Instead of discussing the patch and the pros and cons of the new travel system, what about some better methods of "travel" that better suit the population yet still promotes and maintains player interaction?
Apparently, one of the problems with SoD is that players like to congregate in one "main" city; this is actually just human nature doing it's thing. However, what if we divided the cities into level ranges?
For example, Newport could be Levels 1-20. Outside Newport in the surrounding zones (less than 5-10 minutes travel from Newport?), there are various Level 1-20 Dungeon Teleporters; HOWEVER, the teleporters do not take you directly to a dungeon.
Instead, you group up in your groups, enter a specific Dungeon Teleporter, and are put through a journey/trial/whatever, where you have to travel through some tunnels while fighting series of mobs (from the dungeon you are heading), then fight a mini-boss before arriving at the dungeon.
The journeys to various dungeons should drop very little loot or experience so people do not want to just keep repeating the trips. They are simply a better way to fill 30-minutes of travel time.
This ultimately serves many purposes:
1) People WILL congregate no matter what; however, by utilizing different cities as different "jumpgates," players will still spread throughout the world and utilize every city. The perk is that same level players will be congregated in the same area but still have access to a wide variety of dungeons.
2) This new Dungeon Travel system still promotes interaction, because you could balance the "journey to the Dungeon" to be only beatable by groups of certain levels. Simply put, I'd rather play the game for 30 minutes, then arrive at a dungeon and play some more, rather than auto-follow-afk somebody for 30 minutes until we finally arrive... and oops someone has to go in 30 minutes.
3) This allows you to connect dungeons that are not physically close to a city within much more reasonable travel times.
4) This allows you to manually separate the population to utilize different cities and you provide them with an incentive--all the players within the level ranges WILL be available to group, and they WILL be able to reach any dungeon they wish via Dungeon Teleporters (if they can handle the encounters of the travel!)
5) This makes travelling to dungeons entertaining and FUN! Not a 30-minute trek that requires no real skill, and is a drain on a casual player's time of play.
Note -- Only SOME dungeons could utilize this new travel system, not all. (Or else people will complain that half the world is no longer used.)
Apparently, one of the problems with SoD is that players like to congregate in one "main" city; this is actually just human nature doing it's thing. However, what if we divided the cities into level ranges?
For example, Newport could be Levels 1-20. Outside Newport in the surrounding zones (less than 5-10 minutes travel from Newport?), there are various Level 1-20 Dungeon Teleporters; HOWEVER, the teleporters do not take you directly to a dungeon.
Instead, you group up in your groups, enter a specific Dungeon Teleporter, and are put through a journey/trial/whatever, where you have to travel through some tunnels while fighting series of mobs (from the dungeon you are heading), then fight a mini-boss before arriving at the dungeon.
The journeys to various dungeons should drop very little loot or experience so people do not want to just keep repeating the trips. They are simply a better way to fill 30-minutes of travel time.
This ultimately serves many purposes:
1) People WILL congregate no matter what; however, by utilizing different cities as different "jumpgates," players will still spread throughout the world and utilize every city. The perk is that same level players will be congregated in the same area but still have access to a wide variety of dungeons.
2) This new Dungeon Travel system still promotes interaction, because you could balance the "journey to the Dungeon" to be only beatable by groups of certain levels. Simply put, I'd rather play the game for 30 minutes, then arrive at a dungeon and play some more, rather than auto-follow-afk somebody for 30 minutes until we finally arrive... and oops someone has to go in 30 minutes.
3) This allows you to connect dungeons that are not physically close to a city within much more reasonable travel times.
4) This allows you to manually separate the population to utilize different cities and you provide them with an incentive--all the players within the level ranges WILL be available to group, and they WILL be able to reach any dungeon they wish via Dungeon Teleporters (if they can handle the encounters of the travel!)
5) This makes travelling to dungeons entertaining and FUN! Not a 30-minute trek that requires no real skill, and is a drain on a casual player's time of play.
Note -- Only SOME dungeons could utilize this new travel system, not all. (Or else people will complain that half the world is no longer used.)