATV from early levels, but let's face it - the world is enormous. Even with mounts, it still takes you some time to get from one place to another. There is really no method of fast travel there. In Aion, players have access to gorgeous wings after they finish the quest, but they only work for brief periods of time. Sure, there are other methods of travel, but as some reason - if you have wings, why not let players use them to get from here to there? Yet in other games you can teleport from town to town very rapidly. As we don't pay for MMOs by the hour, is slow travel just an antiquated system, or do you think it lends something to the game's mechanic or feel? Should all games incorporate fast travel, or should it be strictly case-by-case? Drop your thoughts in the comment box below, and let us know what you think!

  • Fast travel, and why it's hard to find in MMO games

    by 
    Mike Schramm
    Mike Schramm
    06.30.2009

    Rock Paper Shotgun has an interesting piece up looking at travel in massively multiplayer games, and while the analysis is really about travel in all MMOs, of course World of Warcraft gets placed front and center -- with the notable exceptions of Mages and Warlock summons, it's a game that squarely places you in its vast world, and asks you to make some solid decisions about where you want to be. While travel has certainly gotten easier (and will continue to do so), it's still an important part of the world -- sometimes, when you're in a backwater zone and your hearthstone is down and there's no summons available to you, you've just got to get on a griffon and put the time in to fly around.Why is that? Why can't we just teleport around at will to places we've been before (a la Fallout 3 or Fable 2, if you've ever played those games)? Why does Blizzard make us traverse the wide world? RPS lands on two solutions: either they just want you to play the game more (certainly possible, especially since big worlds with long travel times and subscription fees are a trademark of the MMO genre), or they're just being jerks about it. But their panelists, and Blizzard, have offered one more suggestion: they want this world to feel vast, and one way to do that is to make you move around it rather than warp anywhere you want at a moment's notice.Then again, that's some deep psychology, and sometimes you just want to get in an instance with your friends and fight (hence the recent changes to summoning anywhere, queueing from anywhere, and so on). Travel definitely serves a purpose in MMOs, but the genre has shown in the past few years that while instant travel all the time might shrink the world a little too much, sometimes you just need to get to where you want to be.[via Slashdot]

  • The Daily Grind: "Are we there yet?"

    by 
    Samuel Axon
    Samuel Axon
    09.27.2008

    Some of you surely played EverQuest back in the day. Whether it was your first MMO or not, one thing's for sure: it was the first huge MMO. When we say huge, we're not referring to subscription numbers; we're talking about the size of the world. It was much grander than that of Ultima Online, Everyone who played EQ remembers his or her first trip from Freeport to Qeynos or vice versa.That trip was a very dire one, especially for a level 10 character. If memory serves, you had to go through Kithicor, the goblin dungeon of Runnyeye, the Beholder's maze (that was the most dangerous part, since it was all narrow canyons), the orc-sieged Highpass Hold, and of course all of the Karanas, griffins and giants be damned. It was not safe. It also took a really, really long time. If you were coming originally from Faydwer, before any of this you also had to take a fairly long boat ride -- certainly much longer than the almost-instant inter-continental rides in World of Warcraft.But the journey was exciting. It actually felt like it was an epic adventure. In most recent MMOs, fast travel is prevalent and everything is streamlined to take as little time as possible. As the genre has become more casual with regards to travel time and danger, have we lost something? Are there no more epic cross-continental treks full of thrilling close calls?