Other > Suggestions

Travelling Speed - new solution of old problem

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Cocain:
or... give access to train from the start

Swinglinered:

--- Quote from: JovankaB on April 28, 2011, 08:47:06 AM ---There were many complaints about traveling speed during this season. And it is true that it's a pain to travel, mostly for lone players who can't afford a car. Also I believe outdoorsman was nerfed mostly to make the cars better than pure taxi alts. Because taxi alts didn't cost anything, couldn't be stolen, could take more people and had superb outdoorsman, they were superior to cars in every aspect.

This had to change. But I think I found better solution how to solve both problems in a logical and elegant way.

Make people traveling with an "outdoorsman leader" slow him down. There is just now way that a scout traveling with 9 people who have no clue about wilderness, could be as fast as a scout traveling alone.

My proposal is:
 - bring back fast outdoorsman, maybe not as fast as before, but significantly faster than now
 - outdoorsman used to count traveling speed is average of outdoorsman of all people traveling
 - add one or two extra slots to all cars (seriously, if there is not many cars out there people won't care about comfort)

This will make lone "scout" characters traveling as they were true scouts, but won't make them better than cars to move large groups of people.

Some examples:

Scout with 300% outdoors travels as it had 300%/1 = 300% outdoors.
Scout with 300% outdoors and a friend who has 100% outdoors will travel as they had 400%/2 = 200% outdoors.
Scout with 300% outdoors and 9 PvP apes, each of them with 50% outdoors, travel as they had 750%/10 = 75% outdoors.
Two normal characters with 125% outdoors each travel together as they had 250%/2 = 125% outdoors.


--- End quote ---

Perhaps scale the reduction on a curve.
With 1 "passenger" you get to count your own OD 2x for making the average, 2 passengers 1.75x, 3 passengers 1.5x, 4 passengers 1.25 x, 5+ = 1x.

This way you can escort a few friends/etc. with some reduction, but mass groups slow you down.
Because they're mass groups.

Hendrix:
I dont agree. I think the last change in world map traveling speed was good. It made possible to feel the map as a big place.

avv:
It's not the travelling speed, it's the encounters. When a player wants to get somewhere, he will simply skip all encounters the way he can so it doesn't matter whether they exist or not at this point.
So what bothers me most is that the punishment for having low OD is to spend more time waiting, ok it's fine but must I also be alert all the time because of encounters? You can't make the worldmap travelling interesting no matter what so people will alt tab and browse the net anyway. Forced encounters gotta go.

Crazy:

--- Quote from: avv on May 05, 2011, 01:03:52 PM ---It's not the travelling speed, it's the encounters. When a player wants to get somewhere, he will simply skip all encounters the way he can so it doesn't matter whether they exist or not at this point.
So what bothers me most is that the punishment for having low OD is to spend more time waiting, ok it's fine but must I also be alert all the time because of encounters? You can't make the worldmap travelling interesting no matter what so people will alt tab and browse the net anyway. Forced encounters gotta go.

--- End quote ---

Agreed. When you have to stop your video 10+ times when going from respawn to your base/car, there is a big problem, cause it's only annoying like hell.

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